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Bullet06320
2016-06-13, 12:40 AM
Originally posted on the WOTC boards by Griff on Dec 03, 2006
Continued by Bullet06320 and GitP Community

Due to a lack of space in the original post, I have moved the thread to this post. If you would like to see the original discussion its posted here (http://www.giantitp.com/forums/showthread.php?451088-Alternative-ways-to-get-new-Class-skills)

Ever wished you had a certain skill on your class list?

Here is a compiled list of feats, domains and other stuff that grant you class skills from various official sources


Any
Cosmopolitan - FRCS - Choose any 1 nonexclusive skill you do not have as a class skill, it is always a class skill. It was Nerfed in PGtF
Aereni Focus - PGtE p 20
Skill knowledge - UA (for use with UA Variant skill system)
Flexible Mind (Anarchic) - Dragon 326 p 80 must be chaotic, any 2 skills you already have ranks in become class skills
Academy Graduate - Savage Tide Player's Guide Location: Sasserine (http://paizo.com/dungeonissues/SavageTide/SavageTide_HR.pdf) p 10 have "District Feats" Must be from Sasserine Noble District choose any 3 Charisma or any 3 Intelligence based skills

Appraise
Apprentice (craftsman) - DMG II also Knowledge (architecture & engineering)
Draconic heritage (Type) – RoD (sorcerer only)
Appraise Magic - online (https://web.archive.org/web/20160123032306/http://archive.wizards.com/default.asp?x=dnd/sg/20051125a)

Autohynosis
Hypnotic Focus(General) - Dragon 349 p 88

Balance
Martial Study (Iron heart/stone dragon) - ToB

Bluff
Apprentice (criminal) - DMG II - also Gather Information
Greensinger initiate - ECS - also Bluff, Perform (druid only)
Draconic heritage (Type) - RotD - sorcerer only
Initiate of Aasterinian - Dragon Magic - also Disguise, Speak Language, Sleight of Hand - cleric only

Climb
Far horizons [initiate] – RotD - also Jump, Swim - cleric only
Warden initiate – ECS - also Jump - druid only

Concentration
Apprentice (martial artist) - DMG II also tumble
Draconic Heritage (Type) – RotD - sorcerer only
Martial Study (diamond mind) – ToB
Born Under a Setting Sun - Dragon 340 p 48

Diplomacy
Apprentice (entertainer) - DMG II - also Perform
Draconic heritage (Type) – RotD - sorcerer only
Martial Study (white raven) – ToB
Noble Born (General) Dragon 333 p 45 - also Knowledge (nobility & royalty) only at 1st level
Recognized Elder - Dragon 334 - also Knowledge (history)

Disable Device
Initiate of Gond - PGtF - also Open lock - cleric only
Initiate of Astilabor - Dragon Magic - also Open Lock, Search - cleric only

Disguise
Draconic heritage (Type) - RotD - sorcerer only
City Slicker – RoD - also Forgery, Gather Information, Knowledge (local)
Initiate of Aasterinian -Dragon Magic - also Bluff, Speak Language, Sleight of Hand - cleric only

Escape Artist
Draconic heritage (Type) – RotD - sorcerer only
Slippery – Behind the Screen: The Agony of the Feat, Building a Campaign Story Arc, Part 3 (https://web.archive.org/web/20160918193613/http://archive.wizards.com/default.asp?x=dnd/bs/20040725a) bullywug or siv only

Forgery
City Slicker – RoD - also Disguise, Gather Information, Knowledge (local)

Gather Information
Apprentice (criminal) - DMG II - also Bluff
Ecclesiarch – ECS - also Knowledge (local)
Draconic heritage (Type) – RotD - sorcerer only
City Slicker – RoD - also Disguise, Forgery, Knowledge (local)
Initiate of Lendys - Dragon Magic - also Sense Motive cleric only
Initiate of Olidammara [initiate] - Dragon 342 p 51 - also Sleight of Hand, Tumble - divine spellcaster only
Slave Seeker - Dragon 352

Handle Animal
Initiate of Ehlonna [initiate] - Dragon 342 p 50 - also Survival - divine spellcaster only

Heal
Draconic heritage (Type) – RotD - sorcerer only
Self-medicating (General) - Dragon 354 p 55 - Must have Wedded to History with survivor background (from the same article)

Hide
Greensinger initiate – ECS - also Bluff, Perform - druid only
Draconic heritage (Type) - RotD - sorcerer only
Martial Study (shadow hand) – ToB
Nightbringer Initiate - FoE= (Nongood alignment) also Move Silently - druid only
Initiate of Arvoreen – CoV - also Move Silently - cleric or paladin only

Intimidate
Apprentice (soldier) - DMG II - also Knowledge (local)
Martial Study (devoted sprit) – ToB
Dread Tyranny [initiate] – RoD - cleric only
Initiate of Tiamat - Dragon Magic - cleric only
Dread Tyranny [initiate] - RoD - can also add Str to the skill check
Illithid Heritage - CPs p 61-2 - must have a power point reserve of 1 or more

Jump
Far horizons [initiate] – RoD - also Climb, Swim - cleric only
Martial Study (Tiger claw) – ToB
Warden initiate – ECS - also Climb - druid only

Knowledge (All)
Education – ECS, FRCS, PGtF, Ghostwalk - only at first level
Draconic Knowledge (requires Draconic heritage) - Dragon Magic
Well Read - Dragon 315 p 54

Knowledge (Any)
Knowledge Devotion - Complete Champion - require 5 ranks in Knowledge (any) but grants any 1 other
Apprentice (philosopher) - DMG II - also Sense Motive
Apprentice (spellcaster) - DMG II - also use magic device
Any of Geography, History, Local, Religion, or the Planes: Dderywd Chymdeithas Initiate - Dragon 332 - Druid only

Knowledge (arcana)
Arcane insight – RoD - cleric only

Knowledge (architecture & engineering)
Apprentice (craftsman) - DMG II - also Appraise

Knowledge (dungeoneering)
Draconic Heritage (Type) – RotD - sorcerer only

Knowledge (history)
Recognized Elder - Dragon 334 - also Diplomacy

Knowledge (local)
Apprentice (soldier) - DMG II - also intimidate
Ecclesiarch – ECS - also Gather information
City Slicker – RoD - also Disguise, Forgery, Gather Information
Draconic heritage (Type) – RotD sorcerer only

Knowledge (nature)
Apprentice (woodsman) - DMG II also survival

Knowledge (nobility & royalty)
Noble Born - Dragon 333 p 45 - also Diplomacy only at first level

Knowledge (the planes)
Keeper of forbidden lore [abyssal heritor] - FC1 - also Spellcraft
Gatekeeper initiate – ECS - Druid only
Edgewalker Sentinel – SoS - Adds to your list of ranger or scout class skills

Knowledge (psionics)
Psithief – CS - also Psicraft - spellthief only

Knowledge (religion)
Bronze Solaris Member - Dragon 334 - sorcerer only

Listen
Draconic Heritage (Type) – RotD - sorcerer only
Whispered Secrets [initiate] – RoD - also Spot - cleric only

Move Silently
Draconic heritage (Type) – RotD - sorcerer only
Nightbringer Initiate - FoE - (Nongood alignment) adds Hide - druid only
Initiate of Arvoreen – CoV - also Hide - cleric or paladin only

Open Lock
Initiate of Gond – PGtF - also Disable Device - cleric only
Initiate of Astilabor - Dragon Magic - also Disable Device, Search - cleric only

Perform
Apprentice (entertainer) - DMG II - also Diplomacy
Greensinger initiate – ECS - also Bluff, Hide - druid only
Draconic heritage (Type) – RotD - sorcerer only
Divine Inspiration - Dragon 333 p 85
Hymnist - Dragon 325 p 62
From Smite to Song – CoV - paladin only

Pilot
Spelljammer Helm Operation - Dungeon 92/Polyhedron 151 pg 30 of Polyhedron - makes pilot always a class skill

Profession
Sailor: Seafarer - Dragon 337 - also Survival

Psicraft
Psithief – CS - also Knowledge (psionics) - spellthief only

Search
Draconic Heritage (Type) – RotD - sorcerer only
Initiate of Astilabor -Dragon Magic - also Disable Device, Open Lock - cleric only

Sense Motive
Apprentice (philosopher) - DMG II - also a Knowledge
Martial Study (setting sun) – ToB
Initiate of Lendys - Dragon Magic - also Gather Information - cleric only
Hashalaq Ancestor – PGE - adds as a class skill for all your classes

Sleight Of Hand
Initiate of Aasterinian -Dragon Magic - also Bluff, Disguise, Speak Language - cleric only
Initiate of Olidammara [initiate] - Dragon 342 p 51 - also Gather Information,Tumble - divine spellcaster only

Speak Language
Gift of tongues – RoF - elf only
Initiate of Aasterinian -Dragon Magic - also Bluff, Disguise, Sleight of Hand - cleric only
Mercenary Background - Dragon 315 p 54
Multilingual - LEoF
Polyglot - Dragon 323 p 90

Spellcraft
Keeper of Forbidden lore [abyssal heritor] - FC1 - also knowledge (the planes)

Spot
Draconic heritage (Type) – RotD - sorcerer only
Whispered secrets [initiate] – RoD - also Listen - cleric only

Survival
Nature: Apprentice (woodsman) - DMG II - also Knowledge (nature)
Draconic heritage (Type) – RotD - sorcerer only
Initiate of Ehlonna [initiate] - Dragon 342 p 50 - also Handle Animal divine spellcaster only
Seafarer - Dragon 337 - also Profession: Sailor

Swim
Draconic heritage (Type) – RotD - sorcerer only
Far horizons [initiate] – RoD - Climb, Jump, and Swim - cleric only

Truespeak
Truename Training - ToM

Tumble
Apprentice (martial artist) - DMG II - also Concentration
Martial Study (desert wind) – ToB
Initiate of Olidammara [initiate] - Dragon 342 p 51 - also Gather Information, Sleight of Hand - divine spellcaster only

Use Magic Device
Apprentice (spellcaster) - DMG II - also a Knowledge
Wedded to History - Dragon 354 p 54 - with the "Golden Ager" background only at 1st level.

Honorable mentions go to:
Able learner - RoD (human doppleganger changling only) makes cross class ranks cost less.

Jack of all Trades - CAdv
Half a rank in every skill.. including trained only..

Elf Dilettante - RotW - +1 bonus on all untrained skill checks, allows untrained checks using skills that do not allow untrained use

Ancestral Wisdom (Divine) - FoE - spend a Turn Undead Attempt you get a +4 sacred bonus to any one skill, and treat it as trained in that skill and can take 10 even if rushed for a limited time.

Ancestral Knowledge feat - RoS - make any knowledge check untrained

Guerilla Scout – HoB - Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.

Guerilla Warrior – HoB - Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same


Of Special Note

Initiate of Shar - City of Splendors: Waterdeep pg 144-5 - adds bluff and hide and several spells, must be able to cast 1st level divine spells and patron deity Shar according to the text on pg 145.
Now according to the table on p 144, you add Knowledge (arcana) and Knowledge (dungeoneering), several new spells, must be Blackguard level 1 or cleric level 3 with patron deity Shar.

And it should be noted that according to the primary source rule, text trumps table, so the text version should be used.

Initiate of Shar was also printed in Champions of Ruin, and there both text and table agreed on Bluff/Hide and prerequisites.

Although this might well be considered invalid since Champions of Ruin was from May 2005, and City of Splendors: Waterdeep is from July 2005

Kingdoms of Kalamar

Skill Prodigy - Kingdoms of Kalamar: Player's Guide - gives you class skills equal to your int mod every time you take it

Scholar - Kingdoms of Kalamar: Player's Guide - all knowledge skills and a bonus on 3 and does not need to be taken at 1st level


Kingdoms of Kalamar was licensed for D&D 3.0, but not for 3.5
But it was updated to 3.5 here (https://web.archive.org/web/20060525105438/http://www.kenzerco.com/Orpg/kalamar/KPG5_feats.pdf) and here (https://web.archive.org/web/20060525105531/http://www.kenzerco.com/Orpg/kalamar/KPG2_classes.pdf).




Domains generally only add class skills to your cleric levels unless noted otherwise


[B]Exceptions:
Herald Domain's Granted Ability: Intimidate is a class skill
Divine Agent (MotP) any domain abilities dependent on Cleric levels use the sum of your Cleric + DA levels

Appraise
Commerce - ECS p 105
Pact - SC also Intimidate, Sense Motive
Wealth - SC

Autohypnosis
Gem Dragon - Dragon 344 p 107 - also Knowledge (psionics), Psicraft

Bluff
Baator [planar] - SC
Dragon - SC - also Intimidate
Envy - SC
Trickery - PHB - also Disguise, Hide

Climb
Jungle O Night Divine, Building a Campaign Story Arc, Part 7 (https://web.archive.org/web/20161101150247/http://archive.wizards.com/default.asp?x=dnd/bs/20041126a) - also Use Rope

Disable Device
Kobold - Kobolds: Playing to Their Strengths (https://web.archive.org/web/20190203020617/http://archive.wizards.com/default.asp?x=dnd/we/20060420a) also Search

Disguise
Trickery - PHB also Bluff, Hide

Gather Information
City - RoD 162-3 - also Knowledge (local)

Hide
Trickery - PHB - also Bluff, Disguise

Intimidate
Abyss [planar] - SC
Dragon - SC - also Bluff
Herald - BOED - Intimidate is a class skill
Pact - SC - also Appraise, Sense Motive

Knowledge (all)
Knowledge - PHB

Knowledge (nature)
Animal - PHB
Plant - PHB

Knowledge (local)
City - RoD 162-3 also Gather Information

Knowledge (psionics)
Gem Dragon - Dragon 344 p 107 - also Autohypnosis, Psicraft

Psicraft
Gem Dragon - Dragon 344 p 107 - also Autohypnosis, Knowledge (psionics)

Search
Kobold - Kobolds: Playing to Their Strengths (https://web.archive.org/web/20190203020617/http://archive.wizards.com/default.asp?x=dnd/we/20060420a) also Disable device

Sense Motive
Celestia [planar] - SC
Pact - SC - also Appraise, Intimidate
Hashalaq Ancestor - PGtE - Kalashtar only

Spot
Sky - RotW p 174

Survival
Arborea [planar] - SC
Travel - PHB
Weather - ECS p 108

Use Rope
Jungle O Night Divine, Building a Campaign Story Arc, Part 7 (https://web.archive.org/web/20161101150247/http://archive.wizards.com/default.asp?x=dnd/bs/20041126a) - also Climb


see Curmudgeon's Lists of Stuff (http://www.giantitp.com/forums/showthread.php?454553) to find ways to get bonus domains

Domain Access (Sorcerer) Complete Champion
Domain Granted Power (Wizard) Complete Champion
Use one of these ACFs to get a Domain that grants the class skills your looking for

Unique Abilities - DMGII pg 157-8 Divinity (Su): the offspring of a deity, Select a domain granted by the deity, use that domain’s granted power as if he were a cleric of a level equal to his character level, plus other benefits. Use this to get access to a domain that grants class skills as its domain granted power.

Planar Touchstone (Catalogues of Enlightenment), feat, Planar Handbook, gain access to a domain power and spells, see text

Heretic of Faith, feat, Power of Faerun (p.46), stray from your path, exchange domain spells, etc, see text

Bonus Domain Epic Feat (http://www.d20srd.org/srd/epic/feats.htm#bonusDomain), also in Complete Divine




Autohypnosis
Kalashtar Monk Substitution Levels - RoE p 124 - also Knowledge (psionics)

Balance
Shifter Druid Substitution Levels - RoE p 126 - also Climb, Jump
Shifter Ranger Substitution Levels - RoE p 128
Elf Ranger Substitution Levels - RotW

Bluff
Zhentarim Soldier Fighter Substitution Levels (http://archive.wizards.com/default.asp?x=dnd/we/20060327a) also Diplomacy
Tiefling Incarnate Substitution Levels - MoI p 48 - also Hide
Changeling Egoist Substitution Levels - RoE p 121 - also Disguise
Changeling Wizard Substitution Levels - RoE p 123 - also Disguise, Sleight of Hand
half-elf bard Substitution Levels - RoD - also Diplomacy, Sense Motive
Half-Elf Fighter Substitution Levels - RoD - also Diplomacy, Sense Motive
Ruby Rose Knight (Paladin Substitution Levels) - CoV p 49 - also Perform (dance, oratory, sing, string instruments)
Enchanter Variant - Social Proficiency (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enchanterVariants") also Diplomacy, Gather Information, Intimidate, Sense Motive

Climb
Shifter Druid Substitution Levels - RoE p 126 - also Balance, Jump
Halfling Totemist Substitution Levels - MoI p 46 - also Hide, Jump, Move Silently
Halfling Druid - RotW - also Hide, Jump, Move Silently

Concentration
Warforged Paladin Substitution Levels - RoE p 130 - also Craft, Knowledge (nobility & royalty), Profession, Ride

Craft
Warforged Fighter Substitution Levels - RoE p 130 - also Intimidate
Warforged Paladin Substitution Levels - RoE p 130 - also Concentration, Knowledge (nobility & royalty), Profession, Ride

Diplomacy
Zhentarim Soldier Fighter Substitution Levels (http://archive.wizards.com/default.asp?x=dnd/we/20060327a) also Bluff
Aasimar Incarnate Substitution Levels - MoI p 42
Fangshields Ranger Substitution Levels - CoV p 41 - nonhumanoid only
half-elf bard - RoD - also Bluff, Sense Motive
Half-Elf Fighter Substitution Levels - RoD - also Bluff, Sense Motive
Blood of Eberron Sorcerer substitution level - Dragon 351 p 79 - also Handle animal, Heal, Knowledge (nature) lose bluff
Blood of Siberys Sorcerer substitution level - Dragon 351 p 79 - also Knowledge (the planes)
Enchanter Variant - Social Proficiency (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enchanterVariants") also Bluff, Gather Information, Intimidate, Sense Motive

Disable Device
Ranger Trap Expert ACF - Dungeonscape p 12

Disguise
Changeling Egoist Substitution Levels - RoE p 121 - also Bluff
Kalashtar Soulknife Substitution Levels - RoE p 124 - also Knowledge (the planes), Perform
Changeling Wizard Substitution Levels - RoE p 123 - also Bluff, Sleight of Hand

Gather Information
half-elf ranger Substitution Levels - RoD - also Sense Motive
Enchanter Variant - Social Proficiency (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enchanterVariants") also Bluff, Diplomacy, Intimidate, Sense Motive
Skilled City-Dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) replaces Handle Animal

Handle Animal
Blood of Eberron Sorcerer substitution level - Dragon 351 p 79 - also Diplomacy, Heal, Knowledge (nature) lose bluff

Heal
Broken one Monk substitution Levels - CoV p 36 - also Survival
Blood of Eberron Sorcerer substitution level - Dragon 351 p 79 - also Diplomacy, Handle Animal, Knowledge (nature) lose bluff

Hide
Gnome Incarnate Substitution Levels - MoI p 46
Tiefling Incarnate Substitution Levels - MoI p 48 - also Bluff
Shadow Cloak Knight Paladin Substitution Levels (http://archive.wizards.com/default.asp?x=dnd/we/20060327a) also Move Silently - Gnome only
Halfling Totemist Substitution Levels - MoI p 46 - also Climb, Jump, Move Silently
Halfling Druid - RotW - also Climb, Jump, Move Silently
Illusionist variant - Shadow Shaper (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#shadowShaper)

Intimidate
Warforged Fighter Substitution Levels - RoE p 130 - also Craft
Skarn Monk Substitution Levels - MoI p 47
Kalashtar Telepath Substitution Levels - RoE p 125
half-orc druid Substitution Levels - RoD
half-orc paladin Substitution Levels - RoD - replace Diplomacy
Blood of Khyber Sorcerer substitution level - Dragon 351 p 79 - also Knowledge (dungeoneering)
Enchanter Variant - Social Proficiency (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enchanterVariants") also Bluff, Diplomacy, Gather Information, Sense Motive

Jump
Shifter Druid Substitution Levels - RoE p 126 - also Balance, Climb
Halfling Totemist Substitution Levels - MoI p 46 -also Climb, Hide, Move Silently
Halfling Druid - RotW - also Climb, Hide, Move Silently

Knowledge (any one, chosen at 1st level)
Changeling Rogue Substitution Levels - RoE p 122

Knowledge (arcana)
Dragonborn Paladin Substitution Levels - RotD
Mystic Fire Knight (Paladin Substitution Levels) - CoV p 45 - also spellcraft
Shooting Star (Ranger Substitution Levels) - CoV p 50 - also spellcraft
Shadow Soulknife Umbragen Racial Substitution Levels - Dragon 330 p 46 - replaces Knowledge (psionics) with Knowledge (arcana). also Knowledge (dungeoneering), Survival
Paladin Domains Substitution Level- Dragon 328 p 90 - also Spellcraft
Favored Soul Knowledge Specialty (Ex) (http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x) or Knowledge (religion)

Knowledge (architecture & engineering)
Dwarf Rogue Substitution Levels - Dragon 338 p 96

Knowledge (dungeoneering)
Dwarf Soulborn Substitution Levels - MoI p 44
Kobold Rogue Substitution Levels - RotD
Dwarf Cleric Substitution Levels - RoS
Dwarf Fighter Substitution Levels - RoS
Dwarf Sorcerer Substitution Levels - RoS
Relic Hunter (Cleric ACF) - Dragon 353 p 89 - also Search
Blood of Khyber Sorcerer substitution level -Dragon 351 p 79 - also Intimidate
Shadow Soulknife Umbragen Racial Substitution Levels - 330 p 46 - also Survival, replace Knowledge (psionics) with Knowledge (arcana)

Knowledge (geography)
Wanderer (Cleric ACF) - Dragon 353 p 89 - also gains Knowledge (local), Speak Language, Survival

Knowledge (history)
Red Falcon (Paladin Substitution Levels) - CoV p 48
Shadow Sword (Ranger Substitution Levels) -CoV p 49

Knowledge (local)
Wanderer (Cleric ACF) - Dragon 353 p 89 - also Knowledge (geography), Speak Language, Survival
Skilled City-Dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) replace Knowledge (nature)

Knowledge (local-Impiltur)
Crescent Moon Knight (Paladin Substitution Levels) - CoV p 37

Knowledge (nature)
Goliath Barbarian Substitution Levels - RoS
Lion Legionnaire (Paladin Substitution Levels) - CoV p 44
Blood of Eberron Sorcerer substitution level - Dragon 351 p 79 - also Diplomacy, Handle animal, Heal, lose bluff

Knowledge (nobility & royalty)
Warforged Paladin Substitution Levels - RoE p 130 - also Concentration, Craft, Profession, Ride

Knowledge (psionics)
Kalashtar Monk Substitution Levels - RoE p 124 - also Autohypnosis

Knowledge (religion)
Favored Soul Knowledge Specialty (Ex) (http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x) or Knowledge (arcana)

Knowledge (the planes)
Duskling Barbarian Substitution Levels - MoI p 43
Planar Barbarian Substitution Levels - PlH p 28
Planar Druid Substitution Levels - PlH p 31
Planar Fighter Substitution Levels - PlH p 32
Planar Monk (http://archive.wizards.com/default.asp?x=dnd/ex/20040706a&page=2) Substitution Levels - PlH p 32
Planar Paladin Substitution Levels - PlH p 33
Planar Ranger Substitution Levels - PlH p 34
Planar Rogue Substitution Levels - PlH p 34
Planar Sorcerer Substitution Levels - PlH p 35
Kalashtar Soulknife Substitution Levels - RoE p 124 - also Disguise, Perform
Holy Judge (Paladin Substitution Levels) - CoV p 44
Hunter of Fiends (Paladin Substitution Levels) - Dragon 349 p 93 - also Survival, Knowledge(the planes) lose Knowledge (nobility & royalty)
Blood of Siberys Sorcerer substitution level - Dragon 351 p 79 - also Diplomacy

Listen
Wary Swordknight Paladin Substitution Levels - CoV p 51 - also Spot - halfling only

Move Silently
Shadow Cloak Knight Paladin Substitution Levels (http://archive.wizards.com/default.asp?x=dnd/we/20060327a) also Hide - Gnome only
Halfling Totemist Substitution Levels - MoI p 46 - also Climb, Hide, Jump
Halfling Druid - RotW - also Climb, Hide, Jump

Perform
Harmonious Knight Paladin Substitution Levels (http://archive.wizards.com/default.asp?x=dnd/we/20060327a)
Kalashtar Soulknife Substitution Levels - RoE p 124 also Disguise, Knowledge (the planes)
Darksong Knight (Fighter Substitution Levels) - CoV p 38 - adds Perform Dance
Ruby Rose Knight (Paladin Substitution Levels) - CoV p 49 - adds Perform (dance, oratory, sing, and string instruments) also Bluff

Profession
Warforged Paladin Substitution Levels - RoE p 130 - also Concentration, Craft, Knowledge (nobility & royalty), Ride

Profession (miner)
kobold fighter - RotD - also Search

Profession (siege engineer)
added to the Marshal (http://archive.wizards.com/default.asp?x=dnd/ex/20030906b) class list - see also Dragon 348 p 92

Ride
Warforged Paladin Substitution Levels - RoE p 130 - also Concentration, Craft, Knowledge (nobility & royalty), Profession

Search
Elf Soulborn Substitution Levels - MoI p 45 - also Spot
Kobold Fighter Substitution Levels - RotD - also Profession (miner)
Elf Wizard Substitution Levels - RotW
Relic Hunter (Cleric ACF) - Dragon 353 p 89 - also Knowledge (dungeoneering)

Sense Motive
Diviner Variant - Enhanced Awareness (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#divinerVariants)
Enchanter Variant - Social Proficiency (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enchanterVariants") also Bluff, Diplomacy, Gather Information, Intimidate
half-elf bard Substitution Levels - RoD - also Diplomancy, Bluff
Half-Elf Fighter Substitution Levels - RoD - also Bluff, Diplomacy
half-elf ranger Substitution Levels - RoD - also Gather Information
Skilled City-Dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) replace Survival

Sleight of Hand
Changeling Wizard Substitution Levels - RoE p 123 - also Bluff, Disguise

Speak Language
Rilkan Rogue Substitution Levels - MoI p 47
Voice of the City ACF - Druid, ranger, spirit shaman Cityscape, Part 1 Urban Class Features (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
Wanderer (Cleric ACF) - Dragon 353 pg 89 - also Knowledge (geography), Knowledge (local), Survival

Spellcraft
Erudite Convert Spell to Power ACF (http://archive.wizards.com/default.asp?x=dnd/psm/20070629a)
Mystic Fire Knight(Paladin Substitution Levels) - CoV p 45 - also Knowledge (arcana)
Shooting Star (Ranger Substitution Levels) - CoV p 50 - also Knowledge (arcana)
Paladin Domains Substitution Level - Dragon 328 p 90 - "Magic Domain" also Knowldege (arcana)

Spot
Elf Soulborn Substitution Levels - MoI p 45 - also Search
Wary Swordknight Paladin Substitution Levels - CoV p 51 - also Listen - halfling only

Survival
Golden Hands of Vergadain Rogue Substitution Levels (http://archive.wizards.com/default.asp?x=dnd/we/20060327a) dwarf only
Shifter Wilder Substitution Levels - RoE p 129
Goliath Rogue Substitution Levels- RoS
Broken one Monk Substitution Levels - CoV p 36 - also Heal
Noble Heart (Paladin Substitution Levels) - CoV p 46
Hunter of Fiends (Paladin Substitution Levels) - Dragon 349 p 93 - also Survival, Knowledge (the planes). lose Knowledge (nobility & royalty)
Wanderer (Cleric ACF) - Dragon 353 p 89 - also Knowledge (geography), Knowledge (local), Speak Language
Elf Paladin Substitution Levels - RotW
Shadow Soulknife Umbragen Racial Substitution Levels - Dragon 330 p 46 - also Knowledge (dungeoneering). Replace Knowledge (psionics) with Knowledge (arcana)

Swim
Dukar Wizard Substitution Levels - CoV p 38

Tumble
Skilled City-Dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) replace Ride

Use Magic Device
Dragonblood Sorcerer Substitution Levels - RotD - lose Craft, Profession




Any
Ancestral Speaker (Cleric) - Dragon 311 - Add Perform, Sense Motive, and any 2 other skills. Replace Knowledge (the planes) with Knowledge (local)

Appraise
Corsair (Fighter) - Dragon 310 - also Balance, Profession (sailor), Spot, Use Rope. lose Handle Animal, Intimidate.

Balance
Corsair (Fighter) - Dragon 310 - also Appraise, Profession (sailor), Spot, Use Rope. lose Handle Animal, Intimidate.
Horseman (Fighter) - Dragon 310 - also Tumble lose Climb, Intimidate, Swim
Kensai (Fighter) - Dragon 310 - also Concentration, Tumble. lose Handle Animal, Intimidate
Survivalist (Fighter) - Dragon 310 - also Hide, Move Silently, Survival, Use Rope. lose Handle Animal, Intimidate, Ride

Bluff
Thug (Fighter) (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) also Gather Information, Knowledge (local), Sleight of Hand.
Paladin of Freedom (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) Replace Diplomacy
Urban Druid - Dragon 317 pg 30 - also Gather Information, Intimidate, Knowledge (architecture & engineering), Knowledge (history), Knowledge (local), Perform, Speak Language. lose Handle Animal, Heal, Listen, Knowledge (nature), Ride, Spot, Survival, Swim
Deathwalker (Wizard) - Dragon 312 - Replace Decipher Script
Fencer (Fighter) - Dragon 310 - also Diplomacy, Gather Information. lose Craft, Climb, Jump, Swim.
Pugilist (Fighter) - Dragon 310 - also Sense Motive, Spot. lose Craft, Handle Animal, Jump
Anti-Paladin - Dragon 312 - also Climb, Hide, Intimidate, Jump, Knowledge (the planes), Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Sense Motive
Anarch (Paladin) - Dragon 310 - also Disable Device, Intimidate, Knowledge (architecture & engineering), Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Ride
Despot (Paladin) - Dragon 312 - also Intimidate, Search. lose Handle Animal, Heal, Ride
Avenger (Paladin) - Dragon 310 - also Hide, Intimidate, Knowledge (local), Move Silently. lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride
Corrupter (Paladin) - Dragon 312 - also Disguise, Forgery, Knowledge (history). lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession

Climb
Anti-Paladin - Dragon 312 - also Bluff, Hide, Intimidate, Jump, Knowledge (the planes), Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Sense Motive

Concentration
Kensai (Fighter) - Dragon 310 - also Balance, Tumble. lose Handle Animal, Intimidate

Decipher Script
Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) also Speak Language, all Knowledge skills (from Knowledge domain)

Diplomacy
Bodyguard (Fighter) - Dragon 310 - also Gather Information, Search, Sense Motive, Spot. lose Craft, Climb, Jump, and Swim.
Commander (Fighter) - Dragon 310 - also Knowledge (architecture & engineering), Profession (siege engineer), Sense Motive, Spot. lose Climb, Jump, Swim.
Shield Bearer (Fighter) - Dragon 310 - lose Swim
Thane (Fighter) - Dragon 323 p 96 - Replace Intimidate
Knight (Fighter) - Dragon 310 - Replace Intimidate, add heal
Fencer (Fighter) - Dragon 310 - also Bluff, Gather Information. lose Craft, Climb, Jump, Swim.

Disable Device
Anarch (Paladin) - Dragon 310 - also Bluff, Intimidate, Knowledge (architecture & engineering), Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Ride

Disguise
Corrupter (Paladin) - Dragon 312 - also Bluff, Forgery, Hide, Knowledge (history). lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession

Forgery
Corrupter (Paladin) - Dragon 312 - also Bluff, Disguise, Hide, Knowledge (history). lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession

Gather Information
Thug (Fighter) (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) also Bluff, Knowledge (local), Sleight of Hand.
Urban Ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) also Knowledge (local), and Sense Motive. lose Knowledge (nature), Knowledge (dungeoneering), Survival
Evangelist (Cleric) - Dragon 311 - lose Knowledge (history) and Knowledge (the planes)
Urban Druid - Dragon 317 p 30 - also Bluff, Intimidate, Knowledge (architecture & engineering), Knowledge (history), Knowledge (local), Perform, Speak Language. lose Handle Animal, Heal, Listen, Knowledge (nature), Ride, Spot, Survival, Swim
Bodyguard (Fighter) - Dragon 310 - also Diplomacy, Search, Sense Motive, Spot. lose Craft, Climb, Jump, Swim.
Urban Ranger - Dragon 310 - also Knowledge (local). loses Knowledge (geography), Knowledge (nature)
Filidh (Wizard) - Dragon 324 p 90 - also Intimidate, Sense Motive, Survival. lose Profession
Fencer (Fighter) - Dragon 310 - also Bluff, Diplomacy. lose Craft, Climb, Jump, Swim
Enforcer (Paladin) - Dragon 310 - also Intimidate, Knowledge (history). lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Handle Animal
Wilderness Rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) Also Knowledge (geography), Knowledge (nature), Ride, and Survival. lose Appraise, Diplomacy, Decipher Script, Forgery, Gather Information
Crusader (Cleric) - Dragon 311 - also Knowledge (arcana), Intimidate. lose Knowledge (the planes), Diplomacy

Heal
Knight (Fighter) - Dragon 310 - Replace Intimidate with Diplomacy
Fleshcrafter (Wizard) - Dragon 312 - lose Decipher Script, Profession

Hide
Survivalist (Fighter) - Dragon 310 - also Balance, Move Silently, Survival, Use Rope. lose Handle Animal, Intimidate, Ride
Targetteer (Fighter) - Dragon 310 - also Move Silently, Profession. lose Handle Animal, Intimidate, Jump, Swim
Anti-Paladin - Dragon 312 - also Bluff, Climb, Intimidate, Jump, Knowledge (the planes), Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Sense Motive
Avenger (Paladin) - Dragon 310 - also Bluff, Intimidate, Knowledge (local), Move Silently. lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride
Corrupter (Paladin) - Dragon 312 - also Bluff, Disguise, Forgery, Knowledge (history). lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession

Intimidate
Paladin of Slaughter (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) Replaces Diplomacy
Druidic Avenger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) lose Diplomacy
Battle Sorcerer (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) lose Bluff
Crusader (Cleric) - Dragon 311 - also Knowledge (arcana) and Handle Animal. lose Knowledge (the planes) and Diplomacy
Wild Reaper (Druid) - Dragon 311
Urban Druid - Dragon 317 p 30 - also Bluff, Gather Information, Knowledge (architecture & engineering), Knowledge (history), Knowledge (local), Perform, Speak Language. lose Handle Animal, Heal, Listen, Knowledge (nature), Ride, Spot, Survival, Swim
Martial Monk- Dragon 310 - Replace Knowledge skills
Filidh (Wizard) - Dragon 324 p 90 - also Gather Information, Sense Motive, Survival. lose Profession
Anti-Paladin - Dragon 312 - also Bluff, Climb, Hide, Jump, Knowledge (the planes), Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Sense Motive
Despot (Paladin) - Dragon 312 - also Bluff, Search. lose Handle Animal, Heal, Ride
Enforcer (Paladin) - Dragon 310 - also Gather Information, Knowledge (history). lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Jump
Anti-Paladin - Dragon 312 - also Bluff, Climb, Hide, Intimidate, Knowledge (the planes), Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Sense Motive

Knowledge (all)
Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) also Speak Language, and all Knowledge skills (from Knowledge domain)

Knowledge (any)
Janissary (Fighter) -Dragon 334 p 88 - Adds any 2 Knowledge skills and Speak Language. lose Handle Animal, Intimidate and Swim

Knowledge (arcana)
Arcane Disciple (Cleric) - Dragon 311 - also Use Magic Device
Aspirant (Cleric) - Dragon 311
Benevolent (Cleric) - Dragon 311
Crusader (Cleric) - Dragon 311 - also Handle Animal and Intimidate. lose Knowledge (the planes), Diplomacy
Sidhe Scholar (Druid) Dragon 339 p 90
Wyrmslayer (Paladin) - Dragon 332 p 90 - Replaces Knowledge (nobility & royalty)

Knowledge (architecture & engineering)
Metal Master (Druid) - Dragon 311 - also Knowledge (dungeoneering). lose Handle Animal.
Urban Druid - Dragon 317 p 30 - also Bluff, Gather Information, Intimidate, Knowledge (history), Knowledge (local), Perform, Speak Language. lose Handle Animal, Heal, Listen, Knowledge (nature), Ride, Spot, Survival, Swim
Commander (Fighter) - Dragon 310 - also Diplomacy, Profession (siege engineer), Sense Motive, Spot. lose Climb, Jump, Swim.
Anarch (Paladin) - Dragon 310 - also Bluff, Disable Device, Intimidate, Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Ride

Knowledge (dungeoneering)
Metal Master (Druid) - Dragon 311 - also Knowledge (architecture & engineering). lose Handle Animal.

Knowledge (geography)
Wilderness Rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) Also Handle Animal, Knowledge (nature), Ride, Survival. lose Appraise, Diplomacy, Decipher Script, Forgery, Gather Information
Winter Warden (Druid) - Dragon 311

Knowledge (history)
Urban Druid - Dragon 317 p 30 - also Bluff, Gather Information, Intimidate, Knowledge (architecture & engineering), Knowledge (local), Perform, Speak Language. lose Handle Animal, Heal, Listen, Knowledge (nature), Ride, Spot, Survival, Swim
Enforcer (Paladin) - Dragon 310 - also Gather Information, Intimidate. lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride
Corrupter (Paladin) - Dragon 312 - also Bluff, Disguise, Forgery, Hide. lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession

Knowledge (local)
Thug (Fighter) (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm)also Bluff, Gather Information, Sleight of Hand.
Urban Ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) , also Gather Information, Sense Motive. lose Knowledge (nature), Knowledge (dungeoneering), Survival
Ancestral Speaker (Cleric) - Dragon 311 - Replace Knowledge (the planes) with Knowledge (local). Add Perform, Sense Motive, any 2 other skills
Urban Druid - Dragon 317 p 30 - also Bluff, Gather Information, Intimidate, Knowledge (architecture & engineering), Knowledge (history), Perform, Speak Language. lose Handle Animal, Heal, Listen, Knowledge (nature), Ride, Spot, Survival, Swim
Urban Ranger - Dragon 310 - also Gather Information. lose Knowledge (geography), Knowledge (nature)
Avenger (Paladin) - Dragon 310 - also Bluff, Hide, Intimidate, Move Silently. lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Knowledge (nature)
Wilderness Rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) Also Handle Animal, Knowledge (geography), Ride, Survival. lose Appraise, Diplomacy, Decipher Script, Forgery, Gather Information
Wild Monk - Dragon 324 p 97 - also Survival. Lose Diplomacy, Escape Artist, Knowledge (arcana), Knowledge (religion), Perform, Sense Motive
Incarnate (Paladin) - Dragon 310 - also Listen, Sense Motive, Survival. lose Handle Animal, Heal, Knowledge (nobility & royalty)

Knowledge (the planes)
Planar Ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) also Speak Language (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran)Eliminate Knowledge (nature), Knowledge (dungeoneering)
Anti-Paladin - Dragon 312 - also Bluff, Climb, Hide, Intimidate, Jump, Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Sense Motive
Sentinel (Paladin) - Dragon 310 - also Listen, Search, Spot, Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Listen
Incarnate (Paladin) - Dragon 310 - also Knowledge (nature), Sense Motive, Survival. lose Handle Animal, Heal, Knowledge (nobility & royalty)
Sentinel (Paladin) - Dragon 310 - also Knowledge (the planes), Search, Spot, Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Move Silently
Survivalist (Fighter) - Dragon 310 - also Balance, Hide, Survival, Use Rope. lose Handle Animal, Intimidate, Ride
Targetteer (Fighter) - Dragon 310 - also Hide, Profession. lose Handle Animal, Intimidate, Jump, Swim
Avenger (Paladin) - Dragon 310 - also Bluff, Hide, Intimidate, Knowledge (local). lose Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Perform
Ancestral Speaker (Cleric) - Dragon 311 - also Sense Motive, and any two other skills. Replace Knowledge (the planes) with Knowledge (local)
Urban Druid - Dragon 317 p 30 - also Bluff, Gather Information, Intimidate, Knowledge (architecture & engineering), Knowledge (history), Knowledge (local), Speak Language. lose Handle Animal, Heal, Listen, Knowledge (nature), Ride, Spot, Survival, Swim
Historical Ninja - Dragon 351 - Substitute Perform or Profession for Craft at 1st level

Perform (comedy)
Gnome Paladin - Dragon 329 p 94 - Replace Knowledge (nobility & royalty)

Profession
Targetteer (Fighter) - Dragon 310 - also Hide, Move Silently. lose Handle Animal, Intimidate, Jump, Swim
Historical Ninja - Dragon 351 - Substitute Perform or Profession for Craft at 1st level

Profession (sailor)
Corsair (Fighter) - Dragon 310 - also Appraise, Balance, Spot, Use Rope. lose Handle Animal, Intimidate.

Profession (siege engineer)
Commander (Fighter) - Dragon 310 - also Diplomacy, Knowledge (architecture & engineering), Sense Motive, Spot. lose Climb, Jump, Swim.

Ride
Wilderness Rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) Also Handle Animal, Knowledge (geography), Knowledge (nature), Survival. lose Appraise, Diplomacy, Decipher Script, Forgery, Gather Information

Search
Bodyguard (Fighter) - Dragon 310 - also Diplomacy, Gather Information, Sense Motive, and Spot. lose Craft, Climb, Jump, and Swim.
Despot (Paladin) - Dragon 312 - also Bluff, Intimidate. lose Handle Animal, Heal, Ride
Sentinel (Paladin) - Dragon 310 - also Knowledge (the planes), Listen, Spot, Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Sense Motive
Urban Ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) , also Gather Information, Knowledge (local). lose Knowledge (nature), Knowledge (dungeoneering), Survival
Ancestral Speaker (Cleric) - Dragon 311 - also Sense Motive, any two other skills. Replace Knowledge (the planes) with Knowledge (local)
Bodyguard (Fighter) - Dragon 310 - also Diplomacy, Gather Information, Search, Spot. lose Craft, Climb, Jump, Swim.
Commander (Fighter) - Dragon 310 - also Diplomacy, Knowledge (architecture & engineering), Profession (siege engineer), Spot. lose Climb, Jump, Swim.
Filidh (Wizard) - Dragon 324 p 90 - also Gather Information, Intimidate, Survival. lose Profession
Pugilist (Fighter) - Dragon 310 - also Bluff, Spot. lose Craft, Handle Animal, Jump
Incarnate (Paladin) - Dragon 310 - Add Knowledge (nature), Listen, Survival. lose Handle Animal, Heal, Knowledge (nobility & royalty)

Sleight of Hand
Thug (Fighter) (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) also Bluff, Gather Information, Knowledge (local)
Athasian Sorcerer - Dragon 319 p 37
Athasian Wizard - Dragon 319 p 37

Speak Language
Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) also Decipher Script, all Knowledge skills (from Knowledge domain)
Planar Ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) adds Speak Language (Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran) And Knowledge (the planes) lose Knowledge (nature), Knowledge (dungeoneering)
Urban Druid - Dragon 317 p 30 - also Bluff, Gather Information, Intimidate, Knowledge (architecture & engineering), Knowledge (history), Knowledge (local), Perform. lose Handle Animal, Heal, Listen, Knowledge (nature), Ride, Spot, Survival, Swim
Janissary (Fighter) -Dragon 334 p 88 - also any 2 Knowledge skills. lose Handle Animal, Intimidate, Swim

Spellcraft
Mystic Ranger - Dragon 336 p 105

Spot
Bodyguard (Fighter) - Dragon 310 - also Diplomacy, Gather Information, Search, Sense Motive. lose Craft, Climb, Jump, Swim.
Commander (Fighter) - Dragon 310 - also Diplomacy, Knowledge (architecture & engineering), Profession (siege engineer), Sense Motive. lose Climb, Jump, Swim.
Corsair (Fighter) - Dragon 310 - also Appraise, Balance, Profession (sailor) Use Rope. lose Handle Animal, Intimidate.
Pugilist (Fighter) - Dragon 310 - also Bluff, Sense Motive. lose Craft, Handle Animal, Jump
Sentinel (Paladin) - Dragon 310 - also Knowledge (the planes), Listen, Search, Survival. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Survival
Savage Bard (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) lose Decipher Script, Speak Language
Wilderness Rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm) Also Handle Animal, Knowledge (geography), Knowledge (nature), Ride. lose Appraise, Diplomacy, Decipher Script, Forgery, Gather Information
Hunter Monk - Dragon 310
Wild Monk - Dragon 324 p 97 - also Knowledge (nature). Lose Diplomacy, Escape Artist, Knowledge (arcana), Knowledge (religion), Perform, Sense Motive.
Anagakok (Wizard) Dragon 344 p 104
Filidh (Wizard) - Dragon 324 p 90 - Add Gather Information, Intimidate, Sense Motive. lose Profession
Survivalist (Fighter) - Dragon 310 - also Balance, Hide, Move Silently, Use Rope. lose Handle Animal, Intimidate, Ride
Anti-Paladin - Dragon 312 - also Bluff, Climb, Hide, Intimidate, Jump, Knowledge (the planes). lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Sense Motive
Anarch (Paladin) - Dragon 310 - also Bluff, Disable Device, Intimidate, Knowledge (architecture & engineering). lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Ride
Incarnate (Paladin) - Dragon 310 - also Knowledge (nature), Listen, Sense Motive. lose Handle Animal, Heal, Knowledge (nobility & royalty)
Sentinel (Paladin) - Dragon 310 - also Knowledge (the planes), Listen, Search, Spot. lose Diplomacy, Handle Animal, Heal, Knowledge (nobility & royalty), Profession, Ride

Tumble
Exoticist (Fighter) - Dragon 310 - Lose Handle Animal, Ride
Horseman (Fighter) - Dragon 310 - also Balance. lose Climb, Intimidate, Swim
Kensai (Fighter) - Dragon 310 - also Balance, Concentration. lose Handle Animal, Intimidate

Use Magic Device
Arcane Disciple (Cleric) - Dragon 311 - also Knowledge (arcana)

Use Rope
Corsair (Fighter) - Dragon 310 - also Appraise, Balance, Profession (sailor), Spot. lose Handle Animal, Intimidate
Survivalist (Fighter) - Dragon 310 - also Balance, Hide, Move Silently, Survival. lose Handle Animal, Intimidate, Ride



Barbarian Backgrounds
Born-Again Barbarian - Dragon 335 p 84 - Suggested Benefit: add Knowledge (local) as a Barbarian class skill


Dungeon 92/Polyhedron 151 pg 29 of Polyhedron adds Knowledge (space) to the bard and wizard class list


VARIANT: SOCIAL CLASSES FOR ADVENTURERS AND CAREER SKILLS
Cityscape pg 59

You can select three additional skills based on your social class.


Lower-Class Skills: Craft, Gather Information, Handle Animal, Knowledge (local), Profession.
Middle-Class Skills: Appraise, Craft, Profession, Knowledge (local), Knowledge (nobility and royalty).
Upper-Class Skills: Diplomacy, Knowledge (history), Knowledge (nobility and royalty), Ride, Speak Language.

Bullet06320
2016-06-13, 12:41 AM
Disguise
Silverbrow Humans - Dragon Magic

Craft(Trapmaking)
Kobolds - Kobolds: Playing to Their Strengths (http://archive.wizards.com/default.asp?x=dnd/we/20060420a)

Heal
Glimmerskin Halflings - Dragon Magic

Hide
Forestlord Elves - Dragon Magic
Forestlord Half-Elves - Dragon Magic

Knowledge (Nature)
Bhukas - Sandstorm
Uldra - Frostburn

Knowledge (the planes)
Ghost Elves - Dragon 313 p 73
Empty Vessel - ECS

Listen
Dragonkin - Draco p 150-1 also spot

Move Silently
Viletooth Lizardfolk - Dragon Magic

Profession (sailor)
Hadozee - Stormwrack p 152

Ride
Lupin - Dragon Compendium

Speak Language
Changelings - RoE
Illumians - RoD

Spellcraft
Jaebrin - MM5

Spot
Dragonkin - Draco p 150-1 - also listen

Survival
Adu'jas - Dragon 317 p 22-5

Use Magic Device
Arcane Gnomes - Dragon 291


Yak-folk MMII
Body Meld (Sp): Once per day a yak folk can merge its body with that of a humanoid or giant of Small to Large size. The process works only on humans, elves, dwarves, halforcs, and any creature of the giant type. The yak folk shares all the victim’s knowledge, memories, skills, feats, and extraordinary abilities, but none of its spell-like or supernatural abilities. The yak folk retains all of its own supernatural and spell-like abilities.


Sovereign Archetypes (True Dragons)
Dragons of Eberron pgs 30-1

Child of Eberron adds Survival
Flame of the Forge adds Craft, Use Magic Device
Fortune's Fang adds Bluff, Disguise
Guide of the Weak adds Diplomacy, Intimidate
Loredrake adds Spellcraft
Master of the Hoard adds Appraise, Diplomacy, Sense Motive
Passion's Flame adds Perform
Stalking Wyrm adds Hide, Move Silently, Survival


Human Regions - Dragon 315 pg 60-4 - adds a Class Skill, a Favored Class and suggests common PRCs
Shou Lung - Knowledge (nobility & royalty)
T'U Lung - Knowledge (arcana)
Tabot - Knowledge (religion)
The Plain of Horses - Ride
The Northern Wastes - Knowledge (spirits)
The Jungle Lands - Survival
The Island Kingdoms - Bluff
Koryo - Knowledge (history)
Kozakura - Intimidate
Wa - Diplomacy


Human Racial Traits
Oriental Adventures p 9-10
The Standard PHB traits and a class skill and favored class based on your clan
Crab: Knowledge (shadowlands)
Crane: Diplomacy
Dragon: Knowledge (history)
Lion: Knowledge (war) errated to Intimidate in Dragon 318
Phoenix: Knowledge (arcana)
Scorpion: Bluff
Unicorn: Ride



The Mahasarpa Campaign (http://archive.wizards.com/default.asp?x=dnd/we/20011019a) 3.0 OA Web Enhancement p 7
Humans
Players can choose one of the following race options for characters
in the Mahasarpa campaign:
• Human, Bhalluka clan: equivalent to Crab, but bonus class
skill is Wilderness Lore Survival instead of Knowledge (Shadowlands),
and favored class is ranger instead of fighter
• Human, Gandharva clan: equivalent to Phoenix, but favored
class is Brahmin instead of shugenja
• Human, Kokaha: equivalent to Unicorn clan
• Human, Lakshmana: equivalent to Crane clan
• Human, Naga: equivalent to Dragon clan
• Human, Singha: equivalent to Lion clan
• Human, Vriscika: equivalent to Scorpion clan




Magic Mantle - Complete Psionic - pg 70
Must be an Ardent, Divine Mind, Psychic Warrior with Mantled Warrior ACF, or Wilder with Mantled Wilder ACF, both in Expanded Classes, Part One (http://archive.wizards.com/default.asp?x=dnd/psm/20070214a)
granted power gives you Use Magic Device as a class skill, and if you had bought ranks in Use Magic Device or Use Psionic Device at cross class prices you get a bonus in skill ranks as if it was originally a class skill



Elder Serpent - Dragon 313 pg 86-7 - If the Base creature has less than 10 class skills, choose additional class skills to bring the total to 10, adds skills to RHD, must be snake or snake like creature

The variant Half-Fiend (http://archive.wizards.com/default.asp?x=dnd/we/20060630x&page=1) article adds skills of the Fiendish parent to RHD.
That article was continued in "Elite Opponents: More (Half-)Fiendish Variety (http://archive.wizards.com/default.asp?x=dnd/eo/20070209a)"

Lycanthrope (http://www.d20srd.org/srd/monsters/lycanthrope.htm) adds skills to RHD and adds Control Shape as a class skill

Entomanothrope (https://web.archive.org/web/20160123060628/http://archive.wizards.com/default.asp?x=dnd/re/20040621a) adds skills to RHD

Primordial - Secrets of Xen'drik p 81 - gain any 1 Knowledge skill as a class skill - Giant only

Tauric - Savage Species - Treat skills from both the base creature's list and the base humanoid's list as class skills

Frenzy Dog (https://www.wizards.com/dnd/article.asp?x=fr/fx20011025a) - If the animal didn't already have these skills, it receives them as class skills: Intimidate, Listen, Spot, Wilderness Lore. All other class skills get lost in the transformation

Memelith - Dungeon 117 p 29 - all skills are considered class skills - can use skills untrained - inherited template for any living humanoid




The Codex Anathema (LoM p 214) grants an inherent +2 int/-2 wis, as well as 5 ranks Knowledge (dungeoneering) and 2 ranks each of Knowledge (arcana) and (the planes)

Yenejg Togan's Planar Syllabus (Dungeon 88 p 104) grants 6 ranks in Knowledge (the planes)


The following items don't grant class skills but allow you to use the skill as if you had ranks in that skill

Brainmate (LoM): Each one has 10 ranks in two knowledge skills that you can use as if you had those ranks. Must have telepathy special ability, the ability to cast Rary’s Telepathic Bond, or the mindlink psionic power in order to use

Telkiira (LEoF 156): Contains 10 ranks in four int- wis- or cha-based skills. Elf only






Paragnostic Assembly - Complete Champion p 72–4 - your choice of Appraise, Decipher Script, any Knowledge skill, Psicraft, or Spellcraft as a class skill for all your classes, if you achieve rank 3. You have to tithe and pay monthly dues

Land of Honor -PHb II p 175 - grants you Knowledge (nobility and royalty) as a class skill with an affiliation score of 11+

Glendale Park Protectorate - Dragon 337 p 95 - members add Knowledge (local) to Druid class skill list

Guardians of Rusheme - City of Stormreach p.112 - Affiliation score of 11-15: Knowledge (history) and Perform (oratory) become class skills.

Sapphire Mane (http://archive.wizards.com/default.asp?x=dnd/frcc/20070904) - At least 5 or more ranks in two of the following skills -- Knowledge (nobility & royalty), Knowledge (religion), Knowledge (the planes), Survival. Favored in Guild Benefits: Knowledge (nobility & royalty) and Survival are always considered class skills for you.



Monastic Orders (http://archive.wizards.com/default.asp?x=dnd/ebds/20041213a)

A Flayed Hand monk adds Intimidate

A Shaarat'khesh Monk adds Knowledge (local), Knowledge (history). These replace Knowledge (arcana), Knowledge (religion). Goblin only



The following spells allow the usage of skills

Channel Celestial and Channel Greater Celestial - BoED - Channeling rules: The mortal can use its own skills and the celestial's skills.
And planar binding a throne archon can get you channeling too.



Name
Skills


Guardinal:Musteval
Balance +7, Climb +7, Escape Artist +9, Hide +17, Jump +0, Listen +7, Move Silently +9, Sleight of Hand +9, Survival +7, Tumble +6, Use Rope +4 (+6 bindings)


Archon, lantern
Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4


Elysian Thrush
Listen +4, spot +4


Eladrin: Coure
Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival +0 (+2 onother planes), Use Rope +7 (+9 bindings)


Protectar
Concentration +7, Diplomacy +9, Heal +6, Knowledge (the planes) +5, Knowledge (religion )+5, Listen +6, Sense Motive +6, Spot +6, Survival +1


Bauriar (BOED p. 166)
Diplomacy +1, Handle Animal +5, Hide –1, Jump +5, Listen +8, Move Silently +3, Ride +2, Sense Motive +6, Spot +8, Survival +6, Tumble –1


Guardinal: Cervidal
Balance +9, Concentration +8, Heal +8, Intimidate +9, Jump +19, Spellcraft +7


Ramadeen
Diplomacy +12, heal +9, Intimidate +10, Jump +7, Knowledge (the planes)+8, Knowledge (religion) +8, Listen +9, Sense motive +9, Spot +9, Survival +2, Tumble +4


Guardinal: Equinal
Balance +2, Concentration +12, Diplomacy +4, Hide +5, Jump +14, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +11, Sense Motive +11, Spot +11, Survival +11 (+13 on other planes), Tumble +2


Hollyphant (winged form)
Concentration +10, Diplomacy +14, Heal +13, Hide +14, Knowledge (the planes) +12, Listen +13, Move Silently +10, Search +12, Sense Motive +13, Spellcraft +12, Spot +13


Hollyphant (mastodon form)
Concentration +10, Diplomacy +14, Heal +13, Hide +14, Knowledge (the planes) +12, Listen +13, Move Silently +10, Search +12, Sense Motive +13, Spellcraft +12, Spot +13, Survival 4


Archon Hound
Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)


Movanic Deva
Balance +13, Concentration +11, Diplomacy +15, Intimidate +13, Knowledge (any three) +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot +12


Justice Archon
Concentration +14, Diplomacy +13, Intimidate +11, Knowledge (the planes) +9, Listen +10, Move Silently +4, Sense Motive +10, Spot +10, Survival +1 (+3 on other planes)


Eladrin: Bralani
Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)


Lillend
Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17


Guardinal: Avoral
Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21


Asura
Concentration +13, Diplomacy +16, Escape Artist +9, Intimidate +14, Knowledge (the planes) +11, Listen +15, Sense Motive +13, Spot +15, Survival +2 (+4 on other planes), Use Rope +2 (+4 bindings)


Archon, Warden
Climb +14, Concentration +14, Diplomacy +14, Jump +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +22, Search +14, Sense Motive +12, Spot +22, Survival +1 (+3 following tracks or on other planes), Swim +9, Tumble –3


Eladrin: Firre (BOED p.169)
Bluff +11, Concentration +11, Diplomacy +11, Disguise +9 (+11 acting), Intimidate +6, Knowledge (the planes) +8, Perform (any one) +12, Sense Motive +8, Spellcraft +9, Survival +3 (+5 on other planes)


Arcadian Avenger
Balance +13, Diplomacy +14, Heal +12, Intimidate +12, Knowledge (the planes) +11, Listen +12, Sense Motive +12, Spot +12


Guardinal: Lupinal
Animal Empathy +13, Balance +16, Climb +17, Concentration +12, Hide +16, Listen +17, Move Silently +16, Spot +17


Moondog
Balance +4, Concentration +13, Diplomacy +17, Hide +18, Intimidate +15, Jump +15, Knowledge (the planes) +14, Listen +17, Move Silently +18, Sense Motive +15, Spot +17, Survival +3 (+5 on other planes), Tumble +4


Sibyllic Guardian
Autohypnosis +17, Concentration +17, Diplomacy +19, Gather Information +17, Jump +16, Knowledge (psionics) +17, Knowledge (the planes) +15, Listen +15, Psicraft+17, Sense Motive +15, Spot +15


Coutl, psionic




Coutl
Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)


Guardinal: Ursinal
Concentration +16, Diplomacy +19, Heal +16, Intimidate +17, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +16, Profession (any one) +16, Search +17, Sense Motive +16, Spellcraft +19, Spot +16, Survival +3 (+5 on other planes)


Archon, owl
Concentration +15, Diplomacy +16, Escape Artist +17Heal +19, Hide +13, Knowledge (the planes) +15, Listen +19, Move Silently +17, Search +15, Sense Motive +19, Spellcraft+15,Spot+23*,Survival+7, Use Rope +5


Monadic Deva
Balance +16, Concentration +18, Diplomacy +19, Knowledge (any three) +16, Listen +16, Move Silently +16, Sense Motive +16, Spellcraft +16, Spot +16


Hammer Archon
Appraise +14, Climb +20, Craft (stone- working) +14, Jump +14, Knowledge (dungeoneering) +14, Listen +15, Search +14, Sense Motive +15, Spot +15


Archon: word
Concentration +19 (+23 speaking defensively), Diplomacy +18, Gather Information +5, Intimidate +16, Knowledge (arcana) +19 (+21 truename research), Knowledge (geography) +19 (+21 truename research), Knowledge (local) +19 (+21 truename research), Knowledge (nature) +19 (+21 truename research), Knowledge (the planes) +19 (+21 truename research), Listen +16, Search +19, Sense Motive +16, Spellcraft +21, Spot +16, Survival +3 (+5 on other planes, when following tracks, and when avoiding getting lost or hazards in aboveground natural environ- ments), Truespeak +27


Eladrin Ghaele
Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)


Archon, Sword
Balance +14, Concentration +13, Decipher Script +12, Diplomacy +17, Disguise +14,GatherInformation +15, Hide +12, Knowledge (religion) +12, Knowledge (the planes) +12, Search +12, SenseMotive+14, Survival +2


Radiant idols*
(fluffwise, may count)
Bluff +20*, Concentration +18, Diplomacy +17, Disguise +20 (+22 acting), Forgery +10, Hide +13, Intimidate +22, Knowledge (the planes) +17, Knowledge (religion) +10, Move Silently +17, Sense Motive +17, Sleight of Hand +12, Spot +17, Survival +3 (+5 on other planes)


Eladrin: Shiradi
Concentration +20, Diplomacy +23, Gather Information +23, Heal +18, Intimidate +21, Knowledge (local) +10, Knowledge (the planes) +18, Knowledge (religion) +11, Listen +18, Perform (any one) +21, Sense Motive +28, Spot +18, Survival +3 (+5 on other planes)


Guardinal: Leonel
Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17


Archon: trumpet
Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings)


SHIROKINU- KATSUKAMI
Balance +12, Concentration +15, Diplomacy +17, Intuit Direction +16, Knowledge (arcana) +16, Knowledge (spirits) +16, Listen +16, Search +16, Sense Motive +16, Spellcraft +16, Spot +16, Tumble +12


Angel, astral Deva
Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)


Archon, Throne
Concentration +20, Diplomacy +25, Heal +20, Intimidate +31, Knowledge (history) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +20, Search +21, Sense Motive +28, Spellcraft +21, Spot +20, Survival +3 (+5 following tracks)


Angel, Planetar
Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)


Aspect of Kord
Balance +23, Climb +25, Diplomacy +6, Intimidate +21, Jump +35, Listen +20, Search +20, Sense Motive +20, Spot +20, Swim +25, Survival +20, Tumble +23


Risen martyr
at least one skill at at +9


Eladrin: Tulani
Bluff +29, Concentration +27, Diplomacy +33, Disguise +8 (+10 acting), Gather Information +31, Hide +27, Intimidate +31, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18, Knowledge (the planes) +28, Listen +28, Move Silently +27, Perform (any one) +29, Sense Motive +28, Sleight of Hand +8, Spellcraft +30, Spot +28, Survival +7


Titan
Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16


Dwarf Einherjar
Climb +11, Craft metalworking +13, Craft stone working +14, Jump +11, Listen +2, Spot +2


Elf Einherjar
Climb +14, Handle Animal +6, Jump +13, Listen +2, Ride (horse) +12, Search +2, Spot +2, Swim +13,


Human Einherjar
Climb +14, Handle Animal +13, Intimidate +18, Intuit Direction +12, Jump +14, Listen +14, Ride (horse) +15, Spot +2, Swim +16, Wilderness Lore +12


Angel, Solar
Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings)


Imbrue spell – Dragon 336 (Sorcerer/Wizard 9) allow to bind Elemental or Outsider (called in by planar binding) to a mortal host for 1 day/level

the host has access to all the bound creature's Intelligence-based skills.

Leech Ghost Skill – Ghostwalk (Sorcerer/Wizard 5) - the bearer may use the ghost's skill ranks instead of his own as desired, regardless of the nature of the skill

Understand Device – PGF (Initiate of Gond 3) - You can make untrained Disable Device and Open Lock checks as if you had 1/2 rank in each skill

Wieldskill – PGF (Initiate of Gond 1) - This spell imbues the subject with a touch of divine guidance, granting it a +5 competence bonus on a skill check of your choice. A subject that has no ranks in the designated skill functions as if it had 1/2 rank in the skill and therefore is considered trained in it

When Two Become One - Oriental Adventures (Shugenja 3) - As a joint creature, you and your horse share all your skills, feats, and abilities. Horses have Listen and Spot as class skills.
For more horse breeds see Champions of Valor pgs 153-7, Dangerous Denizens: The Monsters of Tellene pgs 197-9, Warhorse, Valenar (https://web.archive.org/web/20170430201724/http://archive.wizards.com/default.asp?x=dnd/ebds/20051114a)

Embrace the Wild - Masters of the Wild/Savage Species - This spell allows you to adopt the nature and some abilities of a wild animal. You retain your own form, but you gain the natural and extraordinary senses of the creature you choose, as well as its skill ranks (though these do not stack with any ranks you already have in the same skills), for the duration of the spell. Thus, depending on your choice of animal, you could gain blindsight, scent, and ranks in Listen, Spot, or other skills. Embrace the wild does not grant you the animal’s natural attacks, methods of locomotion, feats, or non-sensory extraordinary abilities, such as trample or improved grab.




Silverwood Arcanist (http://archive.wizards.com/default.asp?x=dnd/re/20031209a) (PrC) - Skilled Rider (Ex): any future classes you take after one level in this PrC always have Ride as an additional class skill

Silverwood Outrider (http://archive.wizards.com/default.asp?x=dnd/re/20031202a) (PrC) - Skilled Rider (Ex): any future classes you take after one level in this PrC always have Ride as an additional class skill

Human Paragon (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#humanParagon) - Adaptive Learning (Ex): At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future

Survivor - SS p 89 - treat any previous class skill as a class skill for Survivor

Legacy Champion - WoL p 19 - has it's own skill list, and any other skill that has been a class skill is also considered a class skill for Legacy Champion

Infused - Dragon 321 p 16 - Survival is always a class skill for all your classes at level 2 if you choose the hound archon

Heir of Siberys – ECS - Any skill that is a class skill for one of an heir of Siberys's other classes is a class skill for his heir of Siberys class as well

Prophet of Erathaol PrC - BoED - can use Channeling rules to make Knowledge checks (via Ecstasy CF)

Noble - Dragonlance Campaign Setting - adds any one cross-class skill as a class skill at 1st level.


The following is more for a d20 Modern game than a D&D game but here we go:

Dungeon #93/Polyhedron #152 contains the Thunderball Rally game
One of the available classes - the Ace - up to three times gets "Special Ability", and one the of options is

Bonus Class Skill: The ace may designate a cross-class skill as a class skill.
Once designated, the skill is considered a class skill every time the character adds a new ace level. The skill must be one available in Thunderball Rally, and it should be relatively common, as well.
The GM is free to rule that a specific skill is off limits as a bonus class skill.

Bullet06320
2016-06-13, 12:42 AM
The Ravenloft name is Officially licensed to WhiteWolf Publishing for 3rd edition printing

Feats

Reincarnated - Ravenloft Campaign Setting, Ravenloft Player's Guide - Choose a nonrestricted skill you do not have as a class skill. That skill is always considered a class skill for you.

Dabbler - Heroes of Light - Choose a non-exclusive skill you do not have as a class skill, it becomes a class skill, may be taken more than once

University Education - Heroes of Light- All Knowledge skills become class skills but you cannot make skill checks until you have ranks in it

Linguist - Masque of the Red Death - Gain Speak Language as a class skill

Hearthlore - Champions of Darkness- Knowledge (monster lore) and Knowledge (Ravenloft) are considered class skills, only at 1st level - 3.0
* these skills where errated in Ravenloft: Player's Handbook p 60. Knowledge (Ravenloft) is Ravenlofts version of Knowledge (the planes) with its own specific rules


Honorable Mention

Misted Memory - Van Richten's Guide to the Mists - 1st level only - 1 extra skill points at 1st level and every additional level kept in reserve that can be permanently assigned spontaneously during the campaign. Cross-class cost still apply

Laborious Training - Legacy of the Blood - Your maximum rank in any Intelligence-based skill equals 5 + your character level. must have Int 13, Knowledge (any one) 5 ranks

Knowledgable - Heroes of Light - each time you take this feat, gain another 4 ranks in Knowledge skills, cannot exceed maximum ranks



Family Traits
Legacy of the Blood - Human only, must be a member of the family

D’Honaire
Natural Aptitude: At 1st level, the player may choose a specific Knowledge skill. this skills is always a class skills

Dilisnya
The 4 bonus skill points gained at 1st level can be spent only on Knowledge (history) and/or Knowledge (local). these skills are always class skills




Please note these are 3.0

Profession templates

Agent
Bluff
Computer Use
Forgery
Gather Information
Hide
Innuendo
Move Silently
Open Lock
Sense Motive
+ three more of player's choice

Antiquarian
Appraise
Forgery
Gather Information
Knowledge (history)
Knowledge (any one)
Knowledge (any one)
Knowledge (any one)
Research
Speak Language
+ three more of player's choice

Archeologist
Appraise
Climb
Knowledge (archeology)
Knowledge (history)
Knowledge (any one)
Research
Search
Speak Language
Spot
+ three more of player's choice

Artist/Musician
Bluff
Craft (any one)
Diplomacy
Innuendo
Knowledge (art)
Listen
Perform
Sense Motive
Spot
+ three more of player's choice

Blue-collar worker
Climb
Craft
Disable Device
Drive
Gather Information
Operate Heavy Machinery
Repair
Spot
Use Rope
+ three more of player's choice

Criminal
Bluff
Disable Device
Escape Artist
Forgery
Hide
Innuendo
Move Silently
Open Lock
Sleight of Hand
+ three more of player's choice

Detective (police or private investigator)
Gather Information
Hide
Intimidate
Listen
Move Silently
Open Lock
Search
Sense Motive
Spot
+ three more of player's choice

Dilettante
Diplomacy
Drive
Gather Information
Innuendo
Knowledge (art)
Knowledge (local*)
Pilot
Ride
Speak Language
+ three more of player's choice
* Choose any one city

Doctor/Nurse
Computer Use
Diplomacy
Heal
Knowledge (biology)
Knowledge (medicine)
Knowledge (any one)
Listen
Research
Spot
+ three more of player's choice

Parapsychologist
Bluff
Gather Information
Knowledge (history)
Knowledge (occult)
Knowledge (religion)
Listen
Search
Sense Motive
Spot
+ three more of player's choice

Professor
Concentration
Diplomacy
Gather Information
Knowledge (any one)
Knowledge (any one)
Knowledge (any one)
Research
Speak Language
Spot
+ three more of player's choice

Psychologist
Bluff
Diplomacy
Gather Information
Heal
Knowledge (medicine)
Knowledge (psychology)
Psychoanalysis
Research
Sense Motive
+ three more of player's choice

Soldier
Climb
Hide
Jump
Listen
Move Silently
Spot
Survival
Swim
Use Rope
+ three more of player's choice

Technician
Computer Use
Craft (any one)
Disable Device
Knowledge (any one)
Open Lock
Operate Heavy Machinery
Repair
Research
Search
+ three more of player's choice

White-collar worker/Businessman
Bluff
Computer Use
Diplomacy
Forgery
Intimidate
Knowledge (any one)
Listen
Sense Motive
Spot
+ three more of player's choice

Writer/Reporter
Craft (photography)
Craft (writing)
Diplomacy
Gather Information
Innuendo
Knowledge (any one)
Knowledge (any one)
Research
Sense Motive
+ three more of player's choice

Notes:
I edited skills a bit - to make them more 3.5-like; Innuendo is a 3.0 skill, but I left it - so lists wouldn't be one skill short
RAW suggest to swap possible campaign-inappropriate skills (such as Computer Use) for some others (there will be gone all those Innuendo entries); replacement skills should be appropriate - how the heck a cab driver got access to Knowledge (occult)? -, and Cthulhu Mythos skill is off-limits
Also, RAW allow to "merge" Profession templates by replacing part of skills from one template with skills from another: for example, "Criminal"+"Technician"="Computer hacker", or "Doctor"+"Soldier"="Combat medic"; "Archeologist" with different Knowledge skills may be "Geologist" or "Chemist"
By the RAW, you can take one of those templates at the character generation, thus, in 3.5 terms, it's, probably, mean "LA: +0, but only one"




http://www.spelljammer.org/
SpellJammer Beyond the Moon was made the official fansite of SpellJammer in 2000.
It falls in that semi-official 3rd party area so use at own risk

Skills
Any character who has access to Knowledge (any), Knowledge (geography), or Knowledge (nature) as class skills also has Knowledge (planetology) as a class skill.

Any character who has access to Knowledge (any), Knowledge (arcana), or Knowledge (the planes) as class skills also has Knowledge (wildspace) as a class skill.

Semaphore and Signaling: Here are two languages, which must each be bought separately, that can be used in a Spelljammer, or naval, campaign. Spacefaring adventurers, merchants and militaries to communicate long distances between ships in wildspace, use both these languages.

Feats

Spacefarer - Wildspace Survival is treated as a class skill for all of your classes
Most characters that hail from a spelljamming aware society, such as the Rock of Bral, gain this feat for free when they are created. Characters from unaware societies may take it for free once they have spent one full level gaining familiarity with Wildspace and the Phlogiston.

Spelljamming Helm Proficiency - Spelljammer Pilot become a class skill for you.

Psijamming Helm Proficiency - Spelljammer Pilot become a class skill for you.

Races

Contemplator http://lost.spelljammer.org/ShatteredFractine/critters/ All Knowledge skills are always considered class skills

Dralasite - http://lost.spelljammer.org/ShatteredFractine/critters/ Escape artist and sense motive are always considered class skills




The Dragonlance Campaign setting was published by WOTC, the rest fall in the category of officially licensed 3rd party

Civilized Human Racial Traits Races of Ansalon
Abanasinians - Profession is always considered a class skill
Ergothians - Swim is always considered a class skill
Kharolians - Gather Information is always considered a class skill
Nordmen - Listen is always considered a class skill
Solamnics - Diplomacy is always considered a class skill

Nomadic Human Racial Traits Races of Ansalon
Abanasinian Plainsfolk - Survival is always considered a class skill
Ice Folk - Balance is always considered a class skill
Nomads of Khur -

Khur - Intimidate is always considered a class skill
Weya-Lu - Spot is always considered a class skill
Mayakhur - Bluff is always considered a class skill
Hachakee - Ride is always considered a class skill
Mikku - Sleight of Hand is always considered a class skill
Tondoon - Appraise is always considered a class skill
Fin-Maskar - Search is always considered a class skill
Nordmaarian Horselords - Ride is always considered a class skill
Sea Nomads - Swim is always considered a class skill
Taman Busuk Nomads - Climb is always considered a class skill


Half-Gnome Racial Traits Races of Ansalon
Single-Minded - any one skill chosen at 1st level. This skill is always a class skill
OR
Jack-of-All-Trades - treat all skills as class skills, regardless of class but they must abide by the cap on skill ranks they
would have if they were all cross-class skills

ACFs Races of Ansalon
Civilized Human Barbarian - replace Handle Animal and Survival with Gather Information and Knowledge (local)
Nomadic Human Noble - replace Gather Information and Knowledge with Handle Animal and Survival
Kirath Ranger - add the Sense Motive skill to your list of ranger class skills
Wyvern Legion Ranger - add Intimidate to your list of ranger class skills

Feats
Bull of the Sea - Races of Ansalon - Swim and Use Rope are always class skills - Minotaur only
Verdant Spirit - Races of Ansalon - Knowledge (nature) and Survival are always class skills - Elf or half-elf




A Campaign Setting for Revised 3rd Edition Roleplaying (3.5) officially licensed by WOTC to White Wolf and does include information for using in other regular D&D games

The rest of the Warcraft books are 3rd party published by White Wolf

Races
Please note many of the races have different racial abilities than standard PHB races, this list only deals with class skills

Human - Diplomancy, Gather Information and Knowledge (nobility and royalty) are always considered Class Skills

Ironforge Dwarf - Craft skills related to stone or metal and gunsmithing are always considered Class Skills

Elf-High - Knowledge (arcana) and Spellcraft are always considered Class Skills

Elf-Night - Knowledge (nature) and Survival are always considered Class Skills

Goblin - Appraise, Craft (alchemy), Diplomancy and Listen are always considered Class Skills

Half-elf - Gather Information and Sense Motive are always considered Class Skills

Half-orc - Intimidate and Sense Motive are always considered Class Skills

Orc - Handle Animal(wolf) and Intimidate are always considered Class Skills

Tauren - Handle Animal and Survival are always considered Class Skills

Altered Class Features

Barbarian and Fighter gain Knowledge (military tactics) as a class skill

Rogue gains Use Technological Device as a class skill


published by White Wolf under the Sword Sorcery line

Races

Blood Elf -Alliance & Horde Compendium and Monster Guide - Concentration, Knowledge (arcana), Spellcraft
Dark Iron Dwarf - Dark Factions, Lands of Conflict and Monster Guide - Appraise, Craft
Furbolg - Alliance & Horde Compendium - Knowledge (nature), Survival
Gnome, Leper - Monster Guide - Craft (technological device), Disable Device, and Open Lock
Half-Elves - World of Warcraft the RPG - get the same skills as their elven parents
Jungle Troll - World of Warcraft the RPG - Jump, Tumble, and Survival
Jungle Troll - Alliance & Horde Compendium - Hide, Survival, and Swim
Kobold - Monster Guide - Appraise, Profession (miner), Search, and Stealth // Stealth is a skill from World of Warcraft RPG, it's 2in1 (Hide + Move Silently) Pathfinder-style
Murloc - Dark Factions - Swim
Naga - Dark Factions - Knowledge (arcana), Swim and Spellcraft
Satyr - Dark Factions - Knowledge (nature) and Survival
Tuskarr - Manual of Monsters - Profession (fisher), Profession (whaler), and Survival
Wildhammer Dwarf - Alliance & Horde Compendium - Handle Animal, Ride

Dragons

Variations of the standard Dragon skill list

Black Dragon - Hide, Intimidate, Move Silently, and Spellcraft
Blue Dragon - Gather Information, Knowledge (arcana), Spellcraft, and Swim
Bronze Dragon - Hide, Gather Information, Spellcraft, and Spot
Green Dragon - Concentration, Gather Information, Listen, and Spot
Red Dragon - Concentration, Heal, Spellcraft, and Spot


World of Warcraft RPG have "monster classes", which are work less like in Savage Species (HD-less "LA levels", you must start a game in it, and can't multiclass out of it until take all levels), and more like Racial Paragon Classes (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm) (i. e. you have no obligations to take a single level in them, let alone all 3 levels).
So, the Gnoll class (in the Monster Guide).
"Class" Skills: Climb, Jump, Listen, Spot, Stealth, Survival, and Swim
At 2nd level, it gives CF Bonus Class Skills: the gnoll's racial class skills are considered class skills for any other class he might take.




http://www.birthright.net/ was made the official fansite of Birthright in 2000.
It falls in that semi-official 3rd party area so use at own risk

Third Edition Birthright Rulebook is free pdf found here (http://www.birthright.net/forums/downloads.php?do=file&id=21) please note 3.0 material

Human cultural trait:

Brecht - Appraise is considered a class skill for you
Khinasi - All knowledge skills are considered class skills
Rjurik - Wilderness Lore is considered a class skill
Vos - intimidate is considered a class skill


Variant Classes
Paladin of Nesirie - Adds Swim

Knowledge (Architecture and engineering) is considered a class skill for BIRTHRIGHT fighters and paladins

Magician Special Abilities: (Magician is a new magic using class)
A Magician acquires a new special ability of their choice from the list below
at 3rd, 6th, 9th, 12th, 15th, and 18th level.
Additional Class Skills : Select any two non-restricted
cross-class skills. They are now class skills. Further, you
get one rank in each for free.


BIRTHRIGHT characters do not gain additional bonus languages for high intelligence. Instead, BIRTHRIGHT characters gain bonus background skill points equal to their two
times their Intelligence bonus. Characters who wish to speak additional languages must purchase them with the Speak Languages skill at the cost appropriate to their class.

The social status of characters in a BIRTHRIGHT campaign plays an important role in their selection of skills at first level. Players must choose one of these backgrounds for their character. In addition to the skills on their class list, characters may treat any of the skills listed for their background as class skills when purchasing their initial skills at 1st level (and only at 1st level).

• Common-folk: 1st level characters with a commoner background may choose to be illiterate and gain +2 bonus background skill points instead. Barbarians do not gain these points unless they later take a class that provides literacy and choose to remain illiterate. In addition to their normal class skills, characters with a common-folk background treat all of the class skills for the Commoner NPC class [DMG, pg. 38] as additional class skills at 1st level: Climb, Craft, Handle Animal, Jump, Listen, Profession (any), Ride, Spot, Swim, and Use Rope.

• Noble-born: In addition to their normal class skills, characters with a noble background treat all of the class skills for the Aristocrat NPC class [DMG, pg. 38] as additional class skills at 1st level: Appraise, Bluff, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Innuendo, Intimidate, Knowledge (any), Listen, Perform, Read Lips, Ride, Sense Motive, Speak Language, Spot, Swim, and Wilderness Lore.

• Mountain-born [Dwarves only]: In addition to their normal class skills, dwarves treat all of the following skills as additional class skills at 1st level: Appraise, Bluff, Craft, Disable Device, Knowledge (Architecture and engineering), Open Lock, Profession, Search, Speak Language, Use Rope.

• Fey-born [Elves and half-elves only]: In addition to their normal class skills, elves or half-elves with this background treat all of the following skills as additional class skills at 1st level: Animal empathy, Balance, Climb, Craft, Heal, Hide, Jump, Knowledge (any), Listen, Move Silently, Perform, Ride, Speak
Language, Spellcraft, Spot, Swim, Wilderness Lore.


New Skills

Administrate (Wis) Administrate is a new class skill for aristocrats, clerics, and rogues.

Leadership (Cha) This skill can be used untrained, and is considered a class skill for Barbarians, Clerics, Fighters, Paladins and any class for which Perform is a class skill (including Aristocrats, Bards, and Rogues).

Strategy (Int) Strategy is a trained skill and a class skill for Fighters, Paladins, and Barbarians.

Feats

Animal Whispers [General, Racial]
Prerequisites: Elf, Cha 13+
Benefits: You gain a +2 bonus on all animal empathy skill
checks. You may use animal empathy untrained.

City-dweller [General]
Regions: Anuire, Brechtür, Khinasi
Benefits: You gain a +2 bonus on all gather information checks. Speak language is a class skill for you.

Erudition [General]
Regions: Anuire, Brechtür, Khinasi
Benefits: All knowledge skills are class skills for you. If you take skill focus in any knowledge skill, the bonus gained is +4.
Normal: The bonus from skill focus is +2.



For use with Birthright bloodlines, there are other abilities associated with these, but this thread only deals with class skills

Alter Appearance (Major; Brenna, Vorynn, Azrai): Disguise is treated as a class skill

Animal Affinity (Minor; All) Animal Empathy is a class skill

Battlewise (Major; Anduiras, Azrai): Strategy is a class skill

Blood History (Minor; Brenna, Masela, Vorynn): Once per day, the scion may gain one rank in any skill possessed by one of their ancestors for 10 minutes times their Bloodline bonus

Character Reading (Major; Basaia, Brenna, Vorynn): Sense motive is treated as a class skill

Direction Sense (Minor; Masela, Reynir): Intuit Direction is considered a class skill

Fear (Major; Azrai): Intimidate is treated as a class skill

Persuasion (Major; Azrai, Brenna): Diplomacy is treated as a class skill

Unreadable Thoughts (Minor; All): Bluff is a class skill


Domains

Night Domain
Deity: Eloéle
Granted Power: Hide, Move Silently and Spot are Class Skills

Justice Domain
Deity: Haelyn
Granted Powers: Sense Motive is a Class Skill

Wilderness Domain
Deity: Erik
Granted Powers: You get the Track feat. Wilderness Lore is a Class Skill

Terror Domain
Deity: Belinik
Granted Power: You get Skill Focus (Intimidate). Intimidate is a Class Skill



http://www.planewalker.com/ is the official fan site for Planescape
It falls in that semi-official 3rd party area so use at own risk

https://web.archive.org/web/20161124130034/http://mimir.planewalker.com/sites/default/files/chapter4_Plain.pdf warning - mix of 3.0 and 3.5

3 new skills are introduced and added to various classes as follows:



Skill Bbn Brd Clr Drd Ftr Mnk Pal Psi Rgr Rog Sor Wiz Untrained Key Ability


Control (plane) cc C C C cc C cc C C cc C C Yes Wis


Knowledge (factions and guilds) cc C C cc cc cc cc cc cc C cc C No Int


Planar Expertise cc C cc C cc cc cc cc C cc cc cc No Wis



Feats

Arcane Dabbler [General] You gain detect magic and prestidigitation at will as a wizard of your character level. In addition, Use Magic Device is now a class skill for you.

Planar Knack [General] You gain a +2 bonus to Control, Planar Expertise, and Survival checks on any planes with which you have a specialty in Knowledge (the planes). In addition, Planar Expertise is now a class skill for you

Deception [General, Faction-Dependent] Membership in the Revolutionary League
Benefit: You gain a +1 bonus to Bluff, Disguise, Forgery, and Innuendo. In addition, you may choose one to always be a class skill for you. Special: You may take this feat multiple times, each time you do, choose another skill to become a class skill for you

Good With People [General, Faction-Dependent] Membership in Believers of the Source
Benefit: You gain a +3 bonus to Diplomacy checks, and Diplomacy is always a class skill for you

Know Lies [General, Faction-Dependent] Membership in the Mercykillers
Benefit: Sense Motive is always a class skill for you, and you may cast Discern Lies against any question once per day

Sticky Fingers [General, Faction-Dependent] Membership in the Fated
Benefit: You gain a +2 bonus to Sleight of Hand when using it to steal from others, and Sleight of Hand becomes a class skill for you

Taker's Skills [General, Faction-Dependent] Membership in the Fated
Benefit: You gain a +1 bonus to Pick Pockets, Bluff, and Diplomacy. You may select one of these skills to always be a class skill for you.
Special: You may take this feat three times. Each time choose a different skill to become a class skill. The bonus to these skills stack.

Talents of the Past [General, Faction-Dependent] Membership in the Mind‟s Eye or Believers of the Source
Benefit: Choose two cross-class skills. These skills become class skills for you.

Tinker With Magic [General, Faction-Dependent] Membership in the Fraternity of Order
Benefit: You may choose three cantrips and you may cast any combination of them a number of times per day equal to 1+ your intelligence modifier. You cast these spells as a wizard and your caster level is considered one third your total character level. In addition, Use Magic Device is always a class skill for you.

Honorable Mention

Extra Skills [General, Faction-Dependent] Membership in the Fated
Benefit: You gain eight skill points that may be used to purchase any non-exclusive skill as a class skill

Previous Life Experience [General, Faction-Dependent] Membership in the Believers of the Source. Wisdom 13+, Cumulative Life Experience
Benefit: You may attempt to use all skills untrained, even if they can normally only be used with training

Sensorium Scholar [General, Faction-Dependent] Membership in the Society of Sensation, Must have gone through every sensation available at a sensorium
Benefit: You are able to make all Knowledge checks as if you have ranks in them, enabling you to recall more than common knowledge without training. You may still only roll a Knowledge check for a given subject once, though if you spend a sufficient amount of time in a sensorium you may be able to try again, at the DM‟s discretion. In addition, you gain a +1 bonus to all Knowledge checks.
Special: In order to maintain use of this feat you must experience every sensation available at a different sensorium at least once a year. Failing to do so results in losing the benefits of this feat until you fulfill this requirement.

Changing Domains to get different Class skills, see the section in the first post of this thread above for Domains that grant Class skills

Priest of the Great Unknown [General, Faction-Dependent] Membership in the Athar or Godsmen, access to a domain
Benefit: You are now a priest of the Great Unknown, and you must renounce your former deity as a fraud. However, you retain all your spellcasting abilities and may replace your spell domains with any other spell domains of your choice (you may only do this when you first take the feat, and you may not choose an alignment domain unless you are of that alignment, i.e. you cannot choose the Law domain unless you are lawful).
Normal: Priests may forsake their deity and worship the Great Unknown without taking this feat. However, they may not choose new domains when they do this. Clerics that worship the Great Unknown without ever having worshiped any previous powers gain access to the Knowledge domain as well as those domains that match their alignment.

Bullet06320
2016-06-13, 12:43 AM
http://www.d20srd.org/srd/monsters/dragonTrue.htm
All dragons have skill points equal to (6 + Int modifier, minimum 1) × (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)

*please note these skills are for Racial Hit Die levels and class levels

Aboreal Dragon - Dragon Magazine 321 - Climb, Spellcraft and Survival
Adamantine Dragon - Dragon Dragon - Magazine 321 - Heal and Tumble
Axial Dragon - Dragon Magazine 321 - Spellcraft
Battle Dragon - Draconomicon pg 176-7 - Perform
Beast Dragon - Dragon Dragon Magazine 321 - Balance, Hide, Jump, Move Silently and Survival
Black Dragon - Hide, Move Silently, and Swim
Blue Dragon - Bluff, Hide, and Spellcraft
Brainstealer Dragon - Dragon 337 - Bluff, Gather Information, and Survival
Brass Dragon - Bluff, Gather Information, and Survival
Bronze Dragon - Disguise, Swim, and Survival
Chromiuom Dragon - Dragon Magazine 356 - Appraise, Bluff and Jump
Cobolt Dragon - Dragon Magazine 356 - Craft (trapmaking), Hide and Jump
Copper Dragon - Bluff, Hide, and Jump
Crested Sea Serpent, Dragon(Water) - Dragon magazine 345 - Bluff Diplomancy and Perform (crest Harmonics)
Gold Dragon - Disguise, Heal, and Swim
Green Dragon - Bluff, Hide, and Move
Greyhawk Dragon - Dragon 339 - Bluff, Craft(all), Spellcraft, and Profession (all)
Iron Dragon - Dragon Magazine 356 - Gather Information and Jump
Lantern Sea Serpent, Dragon(Water) - Dragon magazine 345 - Hide, Intimidate, and Move Silently
Nickel Dragon - Dragon Magazine 356 - Bluff, Hide, and Swim
Red Dragon - Appraise, Bluff, and Jump
Silver Dragon - Bluff, Disguise, and Jump
Spired Sea Serpent, Dragon(Water) - Dragon magazine 345 - Climb, Intimidate and Survival
Time Dragon - Dragon Magazine 359 pg 36-41 All Knowledge skills and Speak Language
Tungsten Dragon - Dragon Magazine 356 - Gather Information, Spellcraft and Survival
White Dragon - Hide, Move Silently, and Swim



Class skills for Racial Hit Die only

Azer
http://www.d20srd.org/srd/monsters/azer.htm
Racial Skills: An azer’s outsider levels give it skill points equal to 5 × (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Hide, Jump, Listen, Search, and Spot.

Bariaur - Dragon 312 - Handle Animal, Hide, Jump, Listen, Move Silently, Sense Motive, Spot and Survival

Bozak - Dragon 315 - Bluff, Concentration, Diplomacy, Intimidate, Knowledge(arcana), Listen, Search, Spellcraft and Spot

Bugbear
http://www.d20srd.org/srd/monsters/bugbear.htm
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.

Centaur
http://www.d20srd.org/srd/monsters/centaur.htm
Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.

Doppleganger
http://www.d20srd.org/srd/monsters/doppelganger.htm
Racial Skills: A doppelganger’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot.

Gargoyle
http://www.d20srd.org/srd/monsters/gargoyle.htm
Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.

Garuda - Dragon 352 p 52-3 -Hide, Move Silently, and Spot

Gnoll
http://www.d20srd.org/srd/monsters/gnoll.htm
Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Listen and Spot

Grimlock
http://www.d20srd.org/srd/monsters/grimlock.htm
Racial Skills: A grimlock’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, and Spot. Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings

Hill Giant
http://www.d20srd.org/srd/monsters/giant.htm#hillGiant
Racial Skills: A hill giant’s giant levels give it skill points equal to 15 × (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.

Hound Archon
http://www.d20srd.org/srd/monsters/archon.htm#houndArchon
Racial Skills: A hound archon’s outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, and Survival.

Janni
http://www.d20srd.org/srd/monsters/genie.htm#janni
Racial Skills: A janni’s outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any), Escape Artist, Listen, Move Silently, Ride, Sense Motive, and Spot

Khaasta http://mimir.planewalker.com/sites/default/files/chapter2_Plain.pdf
Racial Skills: A Khaasta's monster hit dice give them (2 + Int modifier) x 6 skill points. Its class skills for these skill points are Climb, Handle Animal, Intimidate, Knowledge (the planes), Ride, Spot, and Wilderness Lore

Lizardfolk
http://www.d20srd.org/srd/monsters/lizardfolk.htm
Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim

Stone Giant
http://www.d20srd.org/srd/monsters/giant.htm#stoneGiant
Racial Skills: A stone giant’s giant levels give it skill points equal to 17 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot. A stone giant has a +8 racial bonus on Hide checks in rocky terrain

Thri-kreen - Dragon 319 - Balance, Climb, Hide, Jump, Listen and Spot

Werebear - Dragon 313 - Climb, Swim, Listen, Spot

Wereboar - Dragon 313 - Listen, Spot

Wererat - Dragon 313 - Climb, Swim, Hide, Move Silently, Listen, Spot

Weretiger - Dragon 313 - Swim, Balance, Hide, Move Silently, Listen, Spot

Werewolf - Dragon 313 - Hide, Move Silently, Listen, Spot, Survival

THIS LIST IS STILL A WORK IN PROGRESS



any other suggestions or items, please post away

Thurbane
2016-06-13, 01:08 AM
Good stuff, this is a great resource.

Bullet06320
2016-06-13, 01:13 AM
thanks thurbane, could you proof read it for me, make sure nothing got lost in the migration

Thurbane
2016-06-13, 11:07 PM
Had a read over, everything seems OK.

Might be missing something obvious, but where is Human Paragon and/or Silverwood PrCs mentioned?

Bullet06320
2016-06-14, 01:57 AM
Might be missing something obvious, but where is Human Paragon and/or Silverwood PrCs mentioned?

listed in the 3rd post, still not sure how to classify them, but they are there, right above the few Ravenloft things I've found so far

Jowgen
2016-06-14, 04:49 PM
The Human Regions reference seems to point to the Ecology of the Kraken article. That is what Dragon mag 334 p. 60 has. Am I reading it wrong?

EDIT: Found it, it's dragon 315.

Bullet06320
2016-06-15, 02:19 AM
DOH!!!!!!!!!!! not sure how I got that wrong, but its fixed now

and just a reminder, spot is NOT a class skill of mine, lol

Troacctid
2016-06-18, 10:47 PM
Was reading through Dragon #351 and found some more ACFs.

For the sorcerer:
Blood of Eberron: Add Diplomacy, Handle Animal, Heal, and Knowledge (nature). Remove Bluff.
Blood of Khyber: Add Intimidate and Knowledge (dungeoneering).
Blood of Siberys: Add Diplomacy and Knowledge (the planes).

For the ninja:
Historical ninja class skills: Replace Craft with Perform or Profession.

Also, the Slave Seeker feat from Dragon #352 makes Gather Information always a class skill.

RedWarlock
2016-06-18, 11:52 PM
UA's Skill Knowledge isn't just for the variant skill system, it's a generally-applicable feat.

"Choose any two skills from one of your current classes' skill lists. You now know these skills as class skills. Special: Instead of choosing two class skills, you may choose one cross-class skill (whether you already know it or not) and learn it, treating it as a class skill from that point forward."

It specifies in the text before the feat that "In this case, the feat only allows you to designate a cross-class skill as a class skill (since you already know all your class skills)." If it was only for use with that skill system, they would only bother including the 'special' part, because the main text wouldn't even be useable.

Troacctid
2016-06-19, 12:15 AM
UA's Skill Knowledge isn't just for the variant skill system, it's a generally-applicable feat.

"Choose any two skills from one of your current classes' skill lists. You now know these skills as class skills. Special: Instead of choosing two class skills, you may choose one cross-class skill (whether you already know it or not) and learn it, treating it as a class skill from that point forward."
Outside of the variant skill system, there is no such thing as a "known skill," and "learning" a skill has no rules meaning.


It specifies in the text before the feat that "In this case, the feat only allows you to designate a cross-class skill as a class skill (since you already know all your class skills)." If it was only for use with that skill system, they would only bother including the 'special' part, because the main text wouldn't even be useable.
This only spells out how the feat works with the Level-Based Skill variant—another variant skill system that does not use skill ranks. It doesn't apply to the normal skill rules.

Bullet06320
2016-06-19, 03:06 AM
Was reading through Dragon #351 and found some more ACFs.

For the sorcerer:
Blood of Eberron: Add Diplomacy, Handle Animal, Heal, and Knowledge (nature). Remove Bluff.
Blood of Khyber: Add Intimidate and Knowledge (dungeoneering).
Blood of Siberys: Add Diplomacy and Knowledge (the planes).

those was already there, but I did add the lose bluff to Blood of Eberron


For the ninja:
Historical ninja class skills: Replace Craft with Perform or Profession.

you got it backwards, replaces perform or profession with craft, but added it to the variant class section


Also, the Slave Seeker feat from Dragon #352 makes Gather Information always a class skill.

and added

Troacctid
2016-06-19, 03:13 AM
you got it backwards, replaces perform or profession with craft, but added it to the variant class section

"Substitute Perform or Profession for Craft" means lose Craft, gain the other one. It wouldn't make much sense otherwise, since ninjas already have Craft. :smalltongue:

Bullet06320
2016-06-19, 03:50 AM
"Substitute Perform or Profession for Craft" means lose Craft, gain the other one. It wouldn't make much sense otherwise, since ninjas already have Craft. :smalltongue:

WOW I so totally misread that, probly cuz they go on to speak about craft poison at the end of the paragraph
that what I get for trying to update things after a 12 hour shift, lol

fixed it now

Bullet06320
2016-06-21, 04:03 AM
added in the Templates section
Half-Celestial (http://www.d20srd.org/srd/monsters/halfCelestial.htm) - Treat skills from the base creature’s list as class skills, and other skills as cross-class for RHD
Half-Dragon (http://www.d20srd.org/srd/monsters/halfDragon.htm) - Treat skills from the base creature’s list as class skills, and other skills as cross-class for RHD

and Half-Fiend (http://www.d20srd.org/srd/monsters/halfFiend.htm) - Treat skills from the base creature’s list as class skills, and other skills as cross-class for RHD
that I put above the links to the other web articles for Half-Fiend

and working on the Playable Monsters with RHD Skills, going through the SRD plus some I had gathered from Dragon Magazine previously so far

and found a few things for the Ravenloft section

Troacctid
2016-06-21, 04:10 AM
Treat skills from the base creature’s list as class skills, and other skills as cross-class for RHD
That just means "Skills that are already class skills for you are still class skills for you." It doesn't add any new class skills.


and working on the Playable Monsters with RHD Skills, going through the SRD plus some I had gathered from Dragon Magazine previously so far
Class skills for RHD don't carry over to class levels, so there's no point listing them. It's the same as multiclassing.

Granted, something like a comprehensive version of the table from page 42 of the Player's Handbook including all base classes as well as prestige classes and monster classes could actually be pretty useful—but I think it's outside the scope of this thread.

Bullet06320
2016-06-21, 04:18 AM
That just means "Skills that are already class skills for you are still class skills for you." It doesn't add any new class skills.


Class skills for RHD don't carry over to class levels, so there's no point listing them. It's the same as multiclassing.

Granted, something like a comprehensive version of the table from page 42 of the Player's Handbook including all base classes as well as prestige classes and monster classes could actually be pretty useful—but I think it's outside the scope of this thread.

your getting skills for the race your playing, yes they are only for the RHD, but a build could be based off of certain skills or lead to meeting the prereq for a Prc.
maybe it is a little outside the original intent of the thread, but I got stuck on the idea, and feel it needs to be included

Troacctid
2016-06-21, 04:35 AM
It's exactly the same as getting skills via multiclassing, though. It's basically like putting "Factotum: Gain all skills as class skills" on the list. It's misleading.

And half-celestial and half-dragon most definitely should not be listed. They do not give you any additional class skills. Your class skills with and without the template are the same.

daremetoidareyo
2016-06-21, 05:30 PM
your getting skills for the race your playing, yes they are only for the RHD, but a build could be based off of certain skills or lead to meeting the prereq for a Prc.
maybe it is a little outside the original intent of the thread, but I got stuck on the idea, and feel it needs to be included

I'd be careful with that...because the tauric template exists and it's a mess.

Troacctid
2016-06-24, 12:45 AM
The Infused prestige class in Dragon #321 gives you Survival as a class skill for all your classes at level 2 if you choose the hound archon.

Thurbane
2016-06-24, 12:54 AM
Should we include PrCs that have a skill list of X skills plus "any skill from a previous class". I can think of one or two or that have this (Survivor and High Handcrafter from memory. Maybe Legacy Champion too - AFB?).

Bullet06320
2016-06-24, 02:44 AM
The Infused prestige class in Dragon #321 gives you Survival as a class skill for all your classes at level 2 if you choose the hound archon.


Should we include PrCs that have a skill list of X skills plus "any skill from a previous class". I can think of one or two or that have this (Survivor and High Handcrafter from memory. Maybe Legacy Champion too - AFB?).

they fit in that oddball category of WTF do I do with these, like these 3 we already have
Silverwood Arcanist (http://archive.wizards.com/default.asp?x=dnd/re/20031209a) (PrC) - Skilled Rider (Ex): any future classes you take after one level in this PrC always have Ride as an additional class skill

Silverwood Outrider (http://archive.wizards.com/default.asp?x=dnd/re/20031202a) (PrC) - Skilled Rider (Ex): any future classes you take after one level in this PrC always have Ride as an additional class skill

Human Paragon (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#humanParagon) - Adaptive Learning (Ex): At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future

its weird, it does give you new odd ways of finding skills, any ideas for a category name?
we have enough of them, its worth it to list I think



I'd be careful with that...because the tauric template exists and it's a mess.

we already got tauric listed, I didn't make it, I just finds ways to exploit it like a good little murderhobo err gamer, lol




And half-celestial and half-dragon most definitely should not be listed. They do not give you any additional class skills. Your class skills with and without the template are the same.

after reading it and contemplating it, I'm beginning to concur with you, all the combos I looked at so far only give the skills to RHD, and most of the ones Ive looked at don't have RHD, so there would be no new skills. I'm sure there are builds with the right critter that could take advantage of it, but I would like a few other opinions on it first.
and I would like to note, most of the templates listed only give the skills to RHD anyways

Thurbane
2016-06-24, 05:09 AM
Maybe just under the heading "Other" or "Special Mention"?

OK, so I've found:
Survivor (SS, p.89): treat any previous class skill as a class skill for Survivor.
Legacy Champion (WoL p.19): has it's own skill list, an any other skill that has been a class skill is also considered a class skill for Legacy Champion.

I was misremembering High Handcrafter (Shackled City hardcover, p. 340): similar to Expert or Human paragon, it let's you pick any 6 skills as class skills (in additional to it's base skill list) - so it's not really in line for this thread.

Bullet06320
2016-06-25, 05:14 AM
we now have


Silverwood Arcanist (http://archive.wizards.com/default.asp?x=dnd/re/20031209a) (PrC) - Skilled Rider (Ex): any future classes you take after one level in this PrC always have Ride as an additional class skill

Silverwood Outrider (http://archive.wizards.com/default.asp?x=dnd/re/20031202a) (PrC) - Skilled Rider (Ex): any future classes you take after one level in this PrC always have Ride as an additional class skill

Human Paragon (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#humanParagon) - Adaptive Learning (Ex): At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future

Survivor - SS p 89 - treat any previous class skill as a class skill for Survivor

Legacy Champion - WoL p 19 - has it's own skill list, and any other skill that has been a class skill is also considered a class skill for Legacy Champion

Infused - Dragon 321 p 16 - Survival is always a class skill for all your classes at level 2 if you choose the hound archon

Troacctid
2016-06-25, 06:45 AM
and I would like to note, most of the templates listed only give the skills to RHD anyways
Half-celestial, half-fiend, and half-dragon don't give any skills to anything. They leave your class skills unchanged.

daremetoidareyo
2017-01-01, 01:35 PM
Found another one:
City of Stormreach p.112


Affiliation score of 11-15:
Knowledge (history) and Perform (oratory) become class skills.

Thurbane
2017-01-01, 06:11 PM
Found another one:
City of Stormreach p.112


Affiliation score of 11-15:
Knowledge (history) and Perform (oratory) become class skills.

That's a good find - Perform can be a tricky one to get if the Apprentice feats aren't in play.

Bullet06320
2017-01-01, 08:59 PM
updated that one, thanks for the find

Grod_The_Giant
2017-01-02, 09:52 AM
A suggestion for formatting? Have a compiled list by skill; that would make it a lot easier to use, since "I want this skill" is usually a starting point.

ShurikVch
2017-01-02, 12:22 PM
Dunno if it will be approved, but there is one more variant: Call of Cthulhu d20 was published by Wizards of the Coast, and have official section about how to fit it's content to D&D game; at section about character creation, it have 17 "profession templates" - each one gives nine explicitly mentioned skills, and three more "by your choice"; unfortunately, since it's 3.0 stuff, no LA was mentioned, so it's unclear if it will work "in real game"

Bullet06320
2017-01-02, 03:44 PM
A suggestion for formatting? Have a compiled list by skill; that would make it a lot easier to use, since "I want this skill" is usually a starting point.

its been suggested before, I've even taken a look at it, breaking it up this way is a lot easier, and seems more organized to me.


Dunno if it will be approved, but there is one more variant: Call of Cthulhu d20 was published by Wizards of the Coast, and have official section about how to fit it's content to D&D game; at section about character creation, it have 17 "profession templates" - each one gives nine explicitly mentioned skills, and three more "by your choice"; unfortunately, since it's 3.0 stuff, no LA was mentioned, so it's unclear if it will work "in real game"

I don't have that book, maybe there is a 3.5 update hiding in the archives sumwhere? but if its published by WOTC it definantly fits in here, just falls in the weird and obscure category, I could put it in its own section under the ravenloft stuff with a warning, if you want to write it up i'll add it in

Grod_The_Giant
2017-01-02, 03:48 PM
its been suggested before, I've even taken a look at it, breaking it up this way is a lot easier, and seems more organized to me.
Organized from a "compiling information" perspective, perhaps; less so for a user-- if I want to know the best way to get, say, Disguise on my class list, I have to scroll and open each spoiler, then control-F to find each time it appears.

Bullet06320
2017-01-03, 04:42 AM
then control-F to find each time it appears.

i didn't know that was even a thing, makes it easier regardless of format

GilesTheCleric
2017-01-03, 05:06 AM
Brainmate (LoM): Each one has 10 ranks in two knowledge skills that you can use as if you had those ranks. Magic item.

Bullet06320
2017-01-03, 07:49 AM
Brainmate (LoM): Each one has 10 ranks in two knowledge skills that you can use as if you had those ranks. Magic item.

interesting, doesn't grant the skills as class skills but does allow you to use as if you had the skill with 10 ranks, might be worth adding but with the note
must have telepathy special ability, the ability to cast Rary’s telepathic bond, or the mindlink psionic power in order to use, that and the fact your carrying around a chunk of sentient elder brain, lol

GilesTheCleric
2017-01-03, 06:37 PM
I think effectively gaining skills as class skills for all classes should count. Also:

Telkiira (LEoF 156): Contains 10 ranks in four int- wis- or cha-based skills. Magic Item.

ShurikVch
2017-01-04, 05:53 AM
I don't have that book, maybe there is a 3.5 update hiding in the archives sumwhere? but if its published by WOTC it definantly fits in here, just falls in the weird and obscure category, I could put it in its own section under the ravenloft stuff with a warning, if you want to write it up i'll add it inThere they are:

Agent
Bluff
Computer Use
Forgery
Gather Information
Hide
Innuendo
Move Silently
Open Lock
Sense Motive
+ three more of player's choice

Antiquarian
Appraise
Forgery
Gather Information
Knowledge (history)
Knowledge (any one)
Knowledge (any one)
Knowledge (any one)
Research
Speak Language
+ three more of player's choice

Archeologist
Appraise
Climb
Knowledge (archeology)
Knowledge (history)
Knowledge (any one)
Research
Search
Speak Language
Spot
+ three more of player's choice

Artist/Musician
Bluff
Craft (any one)
Diplomacy
Innuendo
Knowledge (art)
Listen
Perform
Sense Motive
Spot
+ three more of player's choice

Blue-collar worker
Climb
Craft
Disable Device
Drive
Gather Information
Operate Heavy Machinery
Repair
Spot
Use Rope
+ three more of player's choice

Criminal
Bluff
Disable Device
Escape Artist
Forgery
Hide
Innuendo
Move Silently
Open Lock
Sleight of Hand
+ three more of player's choice

Detective (police or private investigator)
Gather Information
Hide
Intimidate
Listen
Move Silently
Open Lock
Search
Sense Motive
Spot
+ three more of player's choice

Dilettante
Diplomacy
Drive
Gather Information
Innuendo
Knowledge (art)
Knowledge (local*)
Pilot
Ride
Speak Language
+ three more of player's choice
* Choose any one city

Doctor/Nurse
Computer Use
Diplomacy
Heal
Knowledge (biology)
Knowledge (medicine)
Knowledge (any one)
Listen
Research
Spot
+ three more of player's choice

Parapsychologist
Bluff
Gather Information
Knowledge (history)
Knowledge (occult)
Knowledge (religion)
Listen
Search
Sense Motive
Spot
+ three more of player's choice

Professor
Concentration
Diplomacy
Gather Information
Knowledge (any one)
Knowledge (any one)
Knowledge (any one)
Research
Speak Language
Spot
+ three more of player's choice

Psychologist
Bluff
Diplomacy
Gather Information
Heal
Knowledge (medicine)
Knowledge (psychology)
Psychoanalysis
Research
Sense Motive
+ three more of player's choice

Soldier
Climb
Hide
Jump
Listen
Move Silently
Spot
Survival
Swim
Use Rope
+ three more of player's choice

Technician
Computer Use
Craft (any one)
Disable Device
Knowledge (any one)
Open Lock
Operate Heavy Machinery
Repair
Research
Search
+ three more of player's choice

White-collar worker/Businessman
Bluff
Computer Use
Diplomacy
Forgery
Intimidate
Knowledge (any one)
Listen
Sense Motive
Spot
+ three more of player's choice

Writer/Reporter
Craft (photography)
Craft (writing)
Diplomacy
Gather Information
Innuendo
Knowledge (any one)
Knowledge (any one)
Research
Sense Motive
+ three more of player's choice
Notes:
I edited skills a bit - to make them more 3.5-like; Innuendo is a 3.0 skill, but I left it - so lists wouldn't be one skill short
RAW suggest to swap possible campaign-inappropriate skills (such as Computer Use) for some others (there will be gone all those Innuendo entries); replacement skills should be appropriate - how the heck a cab driver got access to Knowledge (occult)? -, and Cthulhu Mythos skill is off-limits
Also, RAW allow to "merge" Profession templates by replacing part of skills from one template with skills from another: for example, "Criminal"+"Technician"="Computer hacker", or "Doctor"+"Soldier"="Combat medic"; "Archeologist" with different Knowledge skills may be "Geologist" or "Chemist"
By the RAW, you can take one of those templates at the character generation, thus, in 3.5 terms, it's, probably, mean "LA: +0, but only one"

Bullet06320
2017-01-04, 08:02 AM
RAW suggest to swap possible campaign-inappropriate skills (such as Computer Use) for some others (there will be gone all those Innuendo entries); replacement skills should be appropriate - how the heck a cab driver got access to Knowledge (occult)? -, and Cthulhu Mythos skill is off-limits


just so you know, I drive a cab for a living, cabbies pick up the weirdest bits of knowledge, lol

thanks, i'll fit this in a bit

ShurikVch
2017-01-04, 08:42 AM
just so you know, I drive a cab for a living, cabbies pick up the weirdest bits of knowledge, lolSorry, but it was a loose quote from the book itself; and few words later it questioned ufologist's ability to know Demolitions skill; I seen enough Hollywood films to don't doubt it :smallwink:

Bullet06320
2017-01-05, 03:19 AM
Sorry, but it was a loose quote from the book itself; and few words later it questioned ufologist's ability to know Demolitions skill; I seen enough Hollywood films to don't doubt it :smallwink:

lol, its kool, I just found it funny
updated that list in own section under the ravenloft stuff

@giles
added those items at the bottom of the item list with a note "The following items don't grant class skills but allow you to use the skill as if you had ranks in that skill"
that actually doubles the total number of items in the list, lol

Ieagleroar
2017-01-05, 04:29 AM
I haven't seen Able Learner from Races of Destiny yet.


Type: Racial
Source: Races of Destiny

You have a great aptitude for learning.
Prerequisite: Human or doppelganger.
Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).
Special: This feat may only be taken at 1st level.
Normal: Cross-class skills cost 2 skill points per rank.

Bullet06320
2017-01-05, 06:44 AM
I haven't seen Able Learner from Races of Destiny yet.


Type: Racial
Source: Races of Destiny

You have a great aptitude for learning.
Prerequisite: Human or doppelganger.
Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).
Special: This feat may only be taken at 1st level.
Normal: Cross-class skills cost 2 skill points per rank.

its in the feat section, near the bottom of the page under honorable mention, its one of those odd ball ones, but deserves a mention

ShurikVch
2017-01-06, 06:48 AM
A bit more (probably useful) stuff:

Feats
Edgewalker Sentinel – SoS - Add Knowledge (the planes) to your list of ranger or scout class skills.
From Smite to Song – CoV - Add Perform to your list of paladin class skills.
Guerilla Scout – HoB - Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
Guerilla Warrior – HoB - Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
Hashalaq Ancestor – PGE - Sense Motive is treated as a class skill for all your classes.
Initiate of Arvoreen – CoV - Add Hide and Move Silently to your list of cleric or paladin class skills.
Psithief – CS - Knowledge (psionics) and Psicraft are spellthief class skills for you.
Warden initiate – ECS - Add Climb and Jump to your list of druid class skills.


Class
Heir of Siberys – ECS - Any skill that is a class skill for one of an heir of Siberys's other classes is a class skill for his heir of Siberys class as well.

Spells
Leech Ghost Skill – Ghostwalk (Sorcerer/Wizard 5) - the bearer may use the ghost's skill ranks instead of his own as desired, regardless of the nature of the skill.
Understand Device – PGF (Initiate of Gond 3) - You can make untrained Disable Device and Open Lock checks as if you had 1/2 rank in each skill.
Wieldskill – PGF (Initiate of Gond 1) - This spell imbues the subject with a touch of divine guidance, granting it a +5 competence bonus on a skill check of your choice. A subject that has no ranks in the designated skill functions as if it had 1/2 rank in the skill and therefore is considered trained in it

Psyren
2017-01-06, 11:11 AM
Organized from a "compiling information" perspective, perhaps; less so for a user-- if I want to know the best way to get, say, Disguise on my class list, I have to scroll and open each spoiler, then control-F to find each time it appears.

Not the most optimal solution, but I just wanted to point out - every post on this forum has a "Show All Spoilers" button at the top that will automatically open every spoiler used in that post for you. Hit that and then CTRL+F.

Grod_The_Giant
2017-01-06, 11:29 AM
Not the most optimal solution, but I just wanted to point out - every post on this forum has a "Show All Spoilers" button at the top that will automatically open every spoiler used in that post for you. Hit that and then CTRL+F.
Huh. So there is. I've been posting here for years and I never noticed that... thanks!

Bullet06320
2017-01-14, 08:15 AM
A bit more (probably useful) stuff:

Feats
Edgewalker Sentinel – SoS - Add Knowledge (the planes) to your list of ranger or scout class skills.
From Smite to Song – CoV - Add Perform to your list of paladin class skills.
Guerilla Scout – HoB - Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
Guerilla Warrior – HoB - Listen and Spot ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
Hashalaq Ancestor – PGE - Sense Motive is treated as a class skill for all your classes.
Initiate of Arvoreen – CoV - Add Hide and Move Silently to your list of cleric or paladin class skills.
Psithief – CS - Knowledge (psionics) and Psicraft are spellthief class skills for you.
Warden initiate – ECS - Add Climb and Jump to your list of druid class skills.


Class
Heir of Siberys – ECS - Any skill that is a class skill for one of an heir of Siberys's other classes is a class skill for his heir of Siberys class as well.

Spells
Leech Ghost Skill – Ghostwalk (Sorcerer/Wizard 5) - the bearer may use the ghost's skill ranks instead of his own as desired, regardless of the nature of the skill.
Understand Device – PGF (Initiate of Gond 3) - You can make untrained Disable Device and Open Lock checks as if you had 1/2 rank in each skill.
Wieldskill – PGF (Initiate of Gond 1) - This spell imbues the subject with a touch of divine guidance, granting it a +5 competence bonus on a skill check of your choice. A subject that has no ranks in the designated skill functions as if it had 1/2 rank in the skill and therefore is considered trained in it

sorry it took so long to update this, broke some ribs and haven't had much time while not in pain or on painkillers to focus on this, but its updated now

Guerilla Scout and Guerilla Warrior I added under honorable mention, seemed like the proper place to list them

and added a spells section in the 2nd post for those spells

its just amazing after all this time, we are still finding things

ShurikVch
2017-01-14, 08:32 AM
Empty Vessel - race from ECS - Knowledge (the planes) is always a class skill for empty vessels.

Channeling rules from Book of Exalted Deeds:
The mortal can use its own skills and the celestial's skills.Spells Channel Celestial and Channel Greater Celestial allow to get some inner angel, and Prophet of Erathaol PrC can use that rule to make Knowledge checks (via Ecstasy CF)

Imbrue spell – Dragon #336
(Sorcerer/Wizard 9) allow to bind Elemental or Outsider (called in by planar binding) to a mortal host for 1 day/level
the host has access to all the bound creature's Intelligence-based skills.

daremetoidareyo
2017-01-27, 09:34 PM
Favored in Guild benefits from the archive (http://archive.wizards.com/default.asp?x=dnd/frcc/20070904)

Sapphire Mane (Minor Religious) AL LG; 14,000 gp resource limit; Membership 17; Mixed (3 humans, 2 wood elves, 1 half-wood elf, 3 feline were-creatures, 8 wemics); Dues 12 weeks a year (need not be consecutive) spent in service to the cause of Lord Firemane Authority Figures: Sondar Torchmane (LG male wemic soulborn 8/incandescent champion 9), Nalorea Greenglen (LN female wood elf incarnate 2/cleric 3/sapphire hierarch 7), Shalishthsh (LG female weretiger totemist 9)
Associated Classes: Incarnate, Soulborn, Totemist, Incandescent Champion, Sapphire Hierarch
Associated Skills: Knowledge (nobility & royalty), Knowledge (religion), Knowledge (the planes), Survival
Requirements: At least 5 or more ranks in two of the following skills -- Knowledge (nobility & royalty), Knowledge (religion), Knowledge (the planes), Survival
Favored in Guild Benefits: Knowledge (nobility & royalty) and Survival are always considered class skills for you.

GilesTheCleric
2017-01-27, 09:55 PM
I believe Favored in Guild was also published in Ravenloft, and DMG2. Cs calls it out in its text for the Favored feat as well, mentioning specific benefits for campaigns set in Eberron.

Bullet06320
2017-03-12, 07:38 AM
sorry it took so long, but worked in all that and added

http://www.spelljammer.org/
SpellJammer Beyond the Moon was made the official fansite of SpellJammer in 2000.
It falls in that semi-official 3rd party area so use at own risk

Skills
Any character who has access to Knowledge (any), Knowledge (geography), or Knowledge (nature) as class skills also has Knowledge (planetology) as a class skill.

Any character who has access to Knowledge (any), Knowledge (arcana), or Knowledge (the planes) as class skills also has Knowledge (wildspace) as a class skill.

Semaphore and Signaling: Here are two languages, which must each be bought separately, that can be used in a Spelljammer, or naval, campaign. Spacefaring adventurers, merchants and militaries to communicate long distances between ships in wildspace, use both these languages.

Feats

Spacefarer - Wildspace Survival is treated as a class skill for all of your classes
Most characters that hail from a spelljamming aware society, such as the Rock of Bral, gain this feat for free when they are created. Characters from unaware societies may take it for free once they have spent one full level gaining familiarity with Wildspace and the Phlogiston.

Spelljamming Helm Proficiency - Spelljammer Pilot become a class skill for you.

Psijamming Helm Proficiency - Spelljammer Pilot become a class skill for you.

Races

Contemplator http://lost.spelljammer.org/ShatteredFractine/critters/ All Knowledge skills are always considered class skills

Dralasite - http://lost.spelljammer.org/ShatteredFractine/critters/ Escape artist and sense motive are always considered class skills


most of that is for spelljammer specific campaigns but it still fits in here

I also found a few things in one of the dragonlance books to add later on, but I think its one of the 3rd party ones, could sumone remind what dragonlance sources are considered official? its just the campaign setting right?

Troacctid
2017-03-12, 09:46 AM
Isn't Spelljammer just straightforward 3rd party?

GilesTheCleric
2017-03-12, 01:33 PM
I think WotC gave those folks the freedom to use the license without fear of the infamous WotC lawyers, so it should be officially licensed 3pp.

Bullet06320
2017-03-15, 04:59 AM
I think WotC gave those folks the freedom to use the license without fear of the infamous WotC lawyers, so it should be officially licensed 3pp.

yea, pretty much, mostly its converted 2nd edition material, and spelljammer specific stuff

and added stuff from Races of Ansalon under the Spelljammer stuff

The Dragonlance Campaign setting was published by WOTC, the rest fall in the category of officially licensed 3rd party

Civilized Human Racial Traits Races of Ansalon
Abanasinians - Profession is always considered a class skill
Ergothians - Swim is always considered a class skill
Kharolians - Gather Information is always considered a class skill
Nordmen - Listen is always considered a class skill
Solamnics - Diplomacy is always considered a class skill

Nomadic Human Racial Traits Races of Ansalon
Abanasinian Plainsfolk - Survival is always considered a class skill
Ice Folk - Balance is always considered a class skill
Nomads of Khur -

Khur - Intimidate is always considered a class skill
Weya-Lu - Spot is always considered a class skill
Mayakhur - Bluff is always considered a class skill
Hachakee - Ride is always considered a class skill
Mikku - Sleight of Hand is always considered a class skill
Tondoon - Appraise is always considered a class skill
Fin-Maskar - Search is always considered a class skill
Nordmaarian Horselords - Ride is always considered a class skill
Sea Nomads - Swim is always considered a class skill
Taman Busuk Nomads - Climb is always considered a class skill


Half-Gnome Racial Traits Races of Ansalon
Single-Minded - any one skill chosen at 1st level. This skill is always a class skill
OR
Jack-of-All-Trades - treat all skills as class skills, regardless of class but they must abide by the cap on skill ranks they
would have if they were all cross-class skills

ACFs Races of Ansalon
Civilized Human Barbarian - replace Handle Animal and Survival with Gather Information and Knowledge (local)
Nomadic Human Noble - replace Gather Information and Knowledge with Handle Animal and Survival
Kirath Ranger - add the Sense Motive skill to your list of ranger class skills
Wyvern Legion Ranger - add Intimidate to your list of ranger class skills

Feats
Bull of the Sea - Races of Ansalon - Swim and Use Rope are always class skills - Minotaur only
Verdant Spirit - Races of Ansalon - Knowledge (nature) and Survival are always class skills - Elf or half-elf


I was looking for stuff on kinder when I noticed the human racial traits, it is officially licensed material so it belongs, now I have to double check the rest of the Dragonlance books now, lol

Thurbane
2017-03-15, 05:10 AM
So are we OK to add stuff from Dragonlance, Kingdoms of Kalamar and Ravenloft?

Bullet06320
2017-03-15, 06:32 AM
So are we OK to add stuff from Dragonlance, Kingdoms of Kalamar and Ravenloft?

I already got a section from what ive found in ravenloft, and a couple of entries from KoK, if there's more, yes we add it
its all officially licensed material, still subject to DM approval like any other material

Troacctid
2017-03-15, 04:45 PM
Dragonlance Campaign Setting is just straight-up 1st party from Wizards of the Coast.

Thurbane
2017-03-15, 06:59 PM
Dragonlance Campaign Setting is just straight-up 1st party from Wizards of the Coast.

Yes, I am aware. Same with Dragon Compendium and Shackled City hardcover.

All other Dragonlance products do not share this status, AFAIK.

ShurikVch
2017-04-12, 12:35 PM
Memelith (LA +2 template from Dungeon #117) -
Skills: All skills are considered class skills for a memelith.

Thurbane
2017-04-12, 03:46 PM
Memelith (LA +2 template from Dungeon #117) -

That's an interesting find: just had a look myself. Sadly, like a lot of Dungeon material, it's not particularly well written. Can you tell me where you are getting LA +2 from - was there errata?

ShurikVch
2017-04-12, 03:52 PM
That's an interesting find: just had a look myself. Sadly, like a lot of Dungeon material, it's not particularly well written. Can you tell me where you are getting LA +2 from - was there errata?From the "Sample Memelith" (same logic as with Unselie Fey)

Bullet06320
2017-04-13, 02:58 AM
added that, its an odd little template there

Memelith - Dungeon 117 p 29 - all skills are considered class skills - can use skills untrained - inherited template for any living humanoid


also this weekend im planning on adding a warcraftd20 section, the main book is WOTC published so it belongs, but in its own section IMO.
most of the races get some class skills. I just picked it up, don't have any of the other ones(yet) so not sure if they are pure 3rd party or licensed 3rd party yet

Troacctid
2017-04-13, 10:23 AM
Isn't that a different system?

Bullet06320
2017-04-13, 02:20 PM
nope, its the same as far as I can tell

but some of the races are different, goblins is the big one, in warcraft goblins are similar to tinker gnomes from dragonlance

Bullet06320
2017-04-16, 07:12 AM
added the Warcraft section


A Campaign Setting for Revised 3rd Edition Roleplaying (3.5) published by WOTC and does include information for using in other regular D&D games

I only have the main book so I'm not sure if the other books are licensed 3rd party or not, I know they have the Sword & Sorcery logo on the cover, but there are a couple of references inside to the upcoming release of Horde and Alliance Guidebooks. If and WHEN I pick others up I will update this information as I discover it

Races
Please note many of the races have different racial abilities than standard PHB races, this list only deals with class skills

Human - Diplomancy, Gather Information and Knowledge (nobility and royalty) are always considered Class Skills

Ironforge Dwarf - Craft skills related to stone or metal and gunsmithing are always considered Class Skills

Elf-High - Knowledge (arcana) and Spellcraft are always considered Class Skills

Elf-Night - Knowledge (nature) and Survival are always considered Class Skills

Goblin - Appraise, Craft (alchemy), Diplomancy and Listen are always considered Class Skills

Half-elf - Gather Information and Sense Motive are always considered Class Skills

Half-orc - Intimidate and Sense Motive are always considered Class Skills

Orc - Handle Animal and Intimidate are always considered Class Skills

Tauren - Handle Animal and Survival are always considered Class Skills

Altered Class Features

Barbarian and Fighter gain Knowledge (military tactics) as a class skill

Rogue gains Use Technological Device as a class skill




its got some interesting things in it that might see use at my table, the tech stuff is a great addition to a lantan based campaign, and I found a nice leadership feat in there for wizards

daremetoidareyo
2017-05-04, 08:22 PM
http://archive.wizards.com/default.asp?x=dnd/frcc/20070904:
Favored in Guild Benefits: Knowledge (nobility & royalty) and Survival are always considered class skills for you.

RedWarlock
2017-05-04, 08:53 PM
added that, its an odd little template there
ekend im planning on adding a warcraftd20 section, the main book is WOTC published so it belongs, but in its own section IMO.
most of the races get some class skills. I just picked it up, don't have any of the other ones(yet) so not sure if they are pure 3rd party or licensed 3rd party yet
No, it wasn't WotC published, S&S actually got into trouble, as far I recall, for putting the D&D logo when they shouldn't. It's purely 3rd party.

Bullet06320
2017-05-05, 03:14 AM
http://archive.wizards.com/default.asp?x=dnd/frcc/20070904:
Favored in Guild Benefits: Knowledge (nobility & royalty) and Survival are always considered class skills for you.

that seems to be a bad link
but if your referring to this link
http://archive.wizards.com/default.asp?x=dnd/frcc/20070904
its under affiliations already


No, it wasn't WotC published, S&S actually got into trouble, as far I recall, for putting the D&D logo when they shouldn't. It's purely 3rd party.
the copy I own, looks legit at least, with the D&D logo on the front, WOTC officially licensed logo on the back and official license statement on the copyright page

if you have a source or documentation, please post it for me

I know white wolf and WOTC had a licensing agreement for the Ravenloft name, so that stuff is legit licensed 3rd party, so its at least possible for the warcraft book. but I have noticed there seems to be warcraft campaign setting version out there with a different cover that doesn't have the D&D logo on the cover based on the pics I've seen(2nd printing?) dunno.
so far I've picked up 2 other warcraft books, and those are 3rd party, no questions there

ShurikVch
2017-05-07, 01:33 PM
Note: for Orc in Warcraft, it was specified Handle Animal (wolf), not just Handle Animal

If you OK with Warcraft stuff without D&D logo, then there is some more:
Blood Elf - Concentration, Knowledge (arcana), Spellcraft
Dark Iron Dwarf - Appraise, Craft
Furbolg - Knowledge (nature), Survival
Jungle Troll - Hide, Survival, and Swim
Naga - Knowledge (arcana) and Spellcraft
Satyr - Knowledge (nature) and Survival
Tuskarr - Profession (fisher), Profession (whaler), and Survival
Wildhammer Dwarf - Handle Animal, Ride

Dragons (by the way RAW worded, those skills are ALWAYS class skills - not just for racial HD):
Black Dragon - Hide, Intimidate, Move Silently, and Spellcraft
Blue Dragon - Gather Information, Knowledge (arcana), Spellcraft, and Swim
Bronze Dragon - Hide, Gather Information, Spellcraft, and Spot
Green Dragon - Concentration, Gather Information, Listen, and Spot
Red Dragon - Concentration, Heal, Spellcraft, and Spot

Also, World of Warcraft the RPG revised couple of previously printed races:
Half-Elves got the same skills as their elven parents, sans Half-Blood Elves, because it's "too early to have some" (but in the possible future, this rule will affect them too)
Jungle Troll - Jump, Tumble, and Survival

Bullet06320
2017-05-07, 06:18 PM
Note: for Orc in Warcraft, it was specified Handle Animal (wolf), not just Handle Animal

your right, I forgot to note that, fixed now

I also fixed the intro in that section, its not published by WOTC, only licensed



If you OK with Warcraft stuff without D&D logo, then there is some more:
Blood Elf - Concentration, Knowledge (arcana), Spellcraft
Dark Iron Dwarf - Appraise, Craft
Furbolg - Knowledge (nature), Survival
Jungle Troll - Hide, Survival, and Swim
Naga - Knowledge (arcana) and Spellcraft
Satyr - Knowledge (nature) and Survival
Tuskarr - Profession (fisher), Profession (whaler), and Survival
Wildhammer Dwarf - Handle Animal, Ride


which book is that from? so i can list it proper
I added a subsection for 3rd party warcraft at the bottom of the warcraft section
I don't mind adding 3rd party stuff as long as its labeled properly




Dragons (by the way RAW worded, those skills are ALWAYS class skills - not just for racial HD):
Black Dragon - Hide, Intimidate, Move Silently, and Spellcraft
Blue Dragon - Gather Information, Knowledge (arcana), Spellcraft, and Swim
Bronze Dragon - Hide, Gather Information, Spellcraft, and Spot
Green Dragon - Concentration, Gather Information, Listen, and Spot
Red Dragon - Concentration, Heal, Spellcraft, and Spot


I reread it, your right RAW they are always class skills, haven't updated that yet, but will shortly, and where are the extra class skills coming from, I'm not seeing them in the SRD


Also, World of Warcraft the RPG revised couple of previously printed races:
Half-Elves got the same skills as their elven parents, sans Half-Blood Elves, because it's "too early to have some" (but in the possible future, this rule will affect them too)
Jungle Troll - Jump, Tumble, and Survival

are those from the non d&d logo version of the campaign setting?

ShurikVch
2017-05-07, 07:45 PM
are those from the non d&d logo version of the campaign setting?Yes.
It's even have cosmetic changes in the names - "Agility" instead "Dexterity", "Stamina" for "Constitution", "Spirit" in place of "Wisdom", and so on...

I reread it, your right RAW they are always class skills, haven't updated that yet, but will shortly, and where are the extra class skills coming from, I'm not seeing them in the SRDI'm sorry for possible misunderstanding: those aren't for SRD Dragons, but for Dragons from Warcraft, who share the same names

which book is that from? so i can list it properOK, by the book:

Alliance & Horde Compendium
Dwarf, Wildhammer
Elf, Blood
Furbolg
Troll, Jungle

Dark Factions
Dwarf, Dark Iron
Murloc // found it just now; Swim skill
Naga // I forget to add in Swim skill
Satyr

Lands of Conflict
Dwarf, Dark Iron

Manual of Monsters
Tuskarr

Bullet06320
2017-05-08, 03:09 AM
thanks for those, updated that

ShurikVch
2017-05-08, 04:21 AM
Mistake: Swim skill is missing in Naga, but incorrectly listed for Satyr

Bullet06320
2017-05-08, 04:59 AM
I thought satyrs are natural born swimmers?
lol, oops put swim in the wrong place, fixed now, thanks

ShurikVch
2017-05-08, 09:07 AM
Checked Monster Guide book; it have:

One more print of Blood Elf and Dark Iron Dwarf (no changes in skills)

Gnome, Leper - Craft (technological device), Disable Device, and Open Lock

Kobold - Appraise, Profession (miner), Search, and Stealth // Stealth is a skill from World of Warcraft RPG, it's 2in1 (Hide + Move Silently) Pathfinder-style

World of Warcraft RPG have "monster classes", which are work less like in Savage Species (HD-less "LA levels", you must start a game in it, and can't multiclass out of it until take all levels), and more like Racial Paragon Classes (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm) (i. e. you have no obligations to take a single level in them, let alone all 3 levels).
So, the Gnoll class (in the Monster Guide).
"Class" Skills: Climb, Jump, Listen, Spot, Stealth, Survival, and Swim
At 2nd level, it gives CF Bonus Class Skills: the gnoll's racial class skills are considered class skills for any other class he might take.

Bullet06320
2017-05-16, 04:38 AM
Checked Monster Guide book; it have:

One more print of Blood Elf and Dark Iron Dwarf (no changes in skills)

Gnome, Leper - Craft (technological device), Disable Device, and Open Lock

Kobold - Appraise, Profession (miner), Search, and Stealth // Stealth is a skill from World of Warcraft RPG, it's 2in1 (Hide + Move Silently) Pathfinder-style

World of Warcraft RPG have "monster classes", which are work less like in Savage Species (HD-less "LA levels", you must start a game in it, and can't multiclass out of it until take all levels), and more like Racial Paragon Classes (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm) (i. e. you have no obligations to take a single level in them, let alone all 3 levels).
So, the Gnoll class (in the Monster Guide).
"Class" Skills: Climb, Jump, Listen, Spot, Stealth, Survival, and Swim
At 2nd level, it gives CF Bonus Class Skills: the gnoll's racial class skills are considered class skills for any other class he might take.

updated and added those in the warcraft 3rd party section

and also added this in the spells section under channeling rules thanks to daremetoidareyo

And planar binding a throne archon can get you channeling too.



Name
Skills


Guardinal:Musteval
Balance +7, Climb +7, Escape Artist +9, Hide +17, Jump +0, Listen +7, Move Silently +9, Sleight of Hand +9, Survival +7, Tumble +6, Use Rope +4 (+6 bindings)


Archon, lantern
Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4


Elysian Thrush
Listen +4, spot +4


Eladrin: Coure
Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival +0 (+2 onother planes), Use Rope +7 (+9 bindings)


Protectar
Concentration +7, Diplomacy +9, Heal +6, Knowledge (the planes) +5, Knowledge (religion )+5, Listen +6, Sense Motive +6, Spot +6, Survival +1


Bauriar (BOED p. 166)
Diplomacy +1, Handle Animal +5, Hide –1, Jump +5, Listen +8, Move Silently +3, Ride +2, Sense Motive +6, Spot +8, Survival +6, Tumble –1


Guardinal: Cervidal
Balance +9, Concentration +8, Heal +8, Intimidate +9, Jump +19, Spellcraft +7


Ramadeen
Diplomacy +12, heal +9, Intimidate +10, Jump +7, Knowledge (the planes)+8, Knowledge (religion) +8, Listen +9, Sense motive +9, Spot +9, Survival +2, Tumble +4


Guardinal: Equinal
Balance +2, Concentration +12, Diplomacy +4, Hide +5, Jump +14, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +11, Sense Motive +11, Spot +11, Survival +11 (+13 on other planes), Tumble +2


Hollyphant (winged form)
Concentration +10, Diplomacy +14, Heal +13, Hide +14, Knowledge (the planes) +12, Listen +13, Move Silently +10, Search +12, Sense Motive +13, Spellcraft +12, Spot +13


Hollyphant (mastodon form)
Concentration +10, Diplomacy +14, Heal +13, Hide +14, Knowledge (the planes) +12, Listen +13, Move Silently +10, Search +12, Sense Motive +13, Spellcraft +12, Spot +13, Survival 4


Archon Hound
Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)


Movanic Deva
Balance +13, Concentration +11, Diplomacy +15, Intimidate +13, Knowledge (any three) +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot +12


Justice Archon
Concentration +14, Diplomacy +13, Intimidate +11, Knowledge (the planes) +9, Listen +10, Move Silently +4, Sense Motive +10, Spot +10, Survival +1 (+3 on other planes)


Eladrin: Bralani
Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)


Lillend
Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17


Guardinal: Avoral
Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21


Asura
Concentration +13, Diplomacy +16, Escape Artist +9, Intimidate +14, Knowledge (the planes) +11, Listen +15, Sense Motive +13, Spot +15, Survival +2 (+4 on other planes), Use Rope +2 (+4 bindings)


Archon, Warden
Climb +14, Concentration +14, Diplomacy +14, Jump +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +22, Search +14, Sense Motive +12, Spot +22, Survival +1 (+3 following tracks or on other planes), Swim +9, Tumble –3


Eladrin: Firre (BOED p.169)
Bluff +11, Concentration +11, Diplomacy +11, Disguise +9 (+11 acting), Intimidate +6, Knowledge (the planes) +8, Perform (any one) +12, Sense Motive +8, Spellcraft +9, Survival +3 (+5 on other planes)


Arcadian Avenger
Balance +13, Diplomacy +14, Heal +12, Intimidate +12, Knowledge (the planes) +11, Listen +12, Sense Motive +12, Spot +12


Guardinal: Lupinal
Animal Empathy +13, Balance +16, Climb +17, Concentration +12, Hide +16, Listen +17, Move Silently +16, Spot +17


Moondog
Balance +4, Concentration +13, Diplomacy +17, Hide +18, Intimidate +15, Jump +15, Knowledge (the planes) +14, Listen +17, Move Silently +18, Sense Motive +15, Spot +17, Survival +3 (+5 on other planes), Tumble +4


Sibyllic Guardian
Autohypnosis +17, Concentration +17, Diplomacy +19, Gather Information +17, Jump +16, Knowledge (psionics) +17, Knowledge (the planes) +15, Listen +15, Psicraft+17, Sense Motive +15, Spot +15


Coutl, psionic




Coutl
Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)


Guardinal: Ursinal
Concentration +16, Diplomacy +19, Heal +16, Intimidate +17, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +16, Profession (any one) +16, Search +17, Sense Motive +16, Spellcraft +19, Spot +16, Survival +3 (+5 on other planes)


Archon, owl
Concentration +15, Diplomacy +16, Escape Artist +17Heal +19, Hide +13, Knowledge (the planes) +15, Listen +19, Move Silently +17, Search +15, Sense Motive +19, Spellcraft+15,Spot+23*,Survival+7, Use Rope +5


Monadic Deva
Balance +16, Concentration +18, Diplomacy +19, Knowledge (any three) +16, Listen +16, Move Silently +16, Sense Motive +16, Spellcraft +16, Spot +16


Hammer Archon
Appraise +14, Climb +20, Craft (stone- working) +14, Jump +14, Knowledge (dungeoneering) +14, Listen +15, Search +14, Sense Motive +15, Spot +15


Archon: word
Concentration +19 (+23 speaking defensively), Diplomacy +18, Gather Information +5, Intimidate +16, Knowledge (arcana) +19 (+21 truename research), Knowledge (geography) +19 (+21 truename research), Knowledge (local) +19 (+21 truename research), Knowledge (nature) +19 (+21 truename research), Knowledge (the planes) +19 (+21 truename research), Listen +16, Search +19, Sense Motive +16, Spellcraft +21, Spot +16, Survival +3 (+5 on other planes, when following tracks, and when avoiding getting lost or hazards in aboveground natural environ- ments), Truespeak +27


Eladrin Ghaele
Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)


Archon, Sword
Balance +14, Concentration +13, Decipher Script +12, Diplomacy +17, Disguise +14,GatherInformation +15, Hide +12, Knowledge (religion) +12, Knowledge (the planes) +12, Search +12, SenseMotive+14, Survival +2


Radiant idols*
(fluffwise, may count)
Bluff +20*, Concentration +18, Diplomacy +17, Disguise +20 (+22 acting), Forgery +10, Hide +13, Intimidate +22, Knowledge (the planes) +17, Knowledge (religion) +10, Move Silently +17, Sense Motive +17, Sleight of Hand +12, Spot +17, Survival +3 (+5 on other planes)


Eladrin: Shiradi
Concentration +20, Diplomacy +23, Gather Information +23, Heal +18, Intimidate +21, Knowledge (local) +10, Knowledge (the planes) +18, Knowledge (religion) +11, Listen +18, Perform (any one) +21, Sense Motive +28, Spot +18, Survival +3 (+5 on other planes)


Guardinal: Leonel
Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17


Archon: trumpet
Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings)


SHIROKINU- KATSUKAMI
Balance +12, Concentration +15, Diplomacy +17, Intuit Direction +16, Knowledge (arcana) +16, Knowledge (spirits) +16, Listen +16, Search +16, Sense Motive +16, Spellcraft +16, Spot +16, Tumble +12


Angel, astral Deva
Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)


Archon, Throne
Concentration +20, Diplomacy +25, Heal +20, Intimidate +31, Knowledge (history) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +20, Search +21, Sense Motive +28, Spellcraft +21, Spot +20, Survival +3 (+5 following tracks)


Angel, Planetar
Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)


Aspect of Kord
Balance +23, Climb +25, Diplomacy +6, Intimidate +21, Jump +35, Listen +20, Search +20, Sense Motive +20, Spot +20, Swim +25, Survival +20, Tumble +23


Risen martyr
at least one skill at at +9


Eladrin: Tulani
Bluff +29, Concentration +27, Diplomacy +33, Disguise +8 (+10 acting), Gather Information +31, Hide +27, Intimidate +31, Knowledge (arcana) +17, Knowledge (local) +28, Knowledge (nature) +18, Knowledge (the planes) +28, Listen +28, Move Silently +27, Perform (any one) +29, Sense Motive +28, Sleight of Hand +8, Spellcraft +30, Spot +28, Survival +7


Titan
Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16


Dwarf Einherjar
Climb +11, Craft metalworking +13, Craft stone working +14, Jump +11, Listen +2, Spot +2


Elf Einherjar
Climb +14, Handle Animal +6, Jump +13, Listen +2, Ride (horse) +12, Search +2, Spot +2, Swim +13,


Human Einherjar
Climb +14, Handle Animal +13, Intimidate +18, Intuit Direction +12, Jump +14, Listen +14, Ride (horse) +15, Spot +2, Swim +16, Wilderness Lore +12


Angel, Solar
Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings)

Bullet06320
2017-12-21, 05:13 AM
added a new spell, thanks daremetoidareyo

When Two Become One - Oriental Adventures (Shugenja 3) - As a joint creature, you and your horse share all your skills, feats, and abilities. Horses have Listen and Spot as class skills

Thurbane
2017-12-21, 03:45 PM
Is the Verbal component of that spell a Spice Girls song? :smallbiggrin:

Bullet06320
2017-12-24, 01:37 AM
Is the Verbal component of that spell a Spice Girls song? :smallbiggrin:

lol, dunno, but legend has it that the somatic component is stamping your hoof while counting to 3, lol

also never checked http://www.birthright.net/ and found stuff there, so I added it in its own section


http://www.birthright.net/ was made the official fansite of Birthright in 2000.
It falls in that semi-official 3rd party area so use at own risk

Third Edition Birthright Rulebook is free pdf found here (http://www.birthright.net/forums/downloads.php?do=file&id=21) please note 3.0 material

Human cultural trait:

Brecht - Appraise is considered a class skill for you
Khinasi - All knowledge skills are considered class skills
Rjurik - Wilderness Lore is considered a class skill
Vos - intimidate is considered a class skill


Variant Classes
Paladin of Nesirie - Adds Swim

Knowledge (Architecture and engineering) is considered a class skill for BIRTHRIGHT fighters and paladins

Magician Special Abilities: (Magician is a new magic using class)
A Magician acquires a new special ability of their choice from the list below
at 3rd, 6th, 9th, 12th, 15th, and 18th level.
Additional Class Skills : Select any two non-restricted
cross-class skills. They are now class skills. Further, you
get one rank in each for free.


BIRTHRIGHT characters do not gain additional bonus languages for high intelligence. Instead, BIRTHRIGHT characters gain bonus background skill points equal to their two
times their Intelligence bonus. Characters who wish to speak additional languages must purchase them with the Speak Languages skill at the cost appropriate to their class.

The social status of characters in a BIRTHRIGHT campaign plays an important role in their selection of skills at first level. Players must choose one of these backgrounds for their character. In addition to the skills on their class list, characters may treat any of the skills listed for their background as class skills when purchasing their initial skills at 1st level (and only at 1st level).

• Common-folk: 1st level characters with a commoner background may choose to be illiterate and gain +2 bonus background skill points instead. Barbarians do not gain these points unless they later take a class that provides literacy and choose to remain illiterate. In addition to their normal class skills, characters with a common-folk background treat all of the class skills for the Commoner NPC class [DMG, pg. 38] as additional class skills at 1st level: Climb, Craft, Handle Animal, Jump, Listen, Profession (any), Ride, Spot, Swim, and Use Rope.

• Noble-born: In addition to their normal class skills, characters with a noble background treat all of the class skills for the Aristocrat NPC class [DMG, pg. 38] as additional class skills at 1st level: Appraise, Bluff, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal, Innuendo, Intimidate, Knowledge (any), Listen, Perform, Read Lips, Ride, Sense Motive, Speak Language, Spot, Swim, and Wilderness Lore.

• Mountain-born [Dwarves only]: In addition to their normal class skills, dwarves treat all of the following skills as additional class skills at 1st level: Appraise, Bluff, Craft, Disable Device, Knowledge (Architecture and engineering), Open Lock, Profession, Search, Speak Language, Use Rope.

• Fey-born [Elves and half-elves only]: In addition to their normal class skills, elves or half-elves with this background treat all of the following skills as additional class skills at 1st level: Animal empathy, Balance, Climb, Craft, Heal, Hide, Jump, Knowledge (any), Listen, Move Silently, Perform, Ride, Speak
Language, Spellcraft, Spot, Swim, Wilderness Lore.


New Skills

Administrate (Wis) Administrate is a new class skill for aristocrats, clerics, and rogues.

Leadership (Cha) This skill can be used untrained, and is considered a class skill for Barbarians, Clerics, Fighters, Paladins and any class for which Perform is a class skill (including Aristocrats, Bards, and Rogues).

Strategy (Int) Strategy is a trained skill and a class skill for Fighters, Paladins, and Barbarians.

Feats

Animal Whispers [General, Racial]
You have a limited form of ability to speak with animals.
Prerequisites: Elf, Cha 13+
Benefits: You gain a +2 bonus on all animal empathy skill
checks. You may use animal empathy untrained.

City-dweller [General]
You have spent most of your life living in a large city.
Regions: Anuire, Brechtür, Khinasi
Benefits: You gain a +2 bonus on all gather information checks. Speak language is a class skill for you.

Erudition [General]
You come from a land that values education greatly.
Regions: Anuire, Brechtür, Khinasi
Benefits: All knowledge skills are class skills for you. If you take skill focus in any knowledge skill, the bonus gained is +4.
Normal: The bonus from skill focus is +2.



For use with Birthright bloodlines, there are other abilities associated with these, but this thread only deals with class skills

Alter Appearance (Major; Brenna, Vorynn, Azrai): Disguise is treated as a class skill

Animal Affinity (Minor; All) Animal Empathy is a class skill

Battlewise (Major; Anduiras, Azrai): Strategy is a class skill

Blood History (Minor; Brenna, Masela, Vorynn): Once per day, the scion may gain one rank in any skill possessed by one of their ancestors for 10 minutes times their Bloodline bonus

Character Reading (Major; Basaia, Brenna, Vorynn): Sense motive is treated as a class skill

Direction Sense (Minor; Masela, Reynir): Intuit Direction is considered a class skill

Fear (Major; Azrai): Intimidate is treated as a class skill

Persuasion (Major; Azrai, Brenna): Diplomacy is treated as a class skill

Unreadable Thoughts (Minor; All): Bluff is a class skill


Domains

Night Domain
Deity: Eloéle
Granted Power: Hide, Move Silently and Spot are Class Skills

Justice Domain
Deity: Haelyn
Granted Powers: Sense Motive is a Class Skill

Wilderness Domain
Deity: Erik
Granted Powers: You get the Track feat. Wilderness Lore is a Class Skill

Terror Domain
Deity: Belinik
Granted Power: You get Skill Focus (Intimidate). Intimidate is a Class Skill

ShurikVch
2018-01-02, 07:23 AM
Since your list have some older stuff, there was a thing in 3.0 version of Embrace the Wild spell (Masters of the Wild/Savage Species):
This spell allows you to adopt the nature and some abilities of a wild animal. You retain your own form, but you gain the natural and extraordinary senses of the creature you choose, as well as its skill ranks (though these do not stack with any ranks you already have in the same skills), for the duration of the spell. Thus, depending on your choice of animal, you could gain blindsight, scent, and ranks in Listen, Spot, or other skills. Embrace the wild does not grant you the animal’s natural attacks, methods of locomotion, feats, or non-sensory extraordinary abilities, such as trample or improved grab.

Bullet06320
2018-03-01, 04:57 AM
Updated
added that spell ShurikVch, sorry took so long, but its there now

and added at the bottom of the template section, wasn't sure if there or the domain section was better

Unique Abilities - DMGII pg 157-8 Divinity (Su): the offspring of a deity, Select a domain granted by the deity, use that domain’s granted power as if he were a cleric of a level equal to his character level, plus other benefits. Use this to get access to a domain that grants class skills as its domain granted power.
of course for a LA +2 is probly not the best way to get new class skills, but it is an option

ShurikVch
2018-03-01, 07:03 AM
Speaking about domains: how about the ACFs from Complete Champion - Domain Access (Sorcerer) and Domain Granted Power (Wizard)?

Bullet06320
2018-03-02, 05:30 AM
Speaking about domains: how about the ACFs from Complete Champion - Domain Access (Sorcerer) and Domain Granted Power (Wizard)?

yup, that works added those and moved the Divinity to the bottom of the Domain section, it seems the best place to add those, as they specifically get you a domain or the granted power, and the list of available skills is right above it, makes for easier reference IMO


Domain Access (Sorcerer) Complete Champion
Domain Granted Power (Wizard) Complete Champion
Use one of these ACFs to get a Domain that grants the class skills your looking for


Unique Abilities - DMGII pg 157-8 Divinity (Su): the offspring of a deity, Select a domain granted by the deity, use that domain’s granted power as if he were a cleric of a level equal to his character level, plus other benefits. Use this to get access to a domain that grants class skills as its domain granted power.

it just amazes me how complex the rules are that over 11 years after the original post we are still finding new ways to expand this list

Thurbane
2018-03-02, 04:44 PM
Domains are great, and there's quite a few ways to get them: Lists of Stuff (http://www.giantitp.com/forums/showthread.php?454553)



Bonus Domains

Church Inquisitor 1, ecl 4, Complete Divine – Inquisition
Contemplative 1, 6/10, ecl 11, Complete Divine – Any one
Divine Oracle 1, ecl 6 Complete Divine – Oracle
Radiant Servant of Pelor 5, ecl 11, Complete Divine – Glory or Purification
Rainbow Servant 1, 4, 7/10, Complete Divine – Good, Air, Law (in that order)
Seeker of the Misty Isle 1, 7/10, Complete Divine – Travel, Magic
Temple Raider of Olidammara 10, Complete Divine – Luck
Warpriest 1, ecl 6, Complete Divine – Glory or Domination
Holt Warden 1, ecl 5, Complete Champion, plant
Ordained Champion 1, ecl 5, Complete Champion, war domain or any other by your deity

Sovereign Speaker 1-9/9, ecl 6, Faiths of Eberron – *9 bonus Domains* (1 per level), selection restrictions, see text
Singer of Concordance 2, ecl 7, Races of the Dragon - choose from: dragon, healing, knowledge, magic, strength, travel, wealth
Cloistered Cleric 1, Unearthed Arcana - Knowledge Domain, plus any two others as a standard Cleric

Divine Disciple 4, ecl ?, Forgotten Realms Campaign Setting (3.0) – any one of your diety’s Domains
Dracolyte 1, ecl 6, Draconomicon - Glory or Domination
Wavekeeper 1, ecl 6, Stormwrack, choose: Blackwater, Ocean, Storm or Water
Knight of the Raven 3, ecl 7, Expedition to Castle Ravenloft
Arachnomancer 1, ecl 6, Drow of the Underdark, spider domain
Swift Wing 1, ecl 5, Dragon Magic - Dragon
Earthshaker 1, ecl 9, Dragon 314 p.58, Earth domain

Faiths and Pantheons
Wearer of Purple 1 – one bonus Domain from the following; Death, Evil or Scalykind (requires Iron Will, Spell Focus (necromancy))
Gondsman 3 – one bonus Domain from the following; Craft, Earth, Fire, Knowledge, Metal or Planning (requires Craft Wondrous Item, Skill

Focus (craft))
Horned Harbringer 1 – Death
Auspician 1 – Fate (requires Dodge, Iron Will, Great Fortitude, Lightning Reflexes)
*Windwalker 1 – Air and Travel Domain spell access only (do not gain Domain power or Domain slots, if you don’t already have them)
*Waveservant 1 – Ocean spell access only (do not gain Domain power or Domain slots, if you don’t already have them)
*Silverstar 1 – Moon Domain spell access only (do not gain Domain power or Domain slots, if you don’t already have them)


Special Mention
Planar Touchstone (Catalogues of Enlightenment), feat, Planar Handbook, gain access to a domain power and spells, see text
Heretic of Faith, feat, Power of Faerun (p.46), stray from your path, exchange domain spells, etc, see text
...not to mention base classes that get domains.

Troacctid
2018-03-02, 09:14 PM
Most domains that add class skills only add them to your Cleric levels, though.

Bullet06320
2018-03-04, 07:38 AM
Most domains that add class skills only add them to your Cleric levels, though.

tru, some ways to get class skills for some options do have limitations on what they give class skills, kinda gotta see the individual entry for certain things


Domains are great, and there's quite a few ways to get them
...not to mention base classes that get domains.

different classes that give skills wasn't part of the purview of the original poster, but I'm not opposed to adding or linking to a list if there's one out there, so I added a link to the lists of stuff

I added a subsection at the bottom of the Domain section


see Curmudgeon's Lists of Stuff (http://www.giantitp.com/forums/showthread.php?454553) to find ways to get bonus domains

Domain Access (Sorcerer) Complete Champion
Domain Granted Power (Wizard) Complete Champion
Use one of these ACFs to get a Domain that grants the class skills your looking for

Unique Abilities - DMGII pg 157-8 Divinity (Su): the offspring of a deity, Select a domain granted by the deity, use that domain’s granted power as if he were a cleric of a level equal to his character level, plus other benefits. Use this to get access to a domain that grants class skills as its domain granted power.

Planar Touchstone (Catalogues of Enlightenment), feat, Planar Handbook, gain access to a domain power and spells, see text

Heretic of Faith, feat, Power of Faerun (p.46), stray from your path, exchange domain spells, etc, see text

Bonus Domain Epic Feat (http://www.d20srd.org/srd/epic/feats.htm#bonusDomain), also in Complete Divine


I also moved the section on weird class abilities from the 3rd post to the bottom of the 2nd post, as the 3rd post has pretty much become the officially licensed 3rd party and fansite section

and I added in the 3rd post

http://www.planewalker.com/ is the official fan site for Planescape
It falls in that semi-official 3rd party area so use at own risk

http://mimir.planewalker.com/sites/default/files/chapter4_Plain.pdf warning - mix of 3.0 and 3.5

3 new skills are introduced and added to various classes as follows:



Skill Bbn Brd Clr Drd Ftr Mnk Pal Psi Rgr Rog Sor Wiz Untrained Key Ability


Control (plane) cc C C C cc C cc C C cc C C Yes Wis


Knowledge (factions and guilds) cc C C cc cc cc cc cc cc C cc C No Int


Planar Expertise cc C cc C cc cc cc cc C cc cc cc No Wis



Feats

Arcane Dabbler [General] You gain detect magic and prestidigitation at will as a wizard of your character level. In addition, Use Magic Device is now a class skill for you.

Planar Knack [General] You gain a +2 bonus to Control, Planar Expertise, and Survival checks on any planes with which you have a specialty in Knowledge (the planes). In addition, Planar Expertise is now a class skill for you

Deception [General, Faction-Dependent] Membership in the Revolutionary League
Benefit: You gain a +1 bonus to Bluff, Disguise, Forgery, and Innuendo. In addition, you may choose one to always be a class skill for you. Special: You may take this feat multiple times, each time you do, choose another skill to become a class skill for you

Good With People [General, Faction-Dependent] Membership in Believers of the Source
Benefit: You gain a +3 bonus to Diplomacy checks, and Diplomacy is always a class skill for you

Know Lies [General, Faction-Dependent] Membership in the Mercykillers
Benefit: Sense Motive is always a class skill for you, and you may cast Discern Lies against any question once per day

Sticky Fingers [General, Faction-Dependent] Membership in the Fated
Benefit: You gain a +2 bonus to Sleight of Hand when using it to steal from others, and Sleight of Hand becomes a class skill for you

Taker's Skills [General, Faction-Dependent] Membership in the Fated
Benefit: You gain a +1 bonus to Pick Pockets, Bluff, and Diplomacy. You may select one of these skills to always be a class skill for you.
Special: You may take this feat three times. Each time choose a different skill to become a class skill. The bonus to these skills stack.

Talents of the Past [General, Faction-Dependent] Membership in the Mind‟s Eye or Believers of the Source
Benefit: Choose two cross-class skills. These skills become class skills for you.

Tinker With Magic [General, Faction-Dependent] Membership in the Fraternity of Order
Benefit: You may choose three cantrips and you may cast any combination of them a number of times per day equal to 1+ your intelligence modifier. You cast these spells as a wizard and your caster level is considered one third your total character level. In addition, Use Magic Device is always a class skill for you.

Honorable Mention

Extra Skills [General, Faction-Dependent] Membership in the Fated
Benefit: You gain eight skill points that may be used to purchase any non-exclusive skill as a class skill

Previous Life Experience [General, Faction-Dependent] Membership in the Believers of the Source. Wisdom 13+, Cumulative Life Experience
Benefit: You may attempt to use all skills untrained, even if they can normally only be used with training

Sensorium Scholar [General, Faction-Dependent] Membership in the Society of Sensation, Must have gone through every sensation available at a sensorium
Benefit: You are able to make all Knowledge checks as if you have ranks in them, enabling you to recall more than common knowledge without training. You may still only roll a Knowledge check for a given subject once, though if you spend a sufficient amount of time in a sensorium you may be able to try again, at the DM‟s discretion. In addition, you gain a +1 bonus to all Knowledge checks.
Special: In order to maintain use of this feat you must experience every sensation available at a different sensorium at least once a year. Failing to do so results in losing the benefits of this feat until you fulfill this requirement.

Changing Domains to get different Class skills, see the section in the first post of this thread above for Domains that grant Class skills

Priest of the Great Unknown [General, Faction-Dependent] Membership in the Athar or Godsmen, access to a domain
Benefit: You are now a priest of the Great Unknown, and you must renounce your former deity as a fraud. However, you retain all your spellcasting abilities and may replace your spell domains with any other spell domains of your choice (you may only do this when you first take the feat, and you may not choose an alignment domain unless you are of that alignment, i.e. you cannot choose the Law domain unless you are lawful).
Normal: Priests may forsake their deity and worship the Great Unknown without taking this feat. However, they may not choose new domains when they do this. Clerics that worship the Great Unknown without ever having worshiped any previous powers gain access to the Knowledge domain as well as those domains that match their alignment.


are there any other (semi)official fan sites that we are possible missing material from that I've missed?

Troacctid
2018-03-04, 06:37 PM
The Herald domain adds Intimidate for all your classes, but it's the only one. All the other domains only work for cleric levels.

Bullet06320
2018-03-04, 11:48 PM
The Herald domain adds Intimidate for all your classes, but it's the only one. All the other domains only work for cleric levels.

it doesn't specify that its always a class skill, but all the others I checked do say that's it adds to your cleric skills. so deserves a special note about that one

I added a note in that section

Domains generally only add class skills to your cleric levels unless noted otherwise, such as the Herald Domain's Granted Ability: Intimidate is a class skill

daremetoidareyo
2018-03-05, 03:49 PM
Just found another one. The 3.0 OA web enhancement: THE MAHASARPA CAMPAIGN: http://archive.wizards.com/default.asp?x=dnd/we/20011019a



page 7:
Humans
Players can choose one of the following race options for characters
in the Mahasarpa campaign:
• Human, Bhalluka clan: equivalent to Crab, but bonus class
skill is Wilderness Lore Survival instead of Knowledge (Shadowlands),
and favored class is ranger instead of fighter
• Human, Gandharva clan: equivalent to Phoenix, but favored
class is Brahmin instead of shugenja
• Human, Kokaha: equivalent to Unicorn clan
• Human, Lakshmana: equivalent to Crane clan
• Human, Naga: equivalent to Dragon clan
• Human, Singha: equivalent to Lion clan
• Human, Vriscika: equivalent to Scorpion clan

Another way to get survival on a human mostly.

Thurbane
2018-03-05, 03:58 PM
Not sure if it's already mentioned (I couldn't see it, but may have failed a Search check), but the Noble class from Dragonlance Campaign Setting adds any one cross-class skill as a class skill at 1st level.

Also, Ancestral Knowledge feat (RoS): make any knowledge check untrained, may be worthy of a special mention, like Jack of All Trades.

Bullet06320
2018-03-06, 04:08 AM
Just found another one. The 3.0 OA web enhancement: THE MAHASARPA CAMPAIGN: http://archive.wizards.com/default.asp?x=dnd/we/20011019a


nice find, you get bonus points, that helps this thread and your survival guide, lol

I posted that in Races section, right below the other 2 OA human traits entries


Not sure if it's already mentioned (I couldn't see it, but may have failed a Search check), but the Noble class from Dragonlance Campaign Setting adds any one cross-class skill as a class skill at 1st level.

you only failed your search cuz it wasn't there to find, lol

I added that one in the weird class abilities worth mentioning section


Also, Ancestral Knowledge feat (RoS): make any knowledge check untrained, may be worthy of a special mention, like Jack of All Trades.

its now in the honorable mention section, it fits

Thurbane
2018-04-06, 05:56 PM
Most domains that add class skills only add them to your Cleric levels, though.

I may have found another exception. Divine Agent (MotP) says that any domain abilities dependent on Cleric levels use the sum of your Cleric + DA levels. From the wording, I believe this may this include domains which add skills to your Cleric levels.


No matter what their prior class was, divine agents gain the granted power of the domain they choose. In cases where the granted ability relies on cleric levels or allows turning or rebuking, use the sum of a character’s cleric and divine agent levels to determine the ability’s effect.

Nifft
2018-06-20, 01:44 AM
(in the Variant Classes spoiler...)

Use Magic Device
Survivalist (Fighter) - Dragon 310 - also Balance, Hide, Move Silently, Survival. lose Handle Animal, Intimidate, Ride


This Survivalist guy has Use Rope, not UMD.

Bullet06320
2018-06-20, 03:05 AM
This Survivalist guy has Use Rope, not UMD.

oops, im guessing a copy/paste error, and just stuck in the wrong spot. its fixed now


I may have found another exception. Divine Agent (MotP) says that any domain abilities dependent on Cleric levels use the sum of your Cleric + DA levels. From the wording, I believe this may this include domains which add skills to your Cleric levels.

added that to the Domain section, any other exceptions?

Bullet06320
2021-07-06, 08:12 PM
Found new one:

City of Stormreach p.111: Guardians of Rusheme+2 Spot checks made in Xen’drik. Gain access to storytelling instructors; Knowledge (history) and Perform (oratory) become class skills.

Affiliation score 11

already added in this thread


Class backgrounds in Cityscape are probably worth mentioning as well.

i do believe they are listed in the ACF section, if i missed any let me know


Two things:

1.) Most recent version of this resource can be found here: https://forums.giantitp.com/showthread.php?491181

2.) With anything like this, it's probably better to PM the creator with suggestions: if the thread gets locked as necro, then it makes it difficult for the creator to add or modify anything down the track.

thankyou Thurbane

and i did add


Yak-folk MMII
Body Meld (Sp): Once per day a yak folk can merge its body with that of a humanoid or giant of Small to Large size. The process works only on humans, elves, dwarves, halforcs, and any creature of the giant type. The yak folk shares all the victim’s knowledge, memories, skills, feats, and extraordinary abilities, but none of its spell-like or supernatural abilities. The yak folk retains all of its own supernatural and spell-like abilities.

in the race section

ShurikVch
2021-07-08, 05:02 AM
I don't know if you mentioned it, but 3.5 update to Oriental Adventures (in Dragon #318) have this part:

Humans: Humans from the Lion clan gain Intimidate as a class skill, rather than the obsolete Knowledge (war).

truemane
2021-07-08, 06:54 AM
Metamagic Mod: is Thread Necromancy a Class skill?

truemane
2021-07-09, 09:03 AM
Metamagic Mod: thread opened by request.

Bullet06320
2021-07-09, 05:31 PM
I don't know if you mentioned it, but 3.5 update to Oriental Adventures (in Dragon #318) have this part:

Humans: Humans from the Lion clan gain Intimidate as a class skill, rather than the obsolete Knowledge (war).


its in the race section already, near the bottom

ShurikVch
2021-07-31, 09:55 AM
Dungeon #93/Polyhedron #152 contains the Thunderball Rally game
One of available classes - the Ace - up to three times gets "Special Ability", and one of options is

Bonus Class Skill: The ace may designate a cross-class skill as a class skill.
Once designated, the skill is considered a class skill every time the character adds a new ace level. The skill must be one available in Thunderball Rally, and it should be relatively common, as well.
The GM is free to rule that a specific skill is off limits as a bonus class skill.
It's questionable if this class would be usable in a game without automobiles, but for completeness' sake...

Bullet06320
2021-08-04, 06:56 PM
i added it in the Wierd Class Abilities Worth Mentioning section at the bottom with a note that its more for modern d20 game than a D&D game

Troacctid
2021-08-06, 01:34 PM
Cityscape p59 has a variant campaign rule that allows characters to gain additional class skills based on their background (lower-class, middle-class, or upper-class).

Bullet06320
2021-08-06, 06:01 PM
its already listed at the bottom of Variant class section, seemed like the best place to add that