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Skill list guess
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<blockquote data-quote="Mighty Veil" data-source="post: 3956296" data-attributes="member: 30559"><p>I've merged skills for my game months ago, below are my skills. I'm thinking of re-merging some, below also. Maybe my names will fill any void for a name. Feel free.</p><p></p><p>Athletics (climb, swim, jump)</p><p>Acrobatics (balance, tumble, escape artist)</p><p>Burglar (Sleight of Hand, Open Locks, Use ropes)</p><p>Ride</p><p>Stealth (Mv silent, hide)</p><p>Concentrate</p><p>Appraise</p><p>Calligraphy (forgery, decipher script, "scroll use")</p><p>Craft Alchemy (incl. poisons, salves)</p><p>Craft Arms and Armor</p><p>Craft Mundane (everything else)</p><p>Disable Device (disable device, search)</p><p>KS Adventureer (local, nobility, history)</p><p>KS Arcana (arcana, spellcraft)</p><p>KS Dungeoneer (dugeoneer, engineering)</p><p>KS Nature (nature, geography)</p><p>KS Religion (religion, planes)</p><p>Perception (spot, listen)</p><p>Profession (D20 Modern's version. Gives money to PCs)</p><p>Survival (survival, heal)</p><p>Charm (diplomacy, perform)</p><p>Deception (bluff, disguise)</p><p>Handle Animal</p><p>Instigate (gather info, intimidate)</p><p>Use Magic Device</p><p>Speak Language</p><p></p><p>I've been thinking for awhile now of merging my crafts into the knowledges. I kept D.Device out of a bundle to force rogues to spend skill points. The D20 Mod version (my version of it for D&D) was a big hit with the players. Appraise also has its ow house rules to make it more sexy for adventurers to take, otherwise I would have merged it. I'm thinking of putting KS Planes into Arcana. Originally I had a Knowledge Scholastics which had all the non-monster ID KS in them. No one still took it, so I stuck bits of those skills into others. I had synergies but I think I'll drop them. I might put the skill ceiling from level +3 (for both cs and cc) to Lvl +4.</p></blockquote><p></p>
[QUOTE="Mighty Veil, post: 3956296, member: 30559"] I've merged skills for my game months ago, below are my skills. I'm thinking of re-merging some, below also. Maybe my names will fill any void for a name. Feel free. Athletics (climb, swim, jump) Acrobatics (balance, tumble, escape artist) Burglar (Sleight of Hand, Open Locks, Use ropes) Ride Stealth (Mv silent, hide) Concentrate Appraise Calligraphy (forgery, decipher script, "scroll use") Craft Alchemy (incl. poisons, salves) Craft Arms and Armor Craft Mundane (everything else) Disable Device (disable device, search) KS Adventureer (local, nobility, history) KS Arcana (arcana, spellcraft) KS Dungeoneer (dugeoneer, engineering) KS Nature (nature, geography) KS Religion (religion, planes) Perception (spot, listen) Profession (D20 Modern's version. Gives money to PCs) Survival (survival, heal) Charm (diplomacy, perform) Deception (bluff, disguise) Handle Animal Instigate (gather info, intimidate) Use Magic Device Speak Language I've been thinking for awhile now of merging my crafts into the knowledges. I kept D.Device out of a bundle to force rogues to spend skill points. The D20 Mod version (my version of it for D&D) was a big hit with the players. Appraise also has its ow house rules to make it more sexy for adventurers to take, otherwise I would have merged it. I'm thinking of putting KS Planes into Arcana. Originally I had a Knowledge Scholastics which had all the non-monster ID KS in them. No one still took it, so I stuck bits of those skills into others. I had synergies but I think I'll drop them. I might put the skill ceiling from level +3 (for both cs and cc) to Lvl +4. [/QUOTE]
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