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    Bugbear in the Playground
    Join Date
    Oct 2013

    Default Alternative ways to get new Class skills

    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

    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

    Spoiler: Feats
    Show

    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 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

    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 [Birth] - 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 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 and here.


    Spoiler: Domains
    Show

    Domains generally only add class skills to your cleric levels unless noted otherwise
    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 - also Use Rope

    Disable Device
    Kobold - Kobolds: Playing to Their Strengths 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 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 - also Climb

    Spoiler: Ways to get Domains
    Show

    see Curmudgeon's Lists of Stuff 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, also in Complete Divine



    Spoiler: ACFs
    Show

    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 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 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 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 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 also Bluff, Diplomacy, Intimidate, Sense Motive
    Skilled City-Dweller 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 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

    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 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) 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 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) 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 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 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
    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 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
    Enchanter Variant - Social Proficiency 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 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
    Wanderer (Cleric ACF) - Dragon 353 pg 89 - also Knowledge (geography), Knowledge (local), Survival

    Spellcraft
    Erudite Convert Spell to Power ACF
    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 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 replace Ride

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



    Spoiler: Variant Classes
    Show

    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) also Gather Information, Knowledge (local), Sleight of Hand.
    Paladin of Freedom 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 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) also Bluff, Knowledge (local), Sleight of Hand.
    Urban Ranger 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 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 Replaces Diplomacy
    Druidic Avenger lose Diplomacy
    Battle Sorcerer 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 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 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)also Bluff, Gather Information, Sleight of Hand.
    Urban Ranger , 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 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 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 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 , 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) also Bluff, Gather Information, Knowledge (local)
    Athasian Sorcerer - Dragon 319 p 37
    Athasian Wizard - Dragon 319 p 37

    Speak Language
    Cloistered Cleric also Decipher Script, all Knowledge skills (from Knowledge domain)
    Planar Ranger 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 lose Decipher Script, Speak Language
    Wilderness Rogue 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.

    Last edited by Bullet06320; 2024-01-14 at 06:11 PM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Oct 2013

    Default Re: Alternative ways to get new Class skills

    Spoiler: Races
    Show

    Disguise
    Silverbrow Humans - Dragon Magic

    Craft(Trapmaking)
    Kobolds - Kobolds: Playing to Their Strengths

    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

    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 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


    Spoiler: Mantles
    Show

    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
    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


    Spoiler: Templates
    Show

    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 article adds skills of the Fiendish parent to RHD.
    That article was continued in "Elite Opponents: More (Half-)Fiendish Variety"

    Lycanthrope adds skills to RHD and adds Control Shape as a class skill

    Entomanothrope 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 - 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



    Spoiler: Items
    Show

    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



    Spoiler: Affiliations
    Show

    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 - 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

    A Flayed Hand monk adds Intimidate

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


    Spoiler: Spells
    Show

    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.
    Spoiler: Here is a master list of skill ranks available to you from channeling a celestial
    Show

    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

    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.



    Spoiler: Wierd Class Abilities Worth Mentioning
    Show

    Silverwood Arcanist (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 (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 - 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.
    Last edited by Bullet06320; 2024-03-15 at 08:42 PM.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Oct 2013

    Default Re: Alternative ways to get new Class skills

    Spoiler: Ravenloft
    Show

    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


    Spoiler: Call of Cthulhu d20
    Show

    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"




    Spoiler: Spelljammer
    Show

    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



    Spoiler: Dragonlance
    Show

    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



    Spoiler: Warcraft: The Roleplaying Game
    Show

    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

    Spoiler: Warcraft: 3rd party
    Show

    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 (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.



    Spoiler: Birthright
    Show

    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 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.

    Spoiler: Background Skill Points
    Show

    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, Brechtόr, Khinasi
    Benefits: You gain a +2 bonus on all gather information checks. Speak language is a class skill for you.

    Erudition [General]
    Regions: Anuire, Brechtόr, 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.


    Spoiler: Blood Abilities
    Show

    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: Eloιle
    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


    Spoiler: Planescape
    Show

    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/20161124...ter4_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.
    Last edited by Bullet06320; 2023-07-04 at 02:54 PM.

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    Spoiler: Dragons
    Show

    http://www.d20srd.org/srd/monsters/dragonTrue.htm
    All dragons have skill points equal to (6 + Int modifier, minimum 1) Χ (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


    Spoiler: Playable Monsters with RHD Skills
    Show

    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 Χ (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 Χ (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 Χ (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 Χ (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 Χ (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 Χ (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 Χ (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 Χ (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.

    Hound Archon
    http://www.d20srd.org/srd/monsters/a...tm#houndArchon
    Racial Skills: A hound archon’s outsider levels give it skill points equal to 9 Χ (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 Χ (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/d...ter2_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 Χ (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 Χ (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
    Last edited by Bullet06320; 2018-03-04 at 01:57 AM.

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    Thumbs up Re: Alternative ways to get new Class skills

    Good stuff, this is a great resource.

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    Default Re: Alternative ways to get new Class skills

    thanks thurbane, could you proof read it for me, make sure nothing got lost in the migration

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    Default Re: Alternative ways to get new Class skills

    Had a read over, everything seems OK.

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

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    Quote Originally Posted by Thurbane View Post
    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

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    Default Re: Alternative ways to get new Class skills

    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.
    Last edited by Jowgen; 2016-06-14 at 04:56 PM.
    Quote Originally Posted by afroakuma View Post
    Ugh. For the record, I hate you. I hate you very much.
    The Voidstone Arsenal

    The Redeemery

    Feat-buying resource

    Magical Plants and Where to Find Them

    Floating Disk Utility

    Taking 10 resource

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    Default Re: Alternative ways to get new Class skills

    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
    Last edited by Bullet06320; 2016-06-15 at 02:19 AM.

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    Default Re: Alternative ways to get new Class skills

    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.
    Last edited by Troacctid; 2016-06-18 at 10:47 PM.

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    Default Re: Alternative ways to get new Class skills

    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.

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    Default Re: Alternative ways to get new Class skills

    Quote Originally Posted by RedWarlock View Post
    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.

    Quote Originally Posted by RedWarlock View Post
    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.

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    Quote Originally Posted by Troacctid View Post
    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

    Quote Originally Posted by Troacctid View Post
    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

    Quote Originally Posted by Troacctid View Post
    Also, the Slave Seeker feat from Dragon #352 makes Gather Information always a class skill.
    and added

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    Default Re: Alternative ways to get new Class skills

    Quote Originally Posted by Bullet06320 View Post
    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.

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    Quote Originally Posted by Troacctid View Post
    "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.
    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

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    Default Re: Alternative ways to get new Class skills

    added in the Templates section
    Half-Celestial - Treat skills from the base creature’s list as class skills, and other skills as cross-class for RHD
    Half-Dragon - Treat skills from the base creature’s list as class skills, and other skills as cross-class for RHD

    and Half-Fiend - 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
    Last edited by Bullet06320; 2016-06-21 at 04:11 AM.

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    Default Re: Alternative ways to get new Class skills

    Quote Originally Posted by Bullet06320 View Post
    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.

    Quote Originally Posted by Bullet06320 View Post
    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.
    Last edited by Troacctid; 2016-06-21 at 04:11 AM.

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    Quote Originally Posted by Troacctid View Post
    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

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    Default Re: Alternative ways to get new Class skills

    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.
    Last edited by Troacctid; 2016-06-21 at 04:37 AM.

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    Default Re: Alternative ways to get new Class skills

    Quote Originally Posted by Bullet06320 View Post
    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.

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    Default Re: Alternative ways to get new Class skills

    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.

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    Default Re: Alternative ways to get new Class skills

    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?).

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    Bugbear in the Playground
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    Default Re: Alternative ways to get new Class skills

    Quote Originally Posted by Troacctid View Post
    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.
    Quote Originally Posted by Thurbane View Post
    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 (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 (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 - 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


    Quote Originally Posted by daremetoidareyo View Post
    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


    Quote Originally Posted by Troacctid View Post
    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
    Last edited by Bullet06320; 2016-06-24 at 02:49 AM.

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    Default Re: Alternative ways to get new Class skills

    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.

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    Bugbear in the Playground
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    Default Re: Alternative ways to get new Class skills

    we now have

    Spoiler: Wierd Class Abilities Worth Mentioning
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    Silverwood Arcanist (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 (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 - 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


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    Default Re: Alternative ways to get new Class skills

    Quote Originally Posted by Bullet06320 View Post
    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.

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    RogueGuy

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    Default Re: Alternative ways to get new Class skills

    Found another one:
    City of Stormreach p.112
    Spoiler: Guardians of rusheme Affiliation
    Show


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

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    Default Re: Alternative ways to get new Class skills

    Quote Originally Posted by daremetoidareyo View Post
    Found another one:
    City of Stormreach p.112
    Spoiler: Guardians of rusheme Affiliation
    Show


    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.

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    Bugbear in the Playground
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    Default Re: Alternative ways to get new Class skills

    updated that one, thanks for the find

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