This would probably go best in some classless system. Here are some extraordinary / spell-like ability skills.
Sneak Attack (Dex, Trained Only)
With this skill, you may make deadly surprise attacks.
Check: You may make a Sneak Attack check any time a Rogue could perform a Sneak Attack. Your bonus damage is determined by your check result:
Result . . . . . . Bonus d6 Sneak Attack Damage
14 or lower . . +1d6
15-17 . . . . . . . +2d6
18-20 . . . . . . . +3d6
21-23 . . . . . . . +4d6
24-26 . . . . . . . +5d6
27-29 . . . . . . . +6d6
+3. . . . . . . . . . +1d6
Healing (Wis, Trained Only)
Use this skill to magically heal others.
Check: You may make a Healing check once per day per rank in this skill, and doing so is a standard action. With a successfull Healing check (DC 15), you heal a single touched creature of 1d8 damage. For every 4 full points by which you beat the DC, you heal an extra d8 damage, to a maximum of 1d8 per point of your Wisdom bonus. Alternatively, you may deal the same damage to an Undead creature. Instead of healing a touched creature, you may instead choose to heal all in a 20' radius burst, but if you do, the healing dice are only d6s, and you use up two daily healing attempts. Undead are allowed a Fortitude save (DC 10 +1/2 your ranks in this skill) for half damage.
Uncanny Dodge (Dex, Trained Only)
Use this skill to gain unusual defensive insight.
Check: Whenever you would be denied your Dex bonus to AC due to being flat footed or being struck by an invisable attacker, you may retain your Dex to AC with a successful check (DC 17). A check (DC 20) lets you negate the effects of being flanked. When you would be attacked by or forced to make a Reflex save against a trap, for every 5 ranks in Uncanny Dodge that you have, you gain a +1 bonus to your AC or Reflex save. When an opponent would use their Uncanny Dodge skill to make you lose a bonus to attack against them, you may negate the loss of the bonus if your Uncanny Dodge check result is higher than theirs. Using Uncanny Dodge is always a reaction.
Rage (Con, Trained Only)
Use this skill to fly into a rage.
Check: With a Rage check (DC 16), you may fly into a Rage, as the Barbarian. You may make a Rage check once per day for every 3 full ranks in Rage that you have. A character with at least 18 ranks in Rage gains the benefits of the Barbarian's Greater Rage ability. A character with at least 23 ranks in Rage gains the benefits of the No Longer Winded After Rage ability.
Channel Energy (Cha, Trained Only)
Use this skill to channel raw Fire, Air, Earth, or Water. This skill is really 4 seperate skills, one for each element. When you gain a rank in this skill, decide which sub-skill you are putting the rank into.
Check: Making a Channel Energy check is a full-round action, and you may make a Channel Energy check once per day for every 2 ranks you have in the skill. The effects of the check depend on which element you are channeling.
Air: A target within 10 feet per rank you have in this skill is subject to a Bull Rush attempt. Treat the target as if they were being rushed by a Medium-Sized creature with a Strength score equal to your check result.
Fire: With a successful check (DC 15), a five foot cube within 5 feet per rank you have in this skill explodes into flame. Any creature cought in the blast takes 1d6 fire damage, +1d6 damage for every three points by which you beat the DC. They are allowed a Reflex save for half damage (DC 10 + 1/2 your ranks in this skill).
Earth: With a successful check (DC 15), you animate a Small area of earth, which takes on the traits of a Small fire elamental. A check DC 20 lets you create a Medium elemental, 25 for Large, 30 for Huge, 35 for Greater, and 40 for Elder. The animated earth retains it's ability to move for 1 round per 2 ranks you have in this skill.
Water: As above, but you create a Water elemental.
so, what do you think? good idea? bad? nuetral?
Sneak Attack (Dex, Trained Only)
With this skill, you may make deadly surprise attacks.
Check: You may make a Sneak Attack check any time a Rogue could perform a Sneak Attack. Your bonus damage is determined by your check result:
Result . . . . . . Bonus d6 Sneak Attack Damage
14 or lower . . +1d6
15-17 . . . . . . . +2d6
18-20 . . . . . . . +3d6
21-23 . . . . . . . +4d6
24-26 . . . . . . . +5d6
27-29 . . . . . . . +6d6
+3. . . . . . . . . . +1d6
Healing (Wis, Trained Only)
Use this skill to magically heal others.
Check: You may make a Healing check once per day per rank in this skill, and doing so is a standard action. With a successfull Healing check (DC 15), you heal a single touched creature of 1d8 damage. For every 4 full points by which you beat the DC, you heal an extra d8 damage, to a maximum of 1d8 per point of your Wisdom bonus. Alternatively, you may deal the same damage to an Undead creature. Instead of healing a touched creature, you may instead choose to heal all in a 20' radius burst, but if you do, the healing dice are only d6s, and you use up two daily healing attempts. Undead are allowed a Fortitude save (DC 10 +1/2 your ranks in this skill) for half damage.
Uncanny Dodge (Dex, Trained Only)
Use this skill to gain unusual defensive insight.
Check: Whenever you would be denied your Dex bonus to AC due to being flat footed or being struck by an invisable attacker, you may retain your Dex to AC with a successful check (DC 17). A check (DC 20) lets you negate the effects of being flanked. When you would be attacked by or forced to make a Reflex save against a trap, for every 5 ranks in Uncanny Dodge that you have, you gain a +1 bonus to your AC or Reflex save. When an opponent would use their Uncanny Dodge skill to make you lose a bonus to attack against them, you may negate the loss of the bonus if your Uncanny Dodge check result is higher than theirs. Using Uncanny Dodge is always a reaction.
Rage (Con, Trained Only)
Use this skill to fly into a rage.
Check: With a Rage check (DC 16), you may fly into a Rage, as the Barbarian. You may make a Rage check once per day for every 3 full ranks in Rage that you have. A character with at least 18 ranks in Rage gains the benefits of the Barbarian's Greater Rage ability. A character with at least 23 ranks in Rage gains the benefits of the No Longer Winded After Rage ability.
Channel Energy (Cha, Trained Only)
Use this skill to channel raw Fire, Air, Earth, or Water. This skill is really 4 seperate skills, one for each element. When you gain a rank in this skill, decide which sub-skill you are putting the rank into.
Check: Making a Channel Energy check is a full-round action, and you may make a Channel Energy check once per day for every 2 ranks you have in the skill. The effects of the check depend on which element you are channeling.
Air: A target within 10 feet per rank you have in this skill is subject to a Bull Rush attempt. Treat the target as if they were being rushed by a Medium-Sized creature with a Strength score equal to your check result.
Fire: With a successful check (DC 15), a five foot cube within 5 feet per rank you have in this skill explodes into flame. Any creature cought in the blast takes 1d6 fire damage, +1d6 damage for every three points by which you beat the DC. They are allowed a Reflex save for half damage (DC 10 + 1/2 your ranks in this skill).
Earth: With a successful check (DC 15), you animate a Small area of earth, which takes on the traits of a Small fire elamental. A check DC 20 lets you create a Medium elemental, 25 for Large, 30 for Huge, 35 for Greater, and 40 for Elder. The animated earth retains it's ability to move for 1 round per 2 ranks you have in this skill.
Water: As above, but you create a Water elemental.
so, what do you think? good idea? bad? nuetral?