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Thinker
2010-09-24, 12:40 PM
Introduction

I have some issues with the current 3.5e system. For some it works adequately, but to me it feels tacked on and fairly useless. It does not seem to add very much to a character and most that it does add isn't very fun. They also seem to be fairly front-loaded, scale poorly, and the set DCs either serve to discourage use of a skill or to make a roll meaningless. I have attempted to make a skill system that adds to the game, rather than feeling like a tacked on step-child to the system. I have not completed all skills yet, but have the first three skill kits completed. If you have any suggestions, criticisms, or additions to make, please post them :smallsmile:

For purposes of this system, the phrase "character level" includes hit dice and total class levels, but not level adjustment. Also, please note that lists of examples are not all inclusive and are only used to illustrate an explanation.

Base Mechanics

Skills are broken into four levels: untrained, amateur, tradesman, and expert. Untrained skills are uses of the skills that anyone can do without training. The next level are amateur skills, which are uses of skills with only a small amount of training. Then, there are tradesman skills, that are uses of a skill by a professional who regularly practices his craft. Finally, expert skills are the uses of skills reserved by those who have mastered the art and science of the profession. Not all skills will have all levels of skill; not all skills can be used untrained, nor are all skills complex enough to have pronounced masters.

Skills can also be broken into skill kits. These categories lump together similar skills so that they are easier to reference and can provide a mechanical bonus. Having multiple related skills also provides a bonus on rolls related to those skills, annotated in the description of each skill kit. Skill kits are gained at level 1 and later by taking certain prestige classes or by taking various feats.

At level 1 a character chooses a number of skill kits based on class, plus a number of bonus skills equal to her intelligence modifier. The skills in these kits and those bonus skills are automatically amateur level skills. Skill kits have a list of included skills and an ability modifier that governs uses of those skills (see Table: Skill Kits below). Classes that normally offer 2 + Intelligence modifier skill points gain 2 skill kits; those with 4 + Intelligence modifier become 2 skill kits; 6 + Intelligence modifier becomes 3 skill kits; finally, 8 + Intelligence modifier becomes 4 skill kits.

Most skills simply confer an ability that the character can use at any time. These are typically standard actions, unless otherwise noted. Skill uses that require a roll (called a skill check) will require a roll of a d20, plus any other modifiers, depending on skill level. Skill checks are compared to either a Difficulty Class or to an opposed roll, using either the same or a separate skill by an opponent. Miscellaneous modifiers can come from race, class features, skill kit bonuses, or feats. Inclusion of items that boost skill modifiers can break the game and are not recommended with this rule set.

Table: Difficulty
{table]Difficulty | DC
Very easy | 0
Easy | 5
Average | 10
Tough | 15
Challenging | 20
Formidable | 25
Heroic | 30
Nearly impossible | 40
[/table]

If the character would not immediately know the outcome of a skill check or if the player's knowledge of a check being rolled would influence the game, make sure to roll the check secretly. In the case of some skills, like listen or spot, if the player makes the roll he might catch on that something is up and begin to actively search for the threat. For unknown outcomes, this is simply a matter of building suspense so that when the characters' plan finally comes together, they don't know if the rigged portcullis will fall on time. If in doubt, do whatever seems to be the most fun for your group.

Skill uses that are magical in nature or act as spells are considered spell-like abilities. Most expert uses of skills fall into this category.

Taking 10 or 20

Skills that require rolls can be fun or exciting when the outcome is important. At other times these rolls can only serve to slow down gameplay. Under non-stressful conditions (i.e., out of combat, not being rushed, when failing is only a minor inconvenience, etc.), a character may use a skill as though he had rolled a 10 on the die, which is called taking 10; this takes no additional time for use of the skill. Another use, where the character really wants to be perfect, she may take 20, that is he may act as though she had rolled a 20 on his die; taking 20 takes twenty times longer than a normal use of the skill, reflecting the repeated attempts. Characters may not take 20 if doing so would consume a limited resource. You may only take 10 if you have at least amateur skill level in a skill.

Skill Levels

Below are the descriptions of the various skill levels. Each skill will have a more in-depth view of what each level means for using that skill. If a playler wants his character to make use of a skill where that use is not defined, the player's GM should determine what skill level such a use would be. Characters attempting to make use of a skill beyond their current skill level may make rolls to attempt such use; this attempt always takes 1 step longer for time and requires a skill check (see below).

Table: Time
{table]Time Step
Swift Action
Move Action
Standard Action
Full-Round Action
Full Round
1 Minute
10 Minutes
1 Hour
[/table]
Increasing an action's time by one step moves down the table; reducing time moves up the table.

Untrained Skills

Untrained use of skills means that the character has little or no training or experience in that skill. Even repeated use of a skill does not grant training because, even though the character can have marginal (or even extraordinary) success, the way he performs these actions may not be the best way to go about it or may not even be repeatable. For uses of untrained skills that require a die roll, the roll is d20 + Ability Modifier + Miscellaneous Modifiers. A character who has an untrained level in a skill may try to attempt an amateur level use of that skill with a successful skill check (DC 20); this roll does not count for any rolls associated with actual use. All skills start as untrained skills.

Amateur Skills

Amateur skills are those skills that a character has either a bit of training in or are pursued as a hobby. Characters with these skills have studied how to perform these actions well enough to replicate success, but not to the degree of professionals. For uses of amateur skills that require a die roll, the roll is d20 + Ability Modifier + 1/2 Character Level + Miscellaneous Modifiers. A character who has an amateur level in a skill may try to attempt a tradesman level use of that skill with a successful skill check (DC 25); this roll does not count for any rolls associated with the actual use; Characters may gain amateur level skills at character creation, via class features, or by taking various feats.

Tradesman Skills

Tradesman skills are skills that a character has become a professional in. This can be the end of a long line of studies, from lots of practice and training in a skill, or even just a lot of experience in the craft. Uses of tradesman skills that require a die roll are d20 + Ability Modifier + 1/2 Character Level + Intelligence Modifier + Miscellaneous Modifiers. Tradesman skills may also make use of the Inspiration Pool (see below). Characters may gain tradesman level skills by class features or by taking a feat.

Expert Skills

Expert skills are skills which the character has totally mastered. This means that the character has no more training to pursue and can perform the greatest feats imaginable with these skills. Uses of expert skills that require a die roll are d20 + 2 * Ability Modifier + 1/2 Character Level + Intelligence Modifier + Miscellaneous Modifiers. Expert skills may also make use of the Inspiration Pool (see below). Characters may gain expert level skills by class features or by taking a feat.

Inspiration Pool

Characters have access to an inspiration pool, which are used in moments where the character suddenly realizes something about using a skill that he hadn't before. This pool may only be used on skills that the character has trained to tradesman level or higher. The pool has a number of points in it equal to half of the character's level plus her intelligence modifier (minimum 1). Inspiration points reset after 4 hours of rest. A single point adds half the character's level to a single skill check or allows the character to take 10 on the roll, even under stressful conditions. By spending three inspiration points, the character can decrease a skill use's time by one step (see Table: Time above). By spending 5 points, the character may act as though his skill level in that skill is one higher. Another 5-point use of inspiration points allows a character to act as though he had rolled a 20 on her skill check. A character may only use one inspiration ability per skill use.

Table: Inspiration Abilities
{table]Inspiration Ability | Cost
Add 1/2 level to skill check| 1 point
Take 10 on a skill | 1 point
Decrease skill time | 3 points
Temporarily gain one skill level | 5 points
Act as rolled a 20 on skill check | 5 points
[/table]

Feats

Expert Training
Prerequisite
Character Level 12, tradesman level with selected skill, and a teacher who has expert level selected skill.
OR Character Level 15 and tradesman level with selected skill.
Benefit
You gain access to the Expert Level uses of a specific skill. If you can find a person who has expert level in a skill you may train under him for 4 months at level 6 to gain this feat. The 4 months need not be continuous, nor do they require constant contact with the teacher, only that you make at least infrequent contact with the master so that he can check your progress.
Special
If you have the Savant feat with the selected skill, you do not need to find a teacher to progress to Expert at level 6.

Savant
Prerequisite
First Level Only, Intelligence 12 or higher
Benefit
You gain amateur skill level with selected skill. You gain a +2 competence bonus on skill checks involving the selected skill.
Special
You do not need to have a teacher to progress to Tradesman at level 6 or to progress to master at level 12.

Tradesman Training
Prerequisite
Character Level 6, amateur level with selected skill, and a teacher who has tradesman or expert level selected skill.
OR Character Level 9 and amateur level with selected skill.
Benefit
You gain access to the Tradesman Level uses of a specific skill. If you can find a person who has tradesman or expert level in a skill you may train under him for 2 months at level 5 to gain this feat. The 2 months need not be continuous, nor do they require constant contact with the teacher, only that you make at least infrequent contact with the master so that she can check your progress.
Special
If you have the Savant feat with the selected skill, you do not need to find a teacher to progress to Tradesman at level 6.

Skill Sets

The following table lists all of the skill kits, the skills associated with them, and the ability score associated with each kit.

Table: Skill Kits
{table]Skill Kit | Ability | Skill
Acrobatics | Dexterity | Balance
| | Escape Artist
| | Tumble
Adroitness | Dexterity | Disable Device
| | Open Lock
| | Sleight of Hand
| | Use Magic Device
| | Use Rope
Athletics | Strength | Climb
| | Jump
| | Swim
Consort | Charisma | Bluff
| | Disguise
| | Intimidate
| | Perform
Focus | Wisdom | Autohypnosis
| | Concentration
Interact | Wisdom | Gather Information
| | Negotiate
| | Sense Motive
Knowledge | Intelligence | Knowledge (various)
| | Speak Language
Nature | Wisdom | Handle Animal
| | Heal
| | Survival
Profession | Wisdom | Appraise
| | Craft
Recon | Wisdom | Listen
| | Search
| | Spot
Scholar | Intelligence | Decipher Script
| | Forgery
| | Spellcraft
Scout | Dexterity | Hide
| | Move Silently
| | Ride
[/table]
Note: The "profession" skill has been removed and "diplomacy" was renamed to "negotiate".

Thinker
2010-09-24, 12:41 PM
Acrobatics (Dex)

Acrobatics is a skill kit that exemplifies physical coordination of the whole body. It is largely based around mobility. The key ability for the acrobatics kit is Dexterity. The skills associated with Acrobatics are Balance, Escape Artist, and Tumble.

Skill Kit Bonus: If you have at least two acrobatics skills trained to at least amateur level, all acrobatics skills gain a +2 competence bonus.

Balance

Balance is the act of staying on one's feet, despite conditions that would make it difficult to do so.
Untrained: An untrained balance attempt may be made as part of a move action to attempt to navigate across a narrow surface at half speed. While attempting to balance (or if you end your turn on an object that you are balancing on) you are considered flat-footed. This use requires a skill check (see the DCs on Table: Narrow Surface DCs). A failure by 4 or less means you cannot move until your next turn, while a failure of 5 or more means that you fall. You may attempt to move at full speed by increasing the DC by 10.

Table: Narrow Surface DCs
{table]Narrow Surface | Balance DC
7-12 inches wide | 10
2-6 inches wide | 15
2 inches wide | 20
Every 50% less | +5
[/table]
Add all modifiers from Table: Narrow Surface Modifiers as appropriate
{table]Surface | DC Modifier
Lightly obstructed | +2
Severely obstructed | +5
Lightly slippery | +2
Severely slippery | +5
Sloped or angled | +2
[/table]

Amateur: As long as you are not flat-footed, you may cross Difficult Terrain at your full-movement speed, though you still cannot run or charge across it. With a successful skill check (DC 15) as part of your movement, you may run or charge across the area. If the difficult terrain was created by another creature, the DC for the balance roll is equal to 10 + Creature's total attack bonus, which must be rerolled every turn in which you try to move. Failure only means that you cannot run or charge, but may still move regularly
Tradesman: Whenever you would be subjected to a trip attempt, you may instead make a balance skill check in its place to resist, using any modifiers that normally affect your trip roll (such as from size or additional legs). Additionally, you may choose not to be the subject of a trip attempt on your own failed trip attempt.
Expert: You can move across liquid as though it were solid. You still take damage from hazardous liquids, like lava or acid, but you can choose not to become submerged in the liquid. Additionally, with a successful skill check (DC 40) as part of movement to move across things that could not normally support your weight, such as a tree-leaf, a loose cord, or a cloud.

Escape Artist
Escape artist is the skill of escaping restraints, fitting through narrow gaps, and evading grapples.
Untrained: An untrained escape artist check may be made to escape from binds. Using escape artist in this way takes an entire minute per check. Using this to escape from in-combat hazards such as Net, animated ropes, entangle spells, etc. may be done in 1 full round. For DCs see Table: Restraint DCs
Restraint DCs
{table]Restraint | DC
Ropes | Binder's Use Rope + 10
Net, animated rope, entangle spell | 20
Manacles | 30
Masterwork Manacles | 35
[/table]

Amateur: You can fit through tight spaces (spaces large enough for your head, but not your shoulder) as part of your movement, but you may only move at half speed through such a space. Additionally, you may attempt to escape grapple checks by using your escape artist skill in place of a grapple check, using any bonuses you normally have to your grapple check (such as from Improved Grapple).
Tradesman: You may use your Escape Artist skill, including any modifiers you normally have to your grapple check, to resist grapples in place of a normal grapple roll. Additionally, once per turn when you would be subject to an attack, you may roll an escape artist check (DC 10 + opponent's BAB) to negate the attack. If your check fails, you are considered flat-footed for that single attack.
Expert: As part of movement, you may move through extremely tight spaces, spaces as small as 2 inches for a medium-sized creature. Halve this limit for each size category less than medium size and double it for each size category greater than medium size. Additionally, as a move action, with a skill check (DC 40), you may move through up to 5 feet of a solid object; another check (DC 50) allows you to pass through even magical objects (up to 5 feet thick) such as a wall of force. Characters within objects are still subject to rules for suffocation.

Tumble
Tumble is a type of acrobatics involving dancing, weaving, rolling, and flipping through an area.
Untrained: You may treat a fall as if it were 10 feet shorter than it is when determining damage. After you start falling, but before you hit the ground, make a tumble check (DC 15) to reduce the distance of the fall by 10 feet.
Amateur: As part of movement you may attempt to avoid attacks of opportunity by opponents who threaten areas you move through. You may make a tumble check (DC 10 + opponent's BAB) and, if successful, do not provoke an attack from that opponent. Make a tumble check for each opponent whose threatened area you are passing through, but never more than once per opponent. If you fail, you are hit with the attack of opportunity as normal. You may only move at half speed while tumbling.
Tradesman: You may rise from being prone as an immediate action that does not provoke attacks of opportunity. Additionally, you may crawl without provoking an attack of opportunity.
Expert: You may take an extra free 5-foot step each turn. Additinoally, whenever you fall, you may make a tumble check to reduce the distance by a number of feet equal to the result of the roll. This effect does not stack with the untrained use of the skill.


Adroitness (Dex)
Adroitness is a skill set that focuses on skills that require deft hands. It is largely based around fine hand movements and control of one's body. The key attribute for adroitness is Dexterity. Skills associated with adroitness are disable device, open lock, sleight of hand, use magic device, and use rope.


Skill Kit Bonus: If you have two or more adroitness skills trained to tradesman level, you automatically gain one additional adroitness skill at tradesman level.

Disable Device
Disable device is how people disassemble and reassemble mechanical constructions.
Untrained: There are no untrained uses of this skill. The nuances involved are far too complex for someone without any training to perform.
Amateur: You may sabotage or otherwise disable simple machines, such as a portcullis, a wagon, simple traps, or a crossbow as an action that requires 1 minute. Your efforts will always lead to the device not working, but if you want it to fail to work in a specific way (like making the wagon wheel fall off instead of simply not moving), you need to make a disable device check (DC 15).
Tradesman: You may disable complex traps or other complex mechanical systems as an action that requires 1 minute. If you want to disassemble or reset a trap or mechanical system, you must make a disable device check (DC 25).
Expert: You can disassemble any object with relative ease. You may take apart objects with multiple parts up to your size in one minute. For every size category larger than your size, increase the time according to Table: Time; for every size category smaller than your size, decrease the time according to Table: Time. Objects taken apart like this require the same amount of time to put back together. Additionally, you may disassemble weapons and armor quickly in combat. To do so, make a touch attack that provokes attacks of opportunity (unless you have Improved Disarm or Improved Sunder) and then, if successful, make a disable device check, opposed by the target's attack roll. If this succeeds as well, the target's weapon or armor is now broken into several parts and is completely useless. You may put an object that you have taken apart in this manner back together with one minute of work and will work perfectly as before.

Open Lock
Open lock is used to defeat locks.
Untrained: You cannot use open lock untrained.
Amateur: You may attempt to unlock locks of various difficulty as a full round action. Make an open lock check with a DC according to Table: Lock DCs.
Table: Lock DCs
{table]Lock | DCs
Very simple lock | 20
Average lock | 25
Good lock | 30
Amazing lock | 35

Tradesman: By simply touching an object (a move action) with a lock and then making a specific hand gesture, the object will unlock. Additionally, you may lock an object and make a similar motion. Locks that have been locked in this way require an open lock check (DC 10 + the locker's open lock skill) to open.
Expert: You can sense locked objects within a radius of 10 feet per dexterity modifier. Additionally, you may see to the other side of an object with a lock on it whenever you are touching a locked object.

Sleight of Hand
Sleight of hand is used to move objects without other people noticing.
Untrained: As a standard action, you can make coin-sized objects disappear from view by making a sleight of hand check (DC 10). If someone is watching, he may make a spot check (DC equal to your sleight of hand check) to see how you did it. Regardless of whether someone sees through your method, if you succeed you may have the object in any of your pockets, in your hand, or up one of your sleeves. Additionally, you may use sleight of hand to hide weapons on your person, with a hide check equal to your sleight of hand roll.
Amateur: As a standard action you can lift objects no heavier than 3lbs off of a target. The target may attempt to identify that you are lifting an object from her by making a spot check (DC 10 + your sleight of hand). If the target is aware of your actions and is an amateur in sleight of hand, he may make an opposed sleight of hand check to stop you.
Tradesman: As a standard action you can lift a sheathed weapon (or weapon-sized object) from another creature and hide it on your body so long as the target is within one size category. The target may attempt to notice you lifting the weapon by making a spot check (DC 10 + your sleight of hand). If the target is aware of your actions and is a tradesman in sleight of hand, he may make an opposed sleight of hand check to stop you.
Expert: As a move action you may move a willing adjacent creature or object that is your size category or smaller up to 10 feet away from its current location. You may select yourself for this effect. Additionally, as a move action you may make a willing adjacent creature or object that is your size category or smaller disappear, making it invisible (as the spell) for a number of rounds equal to your Dexterity modifier. You may select yourself for this effect.

Use Magic Device
Use magic device is used to interact with magical equipment that normally requires class, alignment, or other specific restrictions to use. You may never take 10 or take 20 on rolls with use magic device.
Untrained: There is no untrained use of this skill.
Amateur: You can use a wand of a spell with a spell level equal to half of your character level (minimum 1). The cast time for casting a spell in this way is a full round action or the spell's original casting time, whichever is longer. Additionally, you may attempt to cast a spell from a wand with a spell level up to half of your character level (minimum 1) as a standard action or the spell's original cast time, whichever is shorter, with a successful use magic device check (DC 15 + Spell Level). Your caster level for amateur use magic device is always equal to the lowest level needed to cast the spell.
Tradesman: For the purposes of activating a magic item, you may act as though you are of the appropriate race, class, or alignment or as though you have the appropriate ability score. Additionally, as a standard action, you may read spells from scrolls that you have already deciphered up to a spell level equal to half of your character level. Your caster level for tradesman use magic device is equal to her character level.
Expert: You may take 10 (but not 20) on rolls with use magic device. Additionally, you may have one extra item (but not weapon or armor) in one magic item slot.

Use Rope
Use rope is how to utilize rope as a tool.
Untrained: You can make simple knots and binds. The DC to untie a knot is 10 + your use rope skill.
Amateur: You may bind another creature so that he cannot move with a use rope check that takes 1 minute. See escape artist for how to escape binds. Additionally, you may secure a thrown grappling hook. Make a use rope check (DC 10 + 2 for every 10 feet thrown) and, if successful, the hook is secured.
Tradesman: You can use ropes to secure portals and doorways. Replace the DC to force a door open with your use rope skill + 10. Additionally, you can tie knots that only you know how to untie.
Expert: As a standard action you may cast Animate Rope with a caster level equal to your character level. Additionally, as a move action, you can splice together two ropes so that they are a continuous segment.


Athletics (Str)
The athletics skill kits are those that require feats of strength and coordination. These skills require control over one's body and the power to complete these feats of fitness. The key ability for athletics is Strength. Skills associated with athletics are climb, jump, and swim.

Skill Kit Bonus: If you have at least Amateur skill level in two or more athletics skills, you gain the Endurance feat as a bonus feat. If you already have the Endurance feat from another source, you may take another feat that requires Endurance as a prerequisite as a bonus feat, provided you meet other prerequisites.

Climb
Climb is how to ascend, descend, or move horizontally across vertical surfaces. You are always flat footed while climbing.
Untrained: During your movement you can climb a rope with a wall to brace against or a knotted rope at half of your movement speed.
Amateur: During your movement you can climb any surface with adequate handholds and footholds or an unknotted rope or pull yourself up when you are only dangling by your hands. You can also make your own handholds and footholds by using pitons. It requires one minute per piton and one piton is needed per 3 feet of distance. You can only move up to have of your movement speed while climbing.
Tradesman: You may replace your grapple roll with a climb check to engage in a grapple. Additionally, you can scale rough areas that only offer narrow handholds. You may only move at half of your speed while climbing. You are no longer flat footed while climbing.
Expert: As part of your movement you gain a climb speed equal to your base movement speed and may move across even smooth ceilings or walls with ease.

Jump
Jump is used to leap through the air either vertically or horizontally.
Untrained: As part of movement you may make a long jump a distance of up to 10 + your jump skill with at least a 20-ft running start (half that distance without one). Additionally, you may make a high jump to a distance of your jump skill with at least a 20-ft running start (half that distance without one). If you are trying to reach something above you, add your character's height to your jump skill to determine a maximum vertical jump.
Amateur: If you jump off a height that would normally cause damage, you take damage as though the distance was 10 feet less. Additionally, you may hop up onto an object that comes up to your waist, which counts as 5 feet of movement.
Tradesman: You may lunge at your opponent as part of an attack, dealing extra damage. As a standard action, make a jump check (DC equals opponent's BAB) and if successful, you may make an attack with any normal attack modifiers (such as from strength, Power Attack, etc.) and add +1d6 damage per two character levels plus your strength modifier. Additionally, you when you jump, you double the normal distance for your jump skill.
Expert: As a move action you may gain a fly speed equal to your base land movement with perfect maneuverability. This effect lasts for 1 round per 4 character levels. If the effect ends while you are still in the air, you begin to fall.

Swim
Swim is used to move fluidly through the water.
Untrained: With a swim check (See DCs below) you may move through water at up to half your movement speed as a move action. For every hour you swim you take 1d6 points of nonlethal damage from fatigue.
Table: Swim DCs
{table]Water | Swim DC
Calm water | 10
Rough water | 15
Stormy water | 20
[/table]
Amateur: You can swim for as many hours as your Constitution modifier before suffering nonlethal damage from fatigue. Additionally, you gain darkvision when underwater and can see out to 60 feet through water, regardless of lighting conditions. Other obstructions, such as from reefs, sunken ships, or ink, will still prevent sight.
Tradesman: You gain a swim speed equal to your movement speed and no longer have to make swim checks to swim through different types of water. Additionally, you can breathe water as though it were air.
Expert: As a move action, whenever you are in contact with water, you can instantly teleport to another place connected by the same water up to a maximum distance of 200 feet.

Thinker
2010-09-24, 12:43 PM
Reserved for more Skill Kits.