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<blockquote data-quote="Olgar Shiverstone" data-source="post: 942267" data-attributes="member: 5868"><p>3. Skills</p><p></p><p> a. Wilderness Lore is renamed Survival</p><p></p><p> b. Alchemy is renamed Craft (Alchemy). Every class gets this as a class skill, but you need spellcasting ability to make it useful.</p><p></p><p> c. Pick pocket is renamed Sleight of Hand.</p><p></p><p> d. Animal Empathy is eliminated (becomes Wild Empathy class ability).</p><p></p><p> e. Scry is eliminated (New mechanic based on target DC. The subject is now allowed a Will Save.).</p><p></p><p> f. Intuit Direction is eliminated (included in Survival).</p><p></p><p> g. There are no more exclusive skills. Anyone can take skill ranks in any skill (as a class or cross-class skill). Since there are no more class exclusive skills, some skills require another skill or ability to be effective. </p><p></p><p> h. The full 3.5 skill list (from Dragon 309 char sheet):</p><p></p><p> </p><p>Appraise</p><p>Balance </p><p>Bluff</p><p>Climb</p><p>Concentration</p><p>Craft</p><p>Decipher Script</p><p>Diplomacy </p><p>Disable Device</p><p>Disguise</p><p>Escape Artist</p><p>Forgery</p><p>Gather Information</p><p>Handle Animal</p><p>Heal</p><p>Hide</p><p>Intimidate</p><p>Jump</p><p>Knowledge</p><p>Listen</p><p>Move Silently</p><p>Open Lock</p><p>Perform </p><p>Profession</p><p>Ride</p><p>Search</p><p>Sense Motive</p><p>Sleight of Hand</p><p>Spellcraft</p><p>Spot</p><p>Survival</p><p>Swim</p><p>Tumble</p><p>Use Magic Device</p><p>Use Rope</p><p> </p><p></p><p> i. Innuendo is removed and the ability moved to Bluff, and Read Lips moved to Spot (with some situations covered by Sense Motive), and Speak Languages is stated as not really being a skill any more.</p><p></p><p> j. Jump mechanics have changed substantially.</p><p></p><p> k. Druid, Monk, Ranger, and Rogue all get Spot and Listen as class skills. Barbarian and Bard get Listen. All other classes remain cross-class for those skills.</p><p></p><p> l. Sleight of Hand: DC 10 to palm a coin sized unattended object and when under close observation your check is opposed by the observer's Spot check. You can also use it to hide a small object (like a light weapon) on your body, your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. Characters frisking for a hidden item get a +4 bonus on their Search check. Daggers are easier to hide than other items so you gain a +2 bonus on your roll to conceal it, very small items (such as a coin or a shuriken) give you +4 to the roll and baggy clothing (such as a cloak) gives you an additional +2. Taking something from another creature (pick pocketing) is DC 20) once again opposed by a Spot check.</p><p></p><p> m. Intimidate is an opposed roll mechanic; you roll your Intimidate vs. your opponent's Level (or HD) + Wisdom Bonus + Modifier vs. Fear + 1d20.</p><p></p><p> n. Knowledge Skill list: </p><p>Knowledge (Arcana): Bard, Cleric, Monk, Sorc, Wizard</p><p>Knowledge (Dungeoneering): Bard, Ranger, Wizard</p><p>Knowledge (Geography): Bard, Ranger, Wizard</p><p>Knowledge (History): Bard, Cleric, Wizard</p><p>Knowledge (Local): Bard, Rogue, Wizard</p><p>Knowledge (Nature): Bard, Druid, Ranger, Wizard</p><p>Knowledge (Religion): Bard, Cleric, Monk, Paladin, Wizard</p><p>Knowledge (all skills): Bard, Wizard</p><p></p><p> o. Jump Skill modifications: +5 adds 5 ft. to a running long jump and about a foot to a running high jump, while +10 adds double that.</p><p>- speed, 30 is base, every 10 less gives a -6 penalty to jump, every 10 more gives a +4 bonus</p><p>- all jump DC's assume a 20 ft running start, otherwise double jump DC</p><p>- jump trained = same, jump untrained = prone at landing, unless jump DC is beaten by 5 or more</p><p>- long jump, fail by less than 5, reflex DC 15 to hold on to the far end, pulling yourself up is a climb DC 15</p><p>- long jump DC's: 5 ft = DC 5, with 5 added to the DC for every 5 ft further</p><p>- high jump, DC = 4 x distance in ft</p><p>- vertical reach table, long creatures are treated one size smaller ... fine: 1/2 ft, dimininuative 1 ft, tiny 2 ft, small 4 ft, medium 8 ft, large 16 ft, huge 32 ft, gargantuan 64 ft, colossal 128 ft.</p><p>- hop up to waist heigh object = jump DC 10, counts as 10 ft movement</p><p>- jump down intentionally, DC 15 for damage as fallen 10 ft less.</p><p>- jump is part of movement</p><p>- run feat: +4 to jump</p><p>- halflings: +2 to jump</p><p>- 5 ranks in tumble: +2 to jump</p><p>- 5 ranks in jump: +2 to tumble</p><p></p><p></p><p> p. Decipher Script is now a (non-exclusive) class skill for bards, rogues, and wizards.</p><p></p><p> q. Making an Escape Artist check to escape a pin or grapple requires a standard action. If you've been pinned by a big monster with multiple attacks, you may well be in big trouble (though your buddies have a couple more options for helping you escape).</p><p></p><p> r. Swim now has an armor check/gear penalty equal to twice the normal armor check/gear penalty, rather than a flat -1 per 5 pounds (which unfairly penalizes strong characters who are otherwise carrying light loads).</p><p></p><p> t. The Perform skill now has subcategories (like knowledge):</p><p>Act</p><p>Comedy</p><p>Dance</p><p>Keyboard instruments </p><p>Oratory</p><p>Percussion instruments</p><p>String instruments</p><p>Wind instruments</p><p>Sing</p><p></p><p> u. Knowledge (dungeoneering) is all about caverns, spelunking, and general underground lore. There's no Knowledge (monsters) skill; instead, "monster lore" is split up among the various existing Knowledge skills by monster type. For instance, Knowledge (arcana) covers constructs, dragons, and magical beasts, while Knowledge (dungeoneering) covers aberrations and oozes. There's also a new paragraph in the Knowledge skill that covers using the skill to identify monsters or their special powers or vulnerabilities.</p><p></p><p> v. Only "permanent" changes to Int affect the number of skill points you gain at each level. Permanent changes would include inherent bonuses (such as from a wish spell) and the every-four-levels ability increases, as well as permanent ability drain. They don't include stat-boosting spells *or items And even permanent Int changes don't provide a retroactive skill point gain.</p><p></p><p> w. Hide: The Hide skill now requires cover or concealment to attempt a Hide check. A torch now provides 20 feet of bright light, and another 20 feet of shadowy light, which gives a creature concealment. A creature in an area of bright light can only hide if it has cover. Additionally, a creature can't hide within the visibility range of a creature with darkvision unless it has cover. Invisible creatures get +20 on their Hide check, +40 when immobile.</p><p></p><p> x. Use Magical Device DCs:</p><p>Activate blindly 25</p><p>Decipher a written spell 25+spell level</p><p>Use a scroll 20+caster level</p><p>Use a wand 20</p><p>Emulate a class feature 20</p><p>Emulate ability score: score+15</p><p>emulate race 25</p><p>emulate alignment 30</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 942267, member: 5868"] 3. Skills a. Wilderness Lore is renamed Survival b. Alchemy is renamed Craft (Alchemy). Every class gets this as a class skill, but you need spellcasting ability to make it useful. c. Pick pocket is renamed Sleight of Hand. d. Animal Empathy is eliminated (becomes Wild Empathy class ability). e. Scry is eliminated (New mechanic based on target DC. The subject is now allowed a Will Save.). f. Intuit Direction is eliminated (included in Survival). g. There are no more exclusive skills. Anyone can take skill ranks in any skill (as a class or cross-class skill). Since there are no more class exclusive skills, some skills require another skill or ability to be effective. h. The full 3.5 skill list (from Dragon 309 char sheet): Appraise Balance Bluff Climb Concentration Craft Decipher Script Diplomacy Disable Device Disguise Escape Artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Knowledge Listen Move Silently Open Lock Perform Profession Ride Search Sense Motive Sleight of Hand Spellcraft Spot Survival Swim Tumble Use Magic Device Use Rope i. Innuendo is removed and the ability moved to Bluff, and Read Lips moved to Spot (with some situations covered by Sense Motive), and Speak Languages is stated as not really being a skill any more. j. Jump mechanics have changed substantially. k. Druid, Monk, Ranger, and Rogue all get Spot and Listen as class skills. Barbarian and Bard get Listen. All other classes remain cross-class for those skills. l. Sleight of Hand: DC 10 to palm a coin sized unattended object and when under close observation your check is opposed by the observer's Spot check. You can also use it to hide a small object (like a light weapon) on your body, your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. Characters frisking for a hidden item get a +4 bonus on their Search check. Daggers are easier to hide than other items so you gain a +2 bonus on your roll to conceal it, very small items (such as a coin or a shuriken) give you +4 to the roll and baggy clothing (such as a cloak) gives you an additional +2. Taking something from another creature (pick pocketing) is DC 20) once again opposed by a Spot check. m. Intimidate is an opposed roll mechanic; you roll your Intimidate vs. your opponent's Level (or HD) + Wisdom Bonus + Modifier vs. Fear + 1d20. n. Knowledge Skill list: Knowledge (Arcana): Bard, Cleric, Monk, Sorc, Wizard Knowledge (Dungeoneering): Bard, Ranger, Wizard Knowledge (Geography): Bard, Ranger, Wizard Knowledge (History): Bard, Cleric, Wizard Knowledge (Local): Bard, Rogue, Wizard Knowledge (Nature): Bard, Druid, Ranger, Wizard Knowledge (Religion): Bard, Cleric, Monk, Paladin, Wizard Knowledge (all skills): Bard, Wizard o. Jump Skill modifications: +5 adds 5 ft. to a running long jump and about a foot to a running high jump, while +10 adds double that. - speed, 30 is base, every 10 less gives a -6 penalty to jump, every 10 more gives a +4 bonus - all jump DC's assume a 20 ft running start, otherwise double jump DC - jump trained = same, jump untrained = prone at landing, unless jump DC is beaten by 5 or more - long jump, fail by less than 5, reflex DC 15 to hold on to the far end, pulling yourself up is a climb DC 15 - long jump DC's: 5 ft = DC 5, with 5 added to the DC for every 5 ft further - high jump, DC = 4 x distance in ft - vertical reach table, long creatures are treated one size smaller ... fine: 1/2 ft, dimininuative 1 ft, tiny 2 ft, small 4 ft, medium 8 ft, large 16 ft, huge 32 ft, gargantuan 64 ft, colossal 128 ft. - hop up to waist heigh object = jump DC 10, counts as 10 ft movement - jump down intentionally, DC 15 for damage as fallen 10 ft less. - jump is part of movement - run feat: +4 to jump - halflings: +2 to jump - 5 ranks in tumble: +2 to jump - 5 ranks in jump: +2 to tumble p. Decipher Script is now a (non-exclusive) class skill for bards, rogues, and wizards. q. Making an Escape Artist check to escape a pin or grapple requires a standard action. If you've been pinned by a big monster with multiple attacks, you may well be in big trouble (though your buddies have a couple more options for helping you escape). r. Swim now has an armor check/gear penalty equal to twice the normal armor check/gear penalty, rather than a flat -1 per 5 pounds (which unfairly penalizes strong characters who are otherwise carrying light loads). t. The Perform skill now has subcategories (like knowledge): Act Comedy Dance Keyboard instruments Oratory Percussion instruments String instruments Wind instruments Sing u. Knowledge (dungeoneering) is all about caverns, spelunking, and general underground lore. There's no Knowledge (monsters) skill; instead, "monster lore" is split up among the various existing Knowledge skills by monster type. For instance, Knowledge (arcana) covers constructs, dragons, and magical beasts, while Knowledge (dungeoneering) covers aberrations and oozes. There's also a new paragraph in the Knowledge skill that covers using the skill to identify monsters or their special powers or vulnerabilities. v. Only "permanent" changes to Int affect the number of skill points you gain at each level. Permanent changes would include inherent bonuses (such as from a wish spell) and the every-four-levels ability increases, as well as permanent ability drain. They don't include stat-boosting spells *or items And even permanent Int changes don't provide a retroactive skill point gain. w. Hide: The Hide skill now requires cover or concealment to attempt a Hide check. A torch now provides 20 feet of bright light, and another 20 feet of shadowy light, which gives a creature concealment. A creature in an area of bright light can only hide if it has cover. Additionally, a creature can't hide within the visibility range of a creature with darkvision unless it has cover. Invisible creatures get +20 on their Hide check, +40 when immobile. x. Use Magical Device DCs: Activate blindly 25 Decipher a written spell 25+spell level Use a scroll 20+caster level Use a wand 20 Emulate a class feature 20 Emulate ability score: score+15 emulate race 25 emulate alignment 30 [/QUOTE]
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