Skill Groups

ydirbut

First Post
Originally suggested by doomhawk

Stolen from birthright
Leadership skill group
Administrate
Lead
Warcraft

Acrobat skill group
Balance
Tumble
Escape artist
Jump
Perform

Merchant skill group
Appraise
Forgery
Sense motive

Thief skill group
Bluff
Hide
Disguise
Move silently
Sleight of hand

Self-sufficient skill group
Climb
Swim
Survival
Knowledge nature
Use rope
Knowledge (dungeoneering)
Decipher script
Intimidate

Awareness skill group
Spot
Listen
Search

Spellcaster skill group
Concentration
Knowledge (arcana)
Spellcraft
Knowledge (religion)
Heal

Statesman skill group
Diplomacy
Gather information
Knowledge (nobility and royalty)
Knowledge (local)

Engineer skill group
Disable device
Knowledge (architecture and engineering)
Open lock
Use magic device

Rider skill group
Ride
Handle animal

Sage skill group
(all knowledge’s)

all classes receive speak language, profession and craft
You receive half as many skill groups as you do skill points
 

log in or register to remove this ad


Okay, Basically at every level you choose A number of skill groups equal to half of your skill points, minimum one. For instance, lets say we have Bob the fighter, Tom the Barbarian, Carl the ranger and Ben the rogue(all int 10, and non-human). Bob chooses one skill group, and those are his class skills, Tom 2, Carl 3 and Ben 4. These replace his normal class skills.
 


Hold some potential. I've been looking for some alternate ways of doings things in a new campaign world I'm building. I like the mechanics of d20, but being a player from the AD&D days, I sometimes miss being able to cutomize your character by way of skills like the old proficiency system. I've been thinging of using the weapon group feats from unearthed arcana, and this seems to mirror that somewhat. Has anybody else tweaked with alternate skill systems or seen a d20 publisher that has done so. I do like the d20 skill sytem, but sometimes I hate the fact that you only have a chose of 35 or so skills to define who your character is (aside from feats which are more like extraordinary skill sets).
 

So Tom the Barbarian could choose Leadership amd Engineering and get as his class skills:
Administrate, Lead, Warcraft, Disable device, Knowledge (architecture and engineering), Open lock, Use magic device

SO Tom the Barbarian is a young Noble from the Guraniwis who occupy the ancient city of Gurani overlooking the Valley of Kings. Like all the children of Gurani he has spent many hours exploring the ancient tombs and ruins of the Valley of Kings (this explians the Engineering) as well as learning the skills required to manage his fathers lands and lead the young men of his age band on raids (that explains the Leadership).

Okay sounds good to me.

Now when it comes to assigning ranks and doing skill test how does that work?

NB Gurani is a real village overlooking the Valley of Kings in Egypt. The real Guraniwis are descendents of Bedouins who settled in the village centuries ago
 
Last edited:

Spellcraft? Knowledge Arcane, Knowledge Religion? Interesting concept, but needs work
I don't understand the question
Now when it comes to assigning ranks and doing skill test how does that work?
See above Question, But buying ranks is handled normally.
 
Last edited:

Are they chosen at everly level? Does it just mean that you can take different skills? Looks good, I often though it would be nice to be able to group them.
 

Are they chosen at everly level? Does it just mean that you can take different skills? Looks good, I often though it would be nice to be able to group them.
kindof. you can switch to different skill groups if you choose, but you would generally keep the same ones.
 

ydirbut said:
kindof. you can switch to different skill groups if you choose, but you would generally keep the same ones.

Any mechanics that would encourage me to "generally keep the same ones"?

-- N, putting all ranks in Tumble this level
 

Pets & Sidekicks

Remove ads

Top