Redbadge
Explorer
Crossposted to WotC Forums: Here.
I’m not very enthusiastic about the direction the skill system has taken during the most recent packet. Narrow skills, each tied to one specific ability score, make it difficult for backgrounds and class concepts to cover every area of minimal competency you think certain character would be good at. For example, any given rogue seems to becoming less and less skilled with the release of each new packet. In addition, my group’s playtesting had revealed that non-ability specific skill were both intuitive and fun (i.e. the famous crushing a mug with strength to intimidate someone example.)
After some thought, I think I would prefer a skill system with much broader skills. Not only would broad skills help fill out a character’s expected competencies, but broad skills are also easier to apply to any combination of ability checks. I typed up a list of skills to tinker around with, and I’m listing them here for thoughts and critique. I decided to go with all adjective skills (I think it would be appropriately descriptive and thematic if a player could say, “My rouge is sneaky, acrobatic, crafty, and deceptive,” when describing which skills the character has).
Athletic: An athletic character excels at climbing, jumping, swimming, running, wrestling, and sports in general. Gladiators, Olympians, and professional athletes are examples of athletic characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to climb, jump, swim, lift a heavy object, escape or start a grapple, break an object, or hold a door closed.
Dexterity: This skill might apply when the DM calls for a Dexterity check to climb, jump, grab a ledge while falling, escape a grapple, catch a thrown object (wide receiver!), accurately toss an object into a small container (three-point shooter!), or leap from a building onto a galloping horse.
Constitution: This skill might apply when the DM calls for a Constitution check to hold your breath underwater or run a great distance without stopping (like Pheidippides to Marathon).
Intelligence: This skill might apply when the DM calls for an Intelligence check to gauge a competitor’s strategy during a sporting competition or to invent your own sport.
Wisdom: This skill might apply when the DM calls for a Wisdom check to determine the rules of a sport you’re seeing for the first time or to gauge whether or not an act of athleticism is possible (i.e. is it possible to safely throw the unconscious princess across the chasm).
Charisma: This skill might apply when the DM calls for a Charisma check to interact with another athlete or someone enthusiastic about sporting competition or to commentate a sporting event.
Acrobatic: An acrobatic character excels at climbing, jumping, tumbling, balancing, and juggling. Gymnasts, circus acrobats, ballerina dancers, and freerunners are examples of acrobatic characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to climb, jump, hold on to a very narrow ledge, lift a dance partner over your head, pull a rug out from under an unsuspecting enemy, or escape a grapple.
Dexterity: This skill might apply when the DM calls for a Dexterity check to climb, jump, balance, tumble, swing from a chandelier, dive from a waterfall, escape a grapple, or juggle a dozen flaming scimitars.
Constitution: This skill might apply when the DM calls for a Constitution check to maintain your form during a particularly long routine or to hold off fatigue when scaling a massive beanstalk.
Intelligence: This skill might apply when the DM calls for an Intelligence check to develop a medal winning gymnastic routine.
Wisdom: This skill might apply when the DM calls for a Wisdom check to teach yourself how to iceskate or to gauge whether an act of acrobatics is possible (i.e. is it possible to successfully swing from one shipmast to another).
Charisma: This skill might apply when the DM calls for a Charisma check to entertain a crowd of onlookers.
Perceptive: A perceptive character excels at searching, spotting, listening, and tracking. Sherlock Holmes and Tarzan are examples of perceptive characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to break an object with a barely perceptible weak point.
Dexterity: This skill might apply when the DM calls for a Dexterity check to sprint across a room without stepping on hard to spot alarm triggers.
Constitution: This skill might apply when the DM calls for a Constitution check to win a staring contest.
Intelligence: This skill might apply when the DM calls for an Intelligence check to search an area for tracks, traps, or treasure.
Wisdom: This skill might apply when the DM calls for a Wisdom check to spot, hear, or smell an approaching creature or to otherwise be aware of your surroundings.
Charisma: This skill might apply when the DM calls for a Charisma check to quickly learn about and impress someone new with you perceptiveness (ala Sherlock Holmes).
Intuitive: An intuitive character excels at gauging situations, sensing motives, and analyzing people. Basically, it is like being perceptive, but mentally. Psychologists, psychics, lawyers, and judges are examples of intiuitive characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to stop an illusory crushing wall trap.
Dexterity: This skill might apply when the DM calls for a Dexterity check to move through a hallway of swinging blade traps while blindfolded.
Constitution: This skill might apply when the DM calls for a Constitution check to concentrate during a long and dull speech.
Intelligence: This skill might apply when the DM calls for an Intelligence check to actively analyze another creature’s emotional state or to determine whether a document is forged.
Wisdom: This skill might apply when the DM calls for a Wisdom check to determine whether another creature is trying to deceive you or to get a sense of a creature’s motives.
Charisma: This skill might apply when the DM calls for a Charisma check to get a sense of a creature’s personality during a conversation.
Educated: An educated character knows about history, science, politics, logic, and other mundane academic pursuits. Scholars, nobles, sages, and scribes are examples of educated characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to use knowledge of physics, machines, and tools to lift a heavy object or break an object.
Dexterity: This skill might apply when the DM calls for a Dexterity check to build a complex, fine machine (such as a watch) or to use physics to ricochet one spherical stone off another and into a hole (billiards!).
Constitution: This skill might apply when the DM calls for a Constitution check to perform an act of endurance that is well documented in historical or scientific texts (such as how best to conserve energy when stranded in the desert), to defend your thesis during a grueling board examination, or to stay composed during a structured debate.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall information about history, geography, science, nobility, politics, logic, math, or engineering.
Wisdom: This skill might apply when the DM calls for a Wisdom check to solve a puzzle or riddle, or to make some passive observation about the world that an education can help with.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with another scholar or noble or to perform a lecture in front of a class of students.
Deceptive: A deceptive character excels at deceit, including lying, cheating, bluffing, sleight of hand, and disguise. Spies, conmen, and magicians are examples of deceptive characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to appear stronger than you actually are. See this story.
Dexterity: This skill might apply when the DM calls for a Dexterity check to conduct a shell game, forge someone’s signature, feint in combat, hide an object on yourself, pick someone’s pockets, or to fake your way through a professional dance competition.
Constitution: This skill might apply when the DM calls for a Constitution check to feign stamina that you do not actually have (such as breathing through your nose during a breath holding contest), or to pretend to be dead.
Intelligence: This skill might apply when the DM calls for an Intelligence check to try to deceive someone with reasoning or logic, when trying to create a good disguise, or when planning a heist (i.e. Ocean’s Eleven).
Wisdom: This skill might apply when the DM calls for a Wisdom check to determine if someone is trying to deceive you, to blend into a crowd of people, or to guess want someone really wants and how best to deceive them.
Charisma: This skill might apply when the DM calls for a Charisma check to bluff, negotiate a sale where you fleece the purchaser or seller, or pull off a disguise you are wearing (including illusion or shapeshifting magic).
Intimidating: An intimidating character excels at intimidation, interrogation, and command. Generals, drill sergeants, executioners, tyrants, and Batman are examples of intimidating characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to intimidate someone by crushing a mug or simply flexing your massive muscles.
Dexterity: This skill might apply when the DM calls for a Dexterity check to intimidate someone with a display of dexterity, such as shooting the wanted posted out of their hand and pinning it to a tree.
Constitution: This skill might apply when the DM calls for a Constitution check to withstand interrogation that someone else is conducting on you.
Intelligence: This skill might apply when the DM calls for an Intelligence check to interrogate an uncooperative captive and convince or trick them into giving up information.
Wisdom: This skill might apply when the DM calls for a Wisdom check to guess what someone really fears and how best to intimidate them.
Charisma: This skill might apply when the DM calls for a Charisma check to encourage an unruly crowd to disperse, direct your troops as a battlefield commander, or quell an enemy into submission by the sheer force of your charisma.
Diplomatic: A diplomatic character excels at interaction, persuasion, leadership, politics, and diplomacy. Politicians, diplomats, leaders, envoys, and ambassadors are examples of diplomatic characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to aid another when calling out during a rowing race.
Dexterity: This skill might apply when the DM calls for a Dexterity check to dance elegantly during a ballroom gathering.
Constitution: This skill might apply when the DM calls for a Constitution check to convince you and your team to endure during trying times (i.e. Churchill’s fireside chats) or to give a long speech on a cold day without losing your voice.
Intelligence: This skill might apply when the DM calls for an Intelligence check to develop a compromise, draft a law, or interrupt a court ruling.
Wisdom: This skill might apply when the DM calls for a Wisdom check to gauge the political or moral leanings of creature or to gauge which diplomatic approach is best.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with or otherwise persuade a creature or group, or to serve as an inspiration for your followers.
Crafty: A crafty character excels at fine or dexterous manipulation with his or her hands and fingers, general craftsmanship, creating and disabling devices, and is often very cunning as well. MacGyver and kobolds are crafty. Locksmiths, watchmakers, carpenters, inventors, and thieves are also examples of crafty characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to pry open a container, remove a gem from a wall with a pick, or smash an object with a sledgehammer.
Dexterity: This skill might apply when the DM calls for a Dexterity check to create or disable a device, open a lock, or reset a trap.
Constitution: This skill might apply when the DM calls for a Constitution check to concentrate on a complex craftsman task.
Intelligence: This skill might apply when the DM calls for an Intelligence check to determine how a trap works or invent a new device.
Wisdom: This skill might apply when the DM calls for a Wisdom check to intuitively understand how a machine works.
Charisma: This skill might apply when the DM calls for a Charisma check to sell your gadgets to a customer or to use your devices to entertain a crowd.
Stealthy: A stealthy character excels at sneaking, hiding, moving silently, blending in with crowds, and generally going unnoticed. Assassins, spies, and thieves are examples of stealthy characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to hold yourself suspended in the upper crawlspace of a closet to avoid detection when someone opens the door.
Dexterity: This skill might apply when the DM calls for a Dexterity check to duck behind cover before someone can see you, move or crawl silently, or stay obscured when someone is actively looking for you.
Constitution: This skill might apply when the DM calls for a Constitution check to hold your breath when someone is nearby or to remain perfectly still for a long time when confronted by a creature that can only detect you through movement.
Intelligence: This skill might apply when the DM calls for an Intelligence check to design a disguise or camouflage.
Wisdom: This skill might apply when the DM calls for a Wisdom check to perfectly blend in with a crowd.
Charisma: This skill might apply when the DM calls for a Charisma check to act like you belong at an event or to pull off a disguise (including illusion or shapeshifting magic).
Streetwise: A streetwise character excels at survival in and knowledge of urban or rural environments. Thugs, street urchins, merchants and farmers are examples of streetwise characters. This skill primarily evokes common sense; especially where it concerns environments that the typical person would be exposed to (i.e. not the wild or the dungeon). The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to scale a building or to plough a field.
Dexterity: This skill might apply when the DM calls for a Dexterity check to dodge horse and carriage traffic in the street.
Constitution: This skill might apply when the DM calls for a Constitution check to hold your own in a tavern drinking contest.
Intelligence: This skill might apply when the DM calls for an Intelligence check to remember the layout of a city or recall common folklore.
Wisdom: This skill might apply when the DM calls for a Wisdom check to survive on a city street or in other hospitable, inhabited lands, such as roads and farms.
Charisma: This skill might apply when the DM calls for a Charisma check to gather rumors from throughout the town, village, or city, or to converse with the simple folk of the land, or to handle domesticated animals such as dogs, cows, and horses.
Naturewise: A naturewise character excels at survival in and knowledge of natural and wild environments. Rangers, druids, and barbarians are examples of naturewise characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to scale or chop down a tree.
Dexterity: This skill might apply when the DM calls for a Dexterity check to hunt, fish, or build a fire.
Constitution: This skill might apply when the DM calls for a Constitution check to withstand extreme weather.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall natural lore.
Wisdom: This skill might apply when the DM calls for a Wisdom check to predict the weather or follow a trail.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with other nature survivors or fey creatures, or to handle wild animals or magical beasts.
Dungeonwise: A dungeonwise character excels at survival in and knowledge of caverns, caves, dungeons, and ruins. Spelunkers, miners, explorers, treasure hunters, and adventurers are examples of dungeonwise characters. Dwarves, drow, and other Underdark races are also dungeonwise. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to climb down a tunnel in a cave.
Dexterity: This skill might apply when the DM calls for a Dexterity check to walk along a narrow cavern ledge.
Constitution: This skill might apply when the DM calls for a Constitution check to endure common dungeon hazards.
Intelligence: This skill might apply when the DM calls for an Intelligence check to remember natural underground lore.
Wisdom: This skill might apply when the DM calls for a Wisdom check to navigate a cavern maze or find the nearest exit or source of water.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with other dungeonwise characters, or to handle subterranean creatures, such as giant spiders.
Religious: A religious character excels at religious rites, rituals, and knowledge. Clerics, priests, traditional monks, and paladins are examples of religious characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to use your faith to convince followers or nonbelievers of your strength.
Dexterity: This skill might apply when the DM calls for a Dexterity check to brandish holy symbols, wooden stakes, or holy water against abominations.
Constitution: This skill might apply when the DM calls for a Constitution check to withstand inquisition or persecution (such as a crucifixion), performing or undergoing an exorcism, or any other taxing activity that your faith may give you strength during (such as fasting).
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall religious lore, identify holy symbols, or recite prayers and scripture from memory.
Wisdom: This skill might apply when the DM calls for a Wisdom check to identify heretics and false prophets of your religion.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with other priests, or to give a rousing sermon to your followers.
Arcane: An arcane character excels at magic, mysticism, alchemy, forbidden lore, and the non-mundane (arcane) sciences. Wizards and other spellcaster are examples of arcane characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to use physical exertion during a spell or ritual, such as holding open a recalcitrant portal.
Dexterity: This skill might apply when the DM calls for a Dexterity check to accurately draw a magic ritual circle or copy exact symbols from another wizard’s spellbook.
Constitution: This skill might apply when the DM calls for a Constitution check to avoid unconsciousness during a very taxing ritual.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall magical or forbidden lore or to conduct magical research.
Wisdom: This skill might apply when the DM calls for a Wisdom check to identify a spell as its being cast or to intuitively understand how a spell or magic device works.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with another arcane creatures or to convince a superstitious crowd that your magic is safe and pleasant.
Medicinal: A medicinal character excels at healing and first aid. Doctors, medics, and nurses are examples of medicinal characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to set a broken bone.
Dexterity: This skill might apply when the DM calls for a Dexterity check conduct complex surgery.
Constitution: This skill might apply when the DM calls for a Constitution check to resist disease or fever, by applying your own medicinal knowledge on how to best to counteract such effects.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall medical lore, conduct medical research, or diagnose known ailments or diseases.
Wisdom: This skill might apply when the DM calls for a Wisdom check to recognize symptoms and diagnose unknown and exotic ailments and diseases.
Charisma: This skill might apply when the DM calls for a Charisma check to offer medical care, reassure patients, and become friendly with any creatures under your care.
Professional: A professional character excels at a particular, specific profession or craft. Character choosing this skill must specify what they are professional at. This could be a profession (such as apothecary, bookkeeper, brewer, cook, farmer, fisher, gambler, herbalist, herder, hunter, innkeeper, miller, miner, porter, sailor, scribe, siege engineer, stablehand, tanner, teamster, woodcutter), craft (bowmaking, armor- or weapon-smith, etc), or art (musician, sculptor, writer, dancer, etc.). Artisans, merchants, musicians, and many other non-adventures are examples of professional characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to practice your profession (chopping down a tree, hammering metal, etc)..
Dexterity: This skill might apply when the DM calls for a Dexterity check to practice your profession (casting a fish net, practicing calligraphy, etc.).
Constitution: This skill might apply when the DM calls for a Constitution check to practice your profession for an extended duration, withstand fatigue, or otherwise endure obstacles during your profession.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall lore about your profession.
Wisdom: This skill might apply when the DM calls for a Wisdom check to intuitively understand something related to your profession (i.e. predict the weather as a farmer).
Charisma: This skill might apply when the DM calls for a Charisma check to interact with another member of your profession or to teach someone how to become professional like you.
Here are a few example Backgrounds using these new skills:
Commoner: Professional, Streetwise, Intuitive, Perceptive
Soldier: Intimidating, Perceptive, Athletic, Naturewise
Priest: Religious, Educated, Medicinal, Intuitive
Noble: Educated, Diplomatic, Intimidating, Intuitive
Artisan: Professional, Crafty, Streetwise, Intuitive
Sage: Educated, Arcane, Medicinal, (Choose one: Professional, Religious, Streetwise, Naturewise, Dungeonwise)
Jester: Acrobatic, Deceptive, Stealthy, Streetwise
I’m not very enthusiastic about the direction the skill system has taken during the most recent packet. Narrow skills, each tied to one specific ability score, make it difficult for backgrounds and class concepts to cover every area of minimal competency you think certain character would be good at. For example, any given rogue seems to becoming less and less skilled with the release of each new packet. In addition, my group’s playtesting had revealed that non-ability specific skill were both intuitive and fun (i.e. the famous crushing a mug with strength to intimidate someone example.)
After some thought, I think I would prefer a skill system with much broader skills. Not only would broad skills help fill out a character’s expected competencies, but broad skills are also easier to apply to any combination of ability checks. I typed up a list of skills to tinker around with, and I’m listing them here for thoughts and critique. I decided to go with all adjective skills (I think it would be appropriately descriptive and thematic if a player could say, “My rouge is sneaky, acrobatic, crafty, and deceptive,” when describing which skills the character has).
Athletic: An athletic character excels at climbing, jumping, swimming, running, wrestling, and sports in general. Gladiators, Olympians, and professional athletes are examples of athletic characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to climb, jump, swim, lift a heavy object, escape or start a grapple, break an object, or hold a door closed.
Dexterity: This skill might apply when the DM calls for a Dexterity check to climb, jump, grab a ledge while falling, escape a grapple, catch a thrown object (wide receiver!), accurately toss an object into a small container (three-point shooter!), or leap from a building onto a galloping horse.
Constitution: This skill might apply when the DM calls for a Constitution check to hold your breath underwater or run a great distance without stopping (like Pheidippides to Marathon).
Intelligence: This skill might apply when the DM calls for an Intelligence check to gauge a competitor’s strategy during a sporting competition or to invent your own sport.
Wisdom: This skill might apply when the DM calls for a Wisdom check to determine the rules of a sport you’re seeing for the first time or to gauge whether or not an act of athleticism is possible (i.e. is it possible to safely throw the unconscious princess across the chasm).
Charisma: This skill might apply when the DM calls for a Charisma check to interact with another athlete or someone enthusiastic about sporting competition or to commentate a sporting event.
Acrobatic: An acrobatic character excels at climbing, jumping, tumbling, balancing, and juggling. Gymnasts, circus acrobats, ballerina dancers, and freerunners are examples of acrobatic characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to climb, jump, hold on to a very narrow ledge, lift a dance partner over your head, pull a rug out from under an unsuspecting enemy, or escape a grapple.
Dexterity: This skill might apply when the DM calls for a Dexterity check to climb, jump, balance, tumble, swing from a chandelier, dive from a waterfall, escape a grapple, or juggle a dozen flaming scimitars.
Constitution: This skill might apply when the DM calls for a Constitution check to maintain your form during a particularly long routine or to hold off fatigue when scaling a massive beanstalk.
Intelligence: This skill might apply when the DM calls for an Intelligence check to develop a medal winning gymnastic routine.
Wisdom: This skill might apply when the DM calls for a Wisdom check to teach yourself how to iceskate or to gauge whether an act of acrobatics is possible (i.e. is it possible to successfully swing from one shipmast to another).
Charisma: This skill might apply when the DM calls for a Charisma check to entertain a crowd of onlookers.
Perceptive: A perceptive character excels at searching, spotting, listening, and tracking. Sherlock Holmes and Tarzan are examples of perceptive characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to break an object with a barely perceptible weak point.
Dexterity: This skill might apply when the DM calls for a Dexterity check to sprint across a room without stepping on hard to spot alarm triggers.
Constitution: This skill might apply when the DM calls for a Constitution check to win a staring contest.
Intelligence: This skill might apply when the DM calls for an Intelligence check to search an area for tracks, traps, or treasure.
Wisdom: This skill might apply when the DM calls for a Wisdom check to spot, hear, or smell an approaching creature or to otherwise be aware of your surroundings.
Charisma: This skill might apply when the DM calls for a Charisma check to quickly learn about and impress someone new with you perceptiveness (ala Sherlock Holmes).
Intuitive: An intuitive character excels at gauging situations, sensing motives, and analyzing people. Basically, it is like being perceptive, but mentally. Psychologists, psychics, lawyers, and judges are examples of intiuitive characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to stop an illusory crushing wall trap.
Dexterity: This skill might apply when the DM calls for a Dexterity check to move through a hallway of swinging blade traps while blindfolded.
Constitution: This skill might apply when the DM calls for a Constitution check to concentrate during a long and dull speech.
Intelligence: This skill might apply when the DM calls for an Intelligence check to actively analyze another creature’s emotional state or to determine whether a document is forged.
Wisdom: This skill might apply when the DM calls for a Wisdom check to determine whether another creature is trying to deceive you or to get a sense of a creature’s motives.
Charisma: This skill might apply when the DM calls for a Charisma check to get a sense of a creature’s personality during a conversation.
Educated: An educated character knows about history, science, politics, logic, and other mundane academic pursuits. Scholars, nobles, sages, and scribes are examples of educated characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to use knowledge of physics, machines, and tools to lift a heavy object or break an object.
Dexterity: This skill might apply when the DM calls for a Dexterity check to build a complex, fine machine (such as a watch) or to use physics to ricochet one spherical stone off another and into a hole (billiards!).
Constitution: This skill might apply when the DM calls for a Constitution check to perform an act of endurance that is well documented in historical or scientific texts (such as how best to conserve energy when stranded in the desert), to defend your thesis during a grueling board examination, or to stay composed during a structured debate.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall information about history, geography, science, nobility, politics, logic, math, or engineering.
Wisdom: This skill might apply when the DM calls for a Wisdom check to solve a puzzle or riddle, or to make some passive observation about the world that an education can help with.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with another scholar or noble or to perform a lecture in front of a class of students.
Deceptive: A deceptive character excels at deceit, including lying, cheating, bluffing, sleight of hand, and disguise. Spies, conmen, and magicians are examples of deceptive characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to appear stronger than you actually are. See this story.
Dexterity: This skill might apply when the DM calls for a Dexterity check to conduct a shell game, forge someone’s signature, feint in combat, hide an object on yourself, pick someone’s pockets, or to fake your way through a professional dance competition.
Constitution: This skill might apply when the DM calls for a Constitution check to feign stamina that you do not actually have (such as breathing through your nose during a breath holding contest), or to pretend to be dead.
Intelligence: This skill might apply when the DM calls for an Intelligence check to try to deceive someone with reasoning or logic, when trying to create a good disguise, or when planning a heist (i.e. Ocean’s Eleven).
Wisdom: This skill might apply when the DM calls for a Wisdom check to determine if someone is trying to deceive you, to blend into a crowd of people, or to guess want someone really wants and how best to deceive them.
Charisma: This skill might apply when the DM calls for a Charisma check to bluff, negotiate a sale where you fleece the purchaser or seller, or pull off a disguise you are wearing (including illusion or shapeshifting magic).
Intimidating: An intimidating character excels at intimidation, interrogation, and command. Generals, drill sergeants, executioners, tyrants, and Batman are examples of intimidating characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to intimidate someone by crushing a mug or simply flexing your massive muscles.
Dexterity: This skill might apply when the DM calls for a Dexterity check to intimidate someone with a display of dexterity, such as shooting the wanted posted out of their hand and pinning it to a tree.
Constitution: This skill might apply when the DM calls for a Constitution check to withstand interrogation that someone else is conducting on you.
Intelligence: This skill might apply when the DM calls for an Intelligence check to interrogate an uncooperative captive and convince or trick them into giving up information.
Wisdom: This skill might apply when the DM calls for a Wisdom check to guess what someone really fears and how best to intimidate them.
Charisma: This skill might apply when the DM calls for a Charisma check to encourage an unruly crowd to disperse, direct your troops as a battlefield commander, or quell an enemy into submission by the sheer force of your charisma.
Diplomatic: A diplomatic character excels at interaction, persuasion, leadership, politics, and diplomacy. Politicians, diplomats, leaders, envoys, and ambassadors are examples of diplomatic characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to aid another when calling out during a rowing race.
Dexterity: This skill might apply when the DM calls for a Dexterity check to dance elegantly during a ballroom gathering.
Constitution: This skill might apply when the DM calls for a Constitution check to convince you and your team to endure during trying times (i.e. Churchill’s fireside chats) or to give a long speech on a cold day without losing your voice.
Intelligence: This skill might apply when the DM calls for an Intelligence check to develop a compromise, draft a law, or interrupt a court ruling.
Wisdom: This skill might apply when the DM calls for a Wisdom check to gauge the political or moral leanings of creature or to gauge which diplomatic approach is best.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with or otherwise persuade a creature or group, or to serve as an inspiration for your followers.
Crafty: A crafty character excels at fine or dexterous manipulation with his or her hands and fingers, general craftsmanship, creating and disabling devices, and is often very cunning as well. MacGyver and kobolds are crafty. Locksmiths, watchmakers, carpenters, inventors, and thieves are also examples of crafty characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to pry open a container, remove a gem from a wall with a pick, or smash an object with a sledgehammer.
Dexterity: This skill might apply when the DM calls for a Dexterity check to create or disable a device, open a lock, or reset a trap.
Constitution: This skill might apply when the DM calls for a Constitution check to concentrate on a complex craftsman task.
Intelligence: This skill might apply when the DM calls for an Intelligence check to determine how a trap works or invent a new device.
Wisdom: This skill might apply when the DM calls for a Wisdom check to intuitively understand how a machine works.
Charisma: This skill might apply when the DM calls for a Charisma check to sell your gadgets to a customer or to use your devices to entertain a crowd.
Stealthy: A stealthy character excels at sneaking, hiding, moving silently, blending in with crowds, and generally going unnoticed. Assassins, spies, and thieves are examples of stealthy characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to hold yourself suspended in the upper crawlspace of a closet to avoid detection when someone opens the door.
Dexterity: This skill might apply when the DM calls for a Dexterity check to duck behind cover before someone can see you, move or crawl silently, or stay obscured when someone is actively looking for you.
Constitution: This skill might apply when the DM calls for a Constitution check to hold your breath when someone is nearby or to remain perfectly still for a long time when confronted by a creature that can only detect you through movement.
Intelligence: This skill might apply when the DM calls for an Intelligence check to design a disguise or camouflage.
Wisdom: This skill might apply when the DM calls for a Wisdom check to perfectly blend in with a crowd.
Charisma: This skill might apply when the DM calls for a Charisma check to act like you belong at an event or to pull off a disguise (including illusion or shapeshifting magic).
Streetwise: A streetwise character excels at survival in and knowledge of urban or rural environments. Thugs, street urchins, merchants and farmers are examples of streetwise characters. This skill primarily evokes common sense; especially where it concerns environments that the typical person would be exposed to (i.e. not the wild or the dungeon). The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to scale a building or to plough a field.
Dexterity: This skill might apply when the DM calls for a Dexterity check to dodge horse and carriage traffic in the street.
Constitution: This skill might apply when the DM calls for a Constitution check to hold your own in a tavern drinking contest.
Intelligence: This skill might apply when the DM calls for an Intelligence check to remember the layout of a city or recall common folklore.
Wisdom: This skill might apply when the DM calls for a Wisdom check to survive on a city street or in other hospitable, inhabited lands, such as roads and farms.
Charisma: This skill might apply when the DM calls for a Charisma check to gather rumors from throughout the town, village, or city, or to converse with the simple folk of the land, or to handle domesticated animals such as dogs, cows, and horses.
Naturewise: A naturewise character excels at survival in and knowledge of natural and wild environments. Rangers, druids, and barbarians are examples of naturewise characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to scale or chop down a tree.
Dexterity: This skill might apply when the DM calls for a Dexterity check to hunt, fish, or build a fire.
Constitution: This skill might apply when the DM calls for a Constitution check to withstand extreme weather.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall natural lore.
Wisdom: This skill might apply when the DM calls for a Wisdom check to predict the weather or follow a trail.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with other nature survivors or fey creatures, or to handle wild animals or magical beasts.
Dungeonwise: A dungeonwise character excels at survival in and knowledge of caverns, caves, dungeons, and ruins. Spelunkers, miners, explorers, treasure hunters, and adventurers are examples of dungeonwise characters. Dwarves, drow, and other Underdark races are also dungeonwise. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to climb down a tunnel in a cave.
Dexterity: This skill might apply when the DM calls for a Dexterity check to walk along a narrow cavern ledge.
Constitution: This skill might apply when the DM calls for a Constitution check to endure common dungeon hazards.
Intelligence: This skill might apply when the DM calls for an Intelligence check to remember natural underground lore.
Wisdom: This skill might apply when the DM calls for a Wisdom check to navigate a cavern maze or find the nearest exit or source of water.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with other dungeonwise characters, or to handle subterranean creatures, such as giant spiders.
Religious: A religious character excels at religious rites, rituals, and knowledge. Clerics, priests, traditional monks, and paladins are examples of religious characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to use your faith to convince followers or nonbelievers of your strength.
Dexterity: This skill might apply when the DM calls for a Dexterity check to brandish holy symbols, wooden stakes, or holy water against abominations.
Constitution: This skill might apply when the DM calls for a Constitution check to withstand inquisition or persecution (such as a crucifixion), performing or undergoing an exorcism, or any other taxing activity that your faith may give you strength during (such as fasting).
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall religious lore, identify holy symbols, or recite prayers and scripture from memory.
Wisdom: This skill might apply when the DM calls for a Wisdom check to identify heretics and false prophets of your religion.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with other priests, or to give a rousing sermon to your followers.
Arcane: An arcane character excels at magic, mysticism, alchemy, forbidden lore, and the non-mundane (arcane) sciences. Wizards and other spellcaster are examples of arcane characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to use physical exertion during a spell or ritual, such as holding open a recalcitrant portal.
Dexterity: This skill might apply when the DM calls for a Dexterity check to accurately draw a magic ritual circle or copy exact symbols from another wizard’s spellbook.
Constitution: This skill might apply when the DM calls for a Constitution check to avoid unconsciousness during a very taxing ritual.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall magical or forbidden lore or to conduct magical research.
Wisdom: This skill might apply when the DM calls for a Wisdom check to identify a spell as its being cast or to intuitively understand how a spell or magic device works.
Charisma: This skill might apply when the DM calls for a Charisma check to interact with another arcane creatures or to convince a superstitious crowd that your magic is safe and pleasant.
Medicinal: A medicinal character excels at healing and first aid. Doctors, medics, and nurses are examples of medicinal characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to set a broken bone.
Dexterity: This skill might apply when the DM calls for a Dexterity check conduct complex surgery.
Constitution: This skill might apply when the DM calls for a Constitution check to resist disease or fever, by applying your own medicinal knowledge on how to best to counteract such effects.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall medical lore, conduct medical research, or diagnose known ailments or diseases.
Wisdom: This skill might apply when the DM calls for a Wisdom check to recognize symptoms and diagnose unknown and exotic ailments and diseases.
Charisma: This skill might apply when the DM calls for a Charisma check to offer medical care, reassure patients, and become friendly with any creatures under your care.
Professional: A professional character excels at a particular, specific profession or craft. Character choosing this skill must specify what they are professional at. This could be a profession (such as apothecary, bookkeeper, brewer, cook, farmer, fisher, gambler, herbalist, herder, hunter, innkeeper, miller, miner, porter, sailor, scribe, siege engineer, stablehand, tanner, teamster, woodcutter), craft (bowmaking, armor- or weapon-smith, etc), or art (musician, sculptor, writer, dancer, etc.). Artisans, merchants, musicians, and many other non-adventures are examples of professional characters. The skill might be used with the following ability checks (examples only):
Strength: This skill might apply when the DM calls for a Strength check to practice your profession (chopping down a tree, hammering metal, etc)..
Dexterity: This skill might apply when the DM calls for a Dexterity check to practice your profession (casting a fish net, practicing calligraphy, etc.).
Constitution: This skill might apply when the DM calls for a Constitution check to practice your profession for an extended duration, withstand fatigue, or otherwise endure obstacles during your profession.
Intelligence: This skill might apply when the DM calls for an Intelligence check to recall lore about your profession.
Wisdom: This skill might apply when the DM calls for a Wisdom check to intuitively understand something related to your profession (i.e. predict the weather as a farmer).
Charisma: This skill might apply when the DM calls for a Charisma check to interact with another member of your profession or to teach someone how to become professional like you.
Here are a few example Backgrounds using these new skills:
Commoner: Professional, Streetwise, Intuitive, Perceptive
Soldier: Intimidating, Perceptive, Athletic, Naturewise
Priest: Religious, Educated, Medicinal, Intuitive
Noble: Educated, Diplomatic, Intimidating, Intuitive
Artisan: Professional, Crafty, Streetwise, Intuitive
Sage: Educated, Arcane, Medicinal, (Choose one: Professional, Religious, Streetwise, Naturewise, Dungeonwise)
Jester: Acrobatic, Deceptive, Stealthy, Streetwise