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<blockquote data-quote="CubeB" data-source="post: 7667598" data-attributes="member: 6774905"><p>Going through the skill changes...</p><p></p><p>The Background skill variant divides skills into two sections: Adventuring and Background.</p><p></p><p>Adventuring Skills are the ones like Perception, Stealth, Disable Device, and knowledges directly associated with adventuring. Background skills are ones like Handle Animal, Profession, Craft, and Perform, plus knowledges like History and Nobility. You get two bonus skill ranks per level to spend on background skills in this system. There are also two new skills in the form of Artistry (which is like craft for the literary, rhetorical, and musical arts), and Lore (Which is a hyper specific knowledge skill that only applies to a narrow category of things). Artistry I could see working in a normal campaign, but Lore really only works in the background system.</p><p></p><p>A general addition comes in the new uses for Craft, Perform, and Profession.</p><p></p><p>Craft now lets you appraise items, or identify things base on the craftsmanship of an item (Who made it? Is it real?)</p><p></p><p>Perform lets you do similar things with performances. (Knowledge: Showtunes)</p><p></p><p>The big one is Profession: It now allows you to do anything that would normally be required for you to do your job, in addition to its usual use as a downtime money generator. If you have Profession: Cook, you can cook a meal, identify ingredients, spot poison in food, and sell your cooking for money.</p><p></p><p>The Consolidated skill system condenses things into Acrobatics, Athletics, Finnesse, Influence, Nature, Perception, Performance, Religion, Society, Spellcraft, Stealth and Survival. You get far fewer skills in this system, but they do more things. Skill Focus also has been changed. </p><p></p><p>The last system falls under Skill Groups, which grant you very broad skill groups based on Int, and then you can declare specific skills in those groups to be specialized. I don't really get this one.</p><p></p><p>The rest of the skill chapter covers alternate crafting rules (including ones for running a shop), and the Skill Unlocks that the Rogue has access to now. There's a feat that lets anyone unlock new uses of a skill as well. (Heal lets you apply multiple days worth of healing at once on deadly wounds, Intimidate lets you add more terror effects, swim gets you a swim speed, etc...)</p><p></p><p>Oh, and Variant Multiclassing is in this chapter, but I already covered that.</p></blockquote><p></p>
[QUOTE="CubeB, post: 7667598, member: 6774905"] Going through the skill changes... The Background skill variant divides skills into two sections: Adventuring and Background. Adventuring Skills are the ones like Perception, Stealth, Disable Device, and knowledges directly associated with adventuring. Background skills are ones like Handle Animal, Profession, Craft, and Perform, plus knowledges like History and Nobility. You get two bonus skill ranks per level to spend on background skills in this system. There are also two new skills in the form of Artistry (which is like craft for the literary, rhetorical, and musical arts), and Lore (Which is a hyper specific knowledge skill that only applies to a narrow category of things). Artistry I could see working in a normal campaign, but Lore really only works in the background system. A general addition comes in the new uses for Craft, Perform, and Profession. Craft now lets you appraise items, or identify things base on the craftsmanship of an item (Who made it? Is it real?) Perform lets you do similar things with performances. (Knowledge: Showtunes) The big one is Profession: It now allows you to do anything that would normally be required for you to do your job, in addition to its usual use as a downtime money generator. If you have Profession: Cook, you can cook a meal, identify ingredients, spot poison in food, and sell your cooking for money. The Consolidated skill system condenses things into Acrobatics, Athletics, Finnesse, Influence, Nature, Perception, Performance, Religion, Society, Spellcraft, Stealth and Survival. You get far fewer skills in this system, but they do more things. Skill Focus also has been changed. The last system falls under Skill Groups, which grant you very broad skill groups based on Int, and then you can declare specific skills in those groups to be specialized. I don't really get this one. The rest of the skill chapter covers alternate crafting rules (including ones for running a shop), and the Skill Unlocks that the Rogue has access to now. There's a feat that lets anyone unlock new uses of a skill as well. (Heal lets you apply multiple days worth of healing at once on deadly wounds, Intimidate lets you add more terror effects, swim gets you a swim speed, etc...) Oh, and Variant Multiclassing is in this chapter, but I already covered that. [/QUOTE]
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