Skill System
I had an idea to use instead of skills use the alternate system. Tell me what you think.
Skills are now consolidated into groups. Groups include several skills, and are developed using the skill point method, but for the group as a whole instead of for individual skills in the group. The groups are:
Academic (Int/Wis) Knowledge – History, Knowledge – Nobility and royalty, Knowledge – Planes, Knowledge – Religion
Artistic (Cha/Dex) Choose any three from: Perform – Act, Perform – Dancing, Perform – Oratory, Perform – Painting, Perform – Play Instrument, Perform – Singing
Athletic (Dex/Str) Balance, Escape Artist, Tumble
General (Int/Int) Knowledge – Geography, Knowledge – Local, Speak Language (new language acquired every 3 ranks)
Horsemanship (Wis/Dex) Handle Animal, Ride
Influence (Cha/Int) Bluff, Diplomacy, Intimidate, Public Speaking
Insight (Wis/Cha) Gather Information, Sense Motive
Mystical Arts (Int/Con) Concentration, Knowledge – Arcana, Spellcraft, Use Magic Device
Outdoor (Wis/Int) Knowledge – Dungeoneering, Knowledge – Nature, Survival, Use Rope
Perception (Wis/Int) Listen, Search, Spot
Physical (Str/Dex) Climb, Jump, Swim
Stealth (Dex/Wis) Hide, Move Silently, Sleight of Hand
Subterfuge (Dex/Wis) Decipher Script, Disguise , Forgery, Disable Device, Open Lock
Vocational (Wis/Int) Choose any two from: Appraisal, Craft (one), Heal, Profession (one)
Character starts off knowing certain groups depending on the starting class (see below), plus a number of groups of choice equal to his intelligence modifier. The classes start off knowing the following groups (all know General):
Barbarian (Horsemanship, Outdoor, Physical)
Bard (Artistic, Athletic, Influence, Physical, Stealth)
Cleric (Academic)
Druid (Horsemanship, Outdoor, Perception, Vocational)
Fighter (Horsemanship, Physical)
Monk (Athletic, Insight, Perception, Physical, Stealth)
Paladin (Academic, Horsemanship, Influence)
Ranger (Horsemanship, Outdoor, Perception, Physical, Stealth, Vocational)
Rogue (Athletic, Influence, Insight, Perceptions, Physical, Stealth, Subterfuge, Vocational)
Sorcerer (Mystical Arts, Vocational)
Wizard (Academic, Mystical Arts)
The starting group skill is equal to 3 plus both stat modifiers associated with that group.
Every time the character makes a level, choose a number of groups to improve by 1 point equal to the number of skill points acquired by the new class level. A different class does not confer new skill groups, only a certain number of skill points to allocate.
[SBlock=Example]Take Xaros Anuvien, a human bard with the following stats:
STR: 12 (+1); DEX: 14 (+2); CON: 10 (+0); INT: 14 (+2); WIS: 8 (-1); CHA: 16 (+3)
At first level he has:
Artistic (Cha/Dex): 8 = 3(starting) +3(cha) + 2(dex)
Athletic (Dex/Str): 6 = 3(starting) + 2(dex) +1(str)
Influence (Cha/Int): 8 = 3(starting) + 3(cha) +2(int)
Physical (Str/Dex): 6 = 3(starting) + 2(dex) +1(str)
Stealth (Dex/Wis): 4 = 3(starting) + 2(dex) -1(wis)
plus any other group of his choice
[/SBlock]
A group may be learned by expanding a number of skill points equal to the total number of skills in the group. For example, if one wanted to learn the Subterfuge group, one would need to use up 5 points to learn it.
Racial Group Bonuses:
Human: Any one of player’s choice .
Dwarves: Vocational or Physical
Elves: Outdoors or Artistic
Gnomes: Vocational or Mystical Arts
Half Elves: Influence or Perceptions
Halflings: Vocational or Stealth