Skill List { Think Tank }


Skills & Feats


I think this should be the place to discuss what changes you want made to the skill list:

Just Ideas and Explanations! No Bickering!

This is my idea for the skill list

Acrobatics: balance and tumble
Appraise
Athletics: jump, climb, and swim. I assume everyone knows how to swim!
Craft: architectture and engineering also profession
Concentration
Deception: Bluff and Sense Motive
Diplomacy
Disguise
Escape Artist: tieing ropes
Handle Animal: ride
Heal
Intimidate
Knowledge-
(Arcana): spellcraft
(Divine): Religion and spellcraft
(Dungeoneering): survival
(History)
(Local): gather information, geography, nobility and royalty, also urban survival
(Nature): survival
(Planes): survival
Linguistics: speak language, forge, and decifer
Operate Device: Disable Device, use magic device, and open lock
Perception: search, listen, spot, and smell
Perform: profession
Sleight of hand: draw weapon faster than usual
Stealth: move silently and hide


Reddog wrote:

I think this should be the place to discuss what changes you want made to the skill list:

Just Ideas and Explanations! No Bickering!

This is my idea for the skill list

Acrobatics: balance and tumble
Appraise
Athletics: jump, climb, and swim. I assume everyone knows how to swim!
Craft: architectture and engineering also profession
Concentration
Deception: Bluff and Sense Motive
Diplomacy
Disguise
Escape Artist: tieing ropes
Handle Animal: ride
Heal
Intimidate
Knowledge-
(Arcana): spellcraft
(Divine): Religion and spellcraft
(Dungeoneering): survival
(History)
(Local): gather information, geography, nobility and royalty, also urban survival
(Nature): survival
(Planes): survival
Linguistics: speak language, forge, and decifer
Operate Device: Disable Device, use magic device, and open lock
Perception: search, listen, spot, and smell
Perform: profession
Sleight of hand: draw weapon faster than usual
Stealth: move silently and hide

I agree with everything here except Handle Animal and Ride should probably be different skills. On should have to do with how good you are with animals, and one is riding pre-trained creatures (or ones you just have trained with Handle Animal.) Anyways, you use Handle Animal on a Badger, ride on a Horse.

I've thought having Athletics and Acrobatics was a good idea for a long time, I made a post about it but the forums ate it, dunno where it went.


While your [THINK TANK] (mind the spelling!) is poorly launched ;)
I can't the resist the title of this thread.
I already posted my favorable skill list in other threads and I will do it here too:
.

ACROBATICS - Balance, Tumble and Escape Artist for squeezing through tight spaces and escaping grapples
ATHLETICS - Climb, Jump, Swim and Run/Endurance (see SWSAGA for ideas)
DECEPTION - Bluff, Disguise, Forgery, Haggle (for prices)
DIPLOMACY - Diplomacy, Gather Information, Sense Motiv, Negotiating a contract/arrangement
DISCIPLINE - Concentration, Autohypnosis and what else you might come up with...
DOMINANCE - Command, Interrogate, Intimidate
HANDLE ANIMAL - Guide, Ride and Calm domesticated Animals (actually training (wild) animals should be a feat or class feature)
INVESTIGATE - Find Traps or hidden items, research a library, investigate a crime scene
KNOWLEDGE - several, don't know yet
LANGUAGES - Decipher Script, Speak language (with new use similar to DS but for spoken words just heard/evesdropped)
LEGERDEMAIN - Escape Artist (for bindings), Sleight of Hand, Use Rope
MECHANICS - Use/Disable Device, Open locks
MEDICINE - Heal, Profession (Herbalist)
PERCEPTION - Listen, Spot, Smell/Taste, Touch
PERFORM - Specializations: Actor, Juggler/Jester, Music, Oratory, Dance
SPELLCRAFT - Spellcraft, Use Magic Device
STEALTH - Hide, Move Silently, Shadow
SURVIVAL - Two Subskills, similar mechanic: Urban, Wilderness
TRADE - Appraise, Craft/Profession (choose specialization)
WARFARE - Use Siege Engines, plan Strategies and War Campaigns, Small Unit Tactics (improves Initiative)

If you need it put fly somewhere too (either to Acrobatics, Athletics or separate).
.
.
.
SOME FEATS I WOULD ADD IN REGARD TO THIS LIST:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EMPATHY (WIS 13+): You may use your Perception skill to sense enchantments, moods, blabla in persons or larger groups.

TRAIN ANIMALS (Handle Animal 4(1+3) Ranks): You may use your Handle Animal skill to actually train animals (use normal rules).


I have a Knowledge (Warfare) skill as well, and it's turned out to be a big hit. So far all it does is subsume the old Profession (siege engineer), Profession (soldier), and Knowledge (ranks and insignia) skills, but other ideas are welcome. Certainly, if Pathfinder ever comes up with workable mass combat rules, this skill would be the key.

I've also rolled Urban Survival and Gather Information together into a Streetwise skill.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Kirth Gersen wrote:

I have a Knowledge (Warfare) skill ...

I've also rolled Urban Survival and Gather Information together into a Streetwise skill...

I like both of these a lot.

My list continues to evolve, but I think in the end I'll have two versions. A pretty simple, quite condensed list to use with new and younger players. And an insanely long list (not GURPS long, but maybe CoC long) that breaks a lot of skills down to sub-skills. I'll probably have to adjust skill points/level down for the kids and up for the long list.

Since I'm most likely going to house rule chunks of the skill list anyway, I guess I'd prefer Pathfinder stick pretty close to 3.5. Stealth, Perception good (except I want Search back). Spellcraft/Concentration not so good, if only because it seems to mess up 3.5 rules.

I'll try to post my lists later.


DracoDruid wrote:

While your [THINK TANK] (mind the spelling!) is poorly launched ;)

I can't the resist the title of this thread.
I already posted my favorable skill list in other threads and I will do it here too:
.

ACROBATICS - Balance, Tumble and Escape Artist for squeezing through tight spaces and escaping grapples
ATHLETICS - Climb, Jump, Swim and Run/Endurance (see SWSAGA for ideas)
DECEPTION - Bluff, Disguise, Forgery, Haggle (for prices)
DIPLOMACY - Diplomacy, Gather Information, Sense Motiv, Negotiating a contract/arrangement
DISCIPLINE - Concentration, Autohypnosis and what else you might come up with...
DOMINANCE - Command, Interrogate, Intimidate
HANDLE ANIMAL - Guide, Ride and Calm domesticated Animals (actually training (wild) animals should be a feat or class feature)
INVESTIGATE - Find Traps or hidden items, research a library, investigate a crime scene
KNOWLEDGE - several, don't know yet
LANGUAGES - Decipher Script, Speak language (with new use similar to DS but for spoken words just heard/evesdropped)
LEGERDEMAIN - Escape Artist (for bindings), Sleight of Hand, Use Rope
MECHANICS - Use/Disable Device, Open locks
MEDICINE - Heal, Profession (Herbalist)
PERCEPTION - Listen, Spot, Smell/Taste, Touch
PERFORM - Specializations: Actor, Juggler/Jester, Music, Oratory, Dance
SPELLCRAFT - Spellcraft, Use Magic Device
STEALTH - Hide, Move Silently, Shadow
SURVIVAL - Two Subskills, similar mechanic: Urban, Wilderness
TRADE - Appraise, Craft/Profession (choose specialization)
WARFARE - Use Siege Engines, plan Strategies and War Campaigns, Small Unit Tactics (improves Initiative)

If you need it put fly somewhere too (either to Acrobatics, Athletics or separate).
.
.
.
SOME FEATS I WOULD ADD IN REGARD TO THIS LIST:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EMPATHY (WIS 13+): You may use your Perception skill to sense enchantments, moods, blabla in persons or larger groups.

TRAIN ANIMALS (Handle Animal 4(1+3) Ranks): You may use your Handle Animal skill to actually train animals (use normal...

This list, I love even more. Loooove.

Also, check out this thread.


DracoDruid wrote:

While your [THINK TANK] (mind the spelling!) is poorly launched ;)

ACROBATICS - Balance, Tumble and Escape Artist for squeezing through tight spaces and escaping grapples
ATHLETICS - Climb, Jump, Swim and Run/Endurance (see SWSAGA for ideas)
DECEPTION - Bluff, Disguise, Forgery, Haggle (for prices)
DIPLOMACY - Diplomacy, Gather Information, Sense Motiv, Negotiating a contract/arrangement
DISCIPLINE - Concentration, Autohypnosis and what else you might come up with...
DOMINANCE - Command, Interrogate, Intimidate
HANDLE ANIMAL - Guide, Ride and Calm domesticated Animals (actually training (wild) animals should be a feat or class feature)
INVESTIGATE - Find Traps or hidden items, research a library, investigate a crime scene
KNOWLEDGE - several, don't know yet
LANGUAGES - Decipher Script, Speak language (with new use similar to DS but for spoken words just heard/evesdropped)
LEGERDEMAIN - Escape Artist (for bindings), Sleight of Hand, Use Rope
MECHANICS - Use/Disable Device, Open locks
MEDICINE - Heal, Profession (Herbalist)
PERCEPTION - Listen, Spot, Smell/Taste, Touch
PERFORM - Specializations: Actor, Juggler/Jester, Music, Oratory, Dance
SPELLCRAFT - Spellcraft, Use Magic Device
STEALTH - Hide, Move Silently, Shadow
SURVIVAL - Two Subskills, similar mechanic: Urban, Wilderness
TRADE - Appraise, Craft/Profession (choose specialization)
WARFARE - Use Siege Engines, plan Strategies and War Campaigns, Small Unit Tactics (improves Initiative)

Thank you for the input:

I would like to see sense motive in deception. Also tie investigate into
perception. Warfare is interesting can you give a few examples of the skill uses. Also maybe tie the survival skills into knowledge of certain areas like dungeoneering, nature, urban, and planes.

But I like it thanks


Reddog wrote:
Also maybe tie the survival skills into knowledge of certain areas like dungeoneering, nature, urban, and planes.

Yes -- I can't speak for DracoDruid, but in my game we've rolled

Knowledge (arcana) into Spellcraft (Concentration is still separate).
Knowledge (dungeoneering) in our campaign is included in Profession (mining), and the latter also subsumes some of the Stonecunning abilities -- dwarves just get a racial bonus.
Knowledge (local) is included in Streetwise.
Knowledge (geography) and Knowledge (nature) fall under Survival.
Knowledge (the planes) and Knowledge (religion) will probably get combined, and allow some sort of minor planar acclimatization bonus at higher DCs, to keep it viable as a skill.


Kirth Gersen wrote:

Knowledge (arcana) into Spellcraft (Concentration is still separate).

Knowledge (dungeoneering) in our campaign is included in Profession (mining), and the latter also subsumes some of the Stonecunning abilities -- dwarves just get a racial bonus.
Knowledge (local) is included in Streetwise.
Knowledge (geography) and Knowledge (nature) fall under Survival.

I like these ideas. They would probably work well!

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Kirth Gersen wrote:


Knowledge (geography) and Knowledge (nature) fall under Survival.

I was noodling this one myself. Here's my issue. Survival is good for everyone who spends time outdoors - hunting, fishing, camping, etc. But Knowledge (nature) is to Druids as Knowledge (arcana) is to Wizards and Knowledge (religion) is to Clerics. Wouldn't rolling "their" skill into a skill everyone uses be unfair?


Ok some adds to your input:

- Deception/Bluff can always be "countered" with Deception/Bluff (YK, the "lie to a lier" stuff), so sense motivs "main use" would be to have a FEELING about people. Their moods (fear, anger, etc.) or if someone is under an enchantment (actually I don't like this one that much).
Therefore it fits MUCH better to DIPLOMACY than to DECEPTION.

I thought long about INVESTIGATE/PERCEPTION. I had them combined first, but I think they should remain departed.
Reason: Think about the "book-worm wizard" being the master of his/any library but outside the tower he is just as perceptive as a rock.
Or the quick realizing rogue to impulsiv and unpatient to search a crime scene or a room.
I think it's good to have them separated. Otherwise PERCEPTION IS to much/powerful.

OK, the KNOWLEDGE skills. I find these ones quite hard.
My first impulse would not be to merge those into other skills but to RETHINK the entire KNOWLEDGE skills

1) What is a knowledge skill?
- A knowledge skill measures the size of informations about a specific topic.

2) What should a knowledge skill do?
- A knowledge skill is to REMEMBER specific informations AND NOT to be able to do specific actions or tasks. Therefore the main use of knowledge skills is of assistance nature.

3) Who can learn knowledge skills?
- Anybody should be able to learn ANY knowledge skill, as long as they can access the basic informations (no knowledge engineering for wild ones f.e.)

To take some of your examples:

Knowledge (Arcana) and Spellcraft would render every character with decent knowledge of magical history and abilities ALSO a good in countering spells and similar stuff EVEN when he isn't a CASTER!
OR the other way round, you might be very good in dealing with active magic and you AUTOMATICALLY get more and more knowledge about magical history.

Ok, I am loosing my point right now so I stop here.

Long story short: While ANY skill gives a character specific knowledges about this specific skill (the "How-to"-theory), a knowledge skill is ONLY about remembering and recalling informations (pure theory, no actuall skill/profession included).

Combining both will drop the scholar character type mostly I guess and fear.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

ooh ooh, me me!

Acrobatics: Balance and Tumble
Appraise
Athletics: Jump and Climb
Bluff
Craft: Includes Caligraphy, forgery attempts (art, documents, fake Muramasa Katana, etc.) go under this.
Concentration: Concentration and Autohypnosis, both go off Constitution
Diplomacy
Disable Device: Includes Open Lock
Disguise
Escape Artist: Escape Artist and Rope Use.
Fly
Handle Animal
Heal
Intimidate
Knowledge-
(Arcana) spellcraft and allowing apprasal of magic items.
(Architecture and engineering) Also allows for supervision of building and determining weaknesses in structures
(Binding)Replaces any arcana and spellcraft checks for binders.
(Divine) Religion and spellcraft
(History)
(Local)
(Nature)
(Nobility and Royalty)
(Planes)
(Psionics) Psicraft
(Underdark) Replaces Dungeoneering
Linguistics: speak language, Decipher script
Perception: Wisdom based senses
Perform (Making new music would be a craft:Composition check)
Profession (Generates income, can serve as a proxy for other skills in very limited situations)
Ride
Search
Sleight of hand (maybe fold into bluff, but I think Bluff is
Stealth: move silently and hide
Streetwise (good idea!) Urban survival and gather information
Survival
Swim
Use Device: Use Magic Device, Use Psionic Device, Use binding device.

I'd allow Knowlege: Arcana, Religion, and Psionic to substitute for each other in a pinch, say a -5 circumstance penalty.

Rogue: What's he casting?
Cleric: Well I think I recognize a draconic term in there, means *fwoom*
Rogue: Means fireball?
Cleric: *Cough* Yes.


Matthew Morris wrote:

Athletics: Jump and Climb
Concentration: Concentration and Autohypnosis, both go off Constitution
Escape Artist: Escape Artist and Rope Use.
Fly
Knowledge-
(Arcana) spellcraft and allowing apprasal of magic items.
(Architecture and engineering) Also allows for supervision of building and determining weaknesses in structures
(Binding)Replaces any arcana and spellcraft checks for binders.
(Divine) Religion and spellcraft
(Nature)
(Planes)
(Psionics) Psicraft
(Underdark) Replaces Dungeoneering
Linguistics: speak language, Decipher script
Profession (Generates income, can serve as a proxy for other skills in very limited situations)
Streetwise (good idea!) Urban survival and gather information
Use Device: Use Magic Device, Use Psionic Device, Use binding device.

I'm working on a skill list right know. I love some of these ideas.


ACROBATICS (Dex)
- Balance
- Escape Artist
- Tumble
ATHLETICS (Str)
- Climb
- Fly (Note: just like Climb, many small creatures could use Dex instead of Strength for Fly checks)
- Jump
- Run
- Swim
CRAFT (Int)
- Various subskills
DECEPTION (Cha)
- Bluff
- Disguise
DISABLE DEVICE (Int)
- Disarm
- Open Locks
HANDLE ANIMAL (Wis)
- Animal Handling
- Ride
KNOWLEDGE (Int)
- Arcana
- Architecture & Engineering
- Appraise
- Dungeoneering
- History
- Local
- Religion
- Strategy & Tactics
LINGUISTICS (Int)
- Decipher Script
- Forgery
- Read Language
- Write Language
PERCEPTION (Wis)
- Listen
- Sense Motive
- Smell
- Spot
- Taste
- Touch
PERFORM (Cha)
- Various subskills
PERSUASION (Cha)
- Diplomacy
- Intimidate
- Seduce
- Torture
PROFESSION (Wis)
- Various subskills
STEALTH (Dex)
- Hide
- Move Silently
- Sleight of Hand
SPELLCRAFT (Varies)
- Arcane (Int)
- Concentration/Spell Failure (Con)
- Divine (Wis)
- Psionic (Int)
- Use Magic Device (Cha)
SURVIVAL (Wis)
- Heal
- Streetwise
- Wilderness Lore

Personally, I'm for keeping the subskills, but treating folks as if they had 1/2 ranks in other subskills in the same uberskill, except for those subskills that are "trained only", such as the Knowledge skills. Or something like that.


I'm adding a few skills and changing others based on comments. Some of the skills I added aren't for every game but must be for certain classes .

Acrobatics: balance, tumble, fly, and escape artist(squeeze through areas)
Athletics: jump, climb, and swim. I assume every hero knows how to swim!
Deception: Bluff and Disguise
Discipline: concentration, endurance, and autohypnosis
Handle Animal: ride
Heal
Knowledge-
(Arcana): spellcraft
(Engineering): looking for weakness
(Binding): spellcraft and devices
(Divine): Religion and spellcraft
(Dungeoneering): survival
(Nature): survival
(Region): geography, nobility and royalty, and local, history
(Pcionics):spellcraft and devices
(Planes): survival
Legerdemain: sleight of hand, escape artist(bindings), and tying ropes
Linguistics: speak language, forge, and decipher
Operate Device: Disable Device, use magic device, and open lock, siege devices, and etc.
Perception: search, sense motive, listen, spot, and smell
Persuasion: diplomacy and intimidate
Stealth: move silently and hide
Streetwise:gather information and urban survival
Trade: appraise, craft(sub trade), profession, perform

Liberty's Edge

Here is my working list so far...

Acrobatics (DEX) Balance, Tumble
Animal Training (WIS) Formerly Handle Animal
Appraise(WIS)
Athletics (STR) Climb, Jump
Craft (WIS) A chosen Craft skill is considered one skill – other applications are considered separate
Concentration (CON)
Deception (CHA) Bluff, Disguise
Disable Device (INT) Disable Device, Open Lock
Endurance (CON) Run, Swim and resist fatigue effects
Escape Artist (DEX)
Heal (WIS)
Initiative (DEX) New Skill givne to al martial classes plus the Bard, Rogue and Cleric
Knowledge (Arcana) (INT) Know (arcana), Spellcraft (arcane)
Knowledge (Architecture) Acts as Know (Architecture) and Know (Engineering)
Knowledge (*Area*) Acts as Know (Local) and Know (Geography) for a specific region or area
Knowledge (Cosmology) Astrology, Astronomy, and Planar knowledge
Knowledge (Dungeoneering)
Knowledge (Lore) Combines Know (History), and Know (Nobility)
Knowledge (Nature)
Knowledge (Religion) (INT) Know (religion), Spellcraft (divine)
Language (INT) Read & Speak, Decipher Script, Forery
Perception (WIS) Listen, Spot, Sense Motive
Perform (CHA) A chosen Perform skill is considered one skill – other applications are considered separate
Persuasion (CHA) Diplomacy, Gather Information, Intimidate
Profession (WIS) A chosen Profession is considered one skill – other applications are considered separate
Ride (WIS)
Search (INT)
Sleight of Hand (DEX)
Stealth (DEX) Hide, Move Silently
Survival (WIS)
Use Magic Device (CHA)

To be considered "trained" in a skill a charcter must have 5 ranks in a skill; being "trained" in a skill allows certain aspects of those skills to be used. An example is below...

Language (INT)
Common Languages: You start play knowing Common and your native language plus an additional number of known languages equal to your starting Intelligence bonus. For every 5 ranks in this skill, a character can add an additional known language. A character is not required to make skill checks with a known language. A character is considered literate in any known language (with the exception of the Barbarian class; they must spend an additional 2 ranks in this skill to be considered literate).
Decipher Language (Trained Only): You can attempt to communicate with a target whose language is not known by you. The difficulty varies depending on the complexity of the idea or concept you are trying to communicate. The base DC is 15 for simple messages, while a more complex idea may be DC 30. If the check succeeds, you are able to briefly communicate with the target.
Decipher Script (Trained Only): You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the conclusion you draw is true or false. Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).

or...

Knowledge (INT)
Common Knowledge (All): You can answer a basic question about a subject related to your field of study with a DC 10 Knowledge check.
Expert Knowledge (All) (Trained Only): You can make a Knowledge check as a swift action to answer a question within your field of study that requires some expertise. The DC of the check ranges from 15 (for a simple question) to 25 (for tough questions). The DM may adjust the DC depending on a character’s personal experience.
Detect Vulnerabilities (Arcana, Cosmology, Dungeoneering, Nature, or Religion) (Trained Only): In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

As for the new skills...

Endurance (CON)
Armor Check Penalty
You can push yourself beyond your normal physical limits.
Force March: Each hour of walking after 8 hours requires you to attempt a DC 10 Endurance check (+2 per hour after the first). If you fail, you move –1 persistent step along the condition track (see Conditions). You can only remove this persistent condition with 8 hours of rest.
Hold Breath: You can hold your breath for a number of rounds equal to your Constitution score. After this period of time, you must succeed a DC 10 Endurance check to continue holding your breath. The DC increases by +2 per additional round. If you fail, you must breathe or you move –1 step on the condition track. If you reach the bottom of the condition track, you fall unconscious. If you are still unable to breathe on your next turn after falling unconscious, you die.
Ignore Hunger: You can go without food for a number of days equal to your Constitution modifier (minimum 1 day). After this time, you must succeed on a DC 10 Endurance check each day or move –1 persistent step along the condition track. You can only remove this persistent condition by eating a nutritious meal. The DC increases by +2 each day after.
Ignore Thirst: You can go without water for a number of hours equal to three times your Constitution modifier. After this time, you must succeed on a DC 10 Endurance check each day or move –1 persistent step along the condition track. You can only remove this persistent condition by drinking at least a gallon of water; for creatures that are not Medium size, multiply the water required by 10 for every size category above Medium or divide it by 10 for every size category below Medium. The DC increases by +2 each day after.
Run: You can run as a full-round action. When you run, you can move up to four times your normal speed in a straight line (or three times your speed if you are wearing heavy armor or carrying a heavy load).
Sleep in Armor: You can sleep while wearing armor by succeeding at an Endurance check (DC 10 for light armor, DC 15 for medium armor, and DC 20 for heavy armor). If you fail, you don’t sleep and move –1 persistent step along the condition track. You can only remove this persistent condition by sleeping 8 hours.
Swim: A successful Endurance check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action.
Make an Endurance check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater.
If you are underwater, either because you failed an Endurance check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the skill check depends on the water.

Water Swim DC
Calm water 10
Rough water 15
Stormy water 201

Each hour that you swim, you must make a DC 20 Endurance check or take 1d6 points of non-lethal damage from fatigue.
A successful Endurance check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action.
Special: Endurance swim checks are subject to double the normal armor check penalty and encumbrance penalty.
A creature with a swim speed can move through water at its indicated speed without making Endurance checks. It gains a +8 racial bonus on any Endurance check to perform a special action or avoid a hazard while swimming. The creature always can choose to take 10 on a Endurance check to swim, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Tread Water: Each hour that you swim, you must succeed on a DC 15 Endurance check or move –1 persistent step along the condition track. You can only remove this persistent condition by resting for the same length of time spent swimming. Each consecutive hour of swimming increases to DC by +2. If you are only treading water, reduce the DC by 5.

Initiative (DEX)
Armor Check Penalty
Use this skill to gain advantage in combat.
Start Battle: An Initiative check sets the order of combat when a fight starts. Each character that is aware of the fight (not surprised) makes an Initiative check and goes in order from the highest to the lowest.
Avoid Feint: When an opponent attempts to feint in combat, you oppose his Deception check with an Initiative check. If you meet or beat his result, his feint fails.

Grand Lodge

My current skill list, with ideas mentioned here and elsewhere.

Acrobatics [Balance, Escape Artist, Tumble] (Dex)
Athletics [Climb, Jump, Run, Swim] For every 5 ranks add 10 feet to your run speed. (Str)
Appraise (Int)
Concentration [Autohypnosis, Control Shape] (Con)
Craft [Forgery] (Int)
Deception [Bluff, Disguise] (Cha)
Diplomacy [Diplomacy, Gather Information] (Cha)
Fly (Dex)
Handle Animal (Cha)
Heal (Wis)
Intimidate [Intimidate, Gather Information] (Str)
Knowledge (Anthropology) (Int) [Renamed Knowledge (Local)]
Knowledge (Arcana) [Arcana, Spellcraft] (Int)
Knowledge (Dungeoneering) (Int)
Knowledge (Engineering) (Int)
Knowledge (Geography) (Int)
Knowledge (History) (Int)
Knowledge (Nature) [Nature, Spellcraft] (Int)
Knowledge (Nobility) (Int)
Knowledge (Planes) (Int)
Knowledge (Religion) [Religion, Spellcraft] (Int)
Knowledge (Warfare) [Profession (siege engineer), Profession (soldier), Knowledge (heraldry)]
Linguistics [Decipher Script, Speak Language] For every 2 ranks you learn an additional language. (Int)
Perception [Listen, Spot, Touch, Taste, Smell] (Wis)
Perform (Cha)
Profession (Wis)
Ride (Dex)
Search (Int)
Sense Motive (Wis)
Stealth [Hide, Move Silently] (Dex)
Streetwise [Gather Information, Urban Survival]
Survival (Wis)
Theft [Open Lock, Sleight of Hand] (Dex)
Use/Disable Device [Craft (trap making)] (Int)
Use Magic Device (Cha)


I'm sorry I forgot to add the ability modifers to go with the skills. I also had an idea since synergy points wouldn't work with the new skills.

Skill specialization- Benefit: +2 to skill when using it for the specific purpose.
Prequisite: 5 Ranks in any skill.
You may only have one specialization per skill.
This specialization is chosen when you put your fifth rank in the skill.

Acrobatics(DEX): balance, tumble, fly, and escape artist(squeeze through areas)
Athletics(STR): jump, climb, and swim. I assume every hero knows how to swim!
Deception(CHA): Bluff and Disguise
Discipline(CON): concentration, endurance, and autohypnosis
Handle Animal(CHA): ride
Heal(WIS):
Knowledge-(INT)
(Arcana): spellcraft
(Engineering): looking for weakness
(Binding): spellcraft and devices
(Divine): Religion and spellcraft
(Dungeoneering): survival
(Nature): survival
(Region): geography, nobility and royalty, and local, history
(Pcionics):spellcraft and devices
(Planes): survival
Legerdemain(DEX): sleight of hand, escape artist(bindings), and tying ropes
Linguistics(INT): speak language, forge, and decipher script
Mechanics(INT): Disable Device, use magic device, and open lock, siege devices, and etc.
Perception(WIS): search, sense motive, listen, spot, and smell
Persuasion(CHA): diplomacy and intimidate
Stealth(DEX): move silently and hide
Streetwise(CHA):gather information and urban survival
Trade(INT): appraise, craft(sub trade), profession, perform

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

My list is somewhat similar to Diodric's...

Mosaic's Short List
Acrobatics (Dex) = Balance, Tumble, some Escape Artist (squeezing into tight spaces), some Ride (when the rider is trying to do something)
Appraise (Int)
Arcana (Int) = arcane Spellcraft, Knowledge (arcana), Knowledge (planes), Detect Magic
Athletics (Str) = Run, Jump, Climb
Bluff (Cha) = Bluff, Gather Information, haggle, flirt/seduce
Craft (Wis) = Craft/Repair, works like a narrow version of Profession
Deception (Cha) = Disguise, Forgery, imitate, hide large object
Diplomacy (Cha) = Gather Information, haggle, flirt/seduce, savior-faire,
Discipline (Wis) = Concentration, Autohypnosis, morale bonus to Will saves
Dungeoneering (Wis) = Knowledge (dungeoneering), dungeon survival, Use Rope
Endurance (Con) = hold breath, forced march, drug and alcohol tolerance
Fly (Dex)
Handle Animal (Cha) = Handle Animal, some Ride (control animal aspects)
Heal (Int)
Intimidate (Cha) = Gather Information, haggle, flirt/seduce
Knowledge (architecture and construction) (Int)
Knowledge (history) (Int) = plus some Knowledge (geography)
Knowledge (linguistics) (Int) = Decipher Script, gist spoken language, create and decipher codes
Knowledge (local) (Int) = plus some Knowledge (geography)
Knowledge (nobility) (Int)
Mechanics (Int) = Use/Disable clockwork and mechanical Device, Open Locks, disable traps
Nature (Int) = druidic Spellcraft, Knowledge (nature)
Perception (Wis) = Perception, 6th sense: Empathy (Sense Motive, detect ruse)
Perform (Cha)
Profession (Wis)
Religion (Int) = divine Spellcraft, Knowledge (religion), Knowledge (planes)
Search (Int) = Search, Research
Stealth (Dex)
Streetwise (Wis) = knowing who to use Bluff/Diplomacy/Intimidate on, urban survival, urban track, elude pursuit
Swim (Str)
Thievery (Dex) = Sleight of Hand, pick pockets, some Escape Artist (slipping bonds), hide small object
Warfare (Int) = some Knowledge (engineering), tactics, leadership
Wilderness Survival (Wis) = Use Rope, track, conceal tracks, find food and water, protection against weather

Non-Skills
Languages = 1 + Int bonus + more as feats
Use/Disable Magical Device = rogue ability: rogues can substitute Cha for Int in Arcana checks, can disable magical traps


I believe the skills are just too spread out! A little consolidation is a good thing or all classes need just a few more skill points.I also came up with an idea to replace skill synergy since paizo has taken them out. Tell me what you think.......

Skill specialization- Benefit: +2 to skill when using it for the specific purpose.
Prequisite: 5 Ranks in any skill.
You may only have one specialization per skill.
This specialization is chosen when you put your fifth rank in the skill.

Scarab Sages

My list is pretty similar:

Alchemy (Int) make & identify potions, special materials & alchemical substances, use certain alchemical items
Animal Handling (Cha) ride, train, & command animals
Arcane (Int) identify spells, magic items, effects, magical creatures (magical beasts, aberrations, magical constructs), etc. Use magic devices, read magic
Athletics (Con) run, jump, climb, endurance
Construction (Int) build, repair, identify & disable: buildings, tunnels, defensive works, ships, etc.; find secret passages, determine weaknesses
Craft (Dex) make, repair, identify & disable items: woodworking, tailoring, tanning weaving, artwork, ceramics, etc.
Diplomacy (Cha) persuasion, gather information, high society savoir-faire
Escape (Dex) squeeze through small space, slip bonds & shackles,
Gymnastics (Dex) tumble, balance, jump, reduce fall, regain footing, aerial maneuvers, etc.
Healing (Wis) medicine, heal wounds, cure sickness
Intimidation (Cha) scare people into cooperating, demoralize opponents
Language (Int) learn 1 language or alphabet per rank, decipher script, make & break codes.
Lore (Int) history, geography, local, nobility, humanoids, hidden secrets, riddles, misc. facts
Mechanic (Int) make, repair, disable & identify traps, locks, constructs, complicated devices
Merchant (Int) haggle price, appraise value, run a business, business contacts/knowledge
Metalsmith (Dex) make, repair, identify & disable: metal arms & armor, other metal items
Nature (Wis) survival, find food, avoid danger; identify animals, plants, & vermin; navigate on land, track
Notice (Wis) spot, search, listen, smell, taste, feel, use other available senses
Perform (Cha) music, display of skill, dancing, inspiring oration, bardic music effects
Religion (Wis) understanding of undead, gods, demons, outsiders, planes, rites, & beliefs; perform rituals
Sailing (Int) handle ships & boats, navigate at sea, water survival
Sense Motive (Wis) counteract subterfuge & misdirection, detect lies, read someone' motives
Stealth (Dex) hide, move silently
Streetwise (Cha) gather info, fence stolen goods, knowledge of low society & criminals
Swim (Con) swimming, holding breath
Trickery (Cha) bluff, disguise, forgery
Thievery (Dex) pick locks, breaking & entering, pick pockets, bypass traps
Warfare (Int) strategy & tactics, leading troops in battle, operating siege engines & defenses, knowledge of weapons & army procedures.

28 skills: Str 0, Dex 6, Con 2, Int 9, Wis 5, Cha 7.


I'm a big fan of merging diplomacy/intimidate into a skill called persuasion. They have the same outcome, they are both CHA based skills. It seems like an elegant solution to me. The intimdate skill is a little narrow as-is

I also favor creating a skill called deception, which can include bluff, disguise, and forgery (again, a skill like forgery is just too narrow to be pracical)

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Blake Duffey wrote:
I'm a big fan of merging diplomacy/intimidate into a skill called persuasion. They have the same outcome, they are both CHA based skills.

I generally don't favor this merge because I see the result of failure being very different. Failed Diplomacy = no favors. Failed (or even successful) Intimidate = an new enemy.

But convince me; I'm open minded. Could Persuasion work like Perception, with sub-skills of Intimidate, Diplomacy, and maybe even Bluff?


Mosaic wrote:
But convince me; I'm open minded. Could Persuasion work like Perception, with sub-skills of Intimidate, Diplomacy, and maybe even Bluff?

That's all I can ask. :)

By definition, to persuade is to prevail on (a person) to do something, as by advising or urging. Suppose my warrior wants to get in to see the king. I could:

1) discuss with Joe Guard that, as a member of the extended royal family, I have the right to do so under the Magna Carta, subsection five, paragrah three (diplomacy)
2) stand really close to Joe Guard and say 'you WILL let me in to see the King - or there will be consequences' (intimidate)
3) The King is in danger - cast open the door! (which skill? assuming this is true)

What exactly is the mechanical difference? I see your point, but I don't necessarily believe that a failed intimdate check creates an enemy. Currently intimidate is a CHA based skill - you don't use your STR to physically intimidate the target - it is based on your force of personality. I know in the current 3.5 description it says after the fact the target's attitude shifts toward the bad, but that could happen in a treaty disagreement also. You could have a bad result should your persuasion attempt fail, to be consistent.

It is something of an abstraction, I freely admit. But so is merging hide/move silently. Or merging spot/search/listen. I think that the term diplomacy evokes two guys sitting at a table agreeing on treaty terms. It is too specific (as is intimidate). Suppose I simply want to convince the villagers that leaving town is a good idea (there is a dragon on the way) - which of the existing skills applies?

Could you include bluff? Certainly - the goal is the same (to prevail on a person to do something, just you are going about it a different way.

3) Let me in, else the King will be assasinated shortly! (my warrior is lying, there is no assasin)

By merging these skills, you create a useful skill - one where you attempt to get a person to do something you want, or to take a certain point of view - either by logic, by fibbing, or by force of personality. They are all currently CHR skills, so that doesn't change mechanically. This kind of abstracted super-skill is as useful as the super-skill perception, or the super-skill stealth. (I don't mean it is a really good skill, I mean in the super-set usage)

This takes several overly-narrow skills and puts them in line with the level of abstraction with perception, acrobatics, athletics (assuming that one sticks), stealth, etc.

Thoughts?

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Blake Duffey wrote:

By definition, to persuade is to prevail on (a person) to do something, as by advising or urging. Suppose my warrior wants to get in to see the king. I could:

1) discuss with Joe Guard that, as a member of the extended royal family, I have the right to do so under the Magna Carta, subsection five, paragrah three (diplomacy)
2) stand really close to Joe Guard and say 'you WILL let me in to see the King - or there will be consequences' (intimidate)
3) The King is in danger - cast open the door! (which skill? assuming this is true)

Okay, I see the logic behind your argument. I'm not saying I agree but I'm willing to at least work through this idea.

Now, with Perception, it is possible to break out the different senses when appropriate. Different races get +2 to this sense or +2 to that sense. Certain spells or magic items could give bonuses to Perception when applied to vision, or hearing, or smell, etc.

How could you do the same with Persuasion? Half-orcs get +2 when it is used to intimidate? Half-elves when they are being diplomatic? Even though they would be rolled into one super-skill, there would still need to be some differentiation between the way the different sub-skills are used and the results of success or failure. Would certain conditions or feats make NPCs more resistant to certain approaches? Trained guards get +2 vs. intimidate? Gullible barmaids -2 vs. bluff? Confusion spells result in -4 vs. bluff?

Diplomacy, intimidation and deception are all different ways of changing someone's mind. I'd need to see that they still exist and retain some distinct flavor before I could see them all rolled into one Persuasion skill.


My turn. I've been thinking long and hard about this list and I'm still not satisfied...too many knowledges, for example. I've adapted ideas from some other posters over the entire Alpha postings and even looked at 4e's...overly short...list. Still, it's my best consolidation so far, so here goes:

[Please note this does include some non-fantasy skills, we like cross-genre characters...little lost jedi, ect]

Acrobatics [includes: Balance,Tumble]
Appraise
Athletics [includes: Climb, Jump, Swim]
Concentrate [includes: Autohypnosis, Control Shape, Endurance]
Craft: Armor
Craft: Chemical
Craft: Electronic
Craft: Fabric
Craft: Item
Craft: Mechanical
Craft: Melee Weapon
Craft: Pharmaceutical
Craft: Ranged Weapon
Craft: Structural
Craft: Visual Art
Craft: Writing
Deception [includes: Bluff, Disguise, Forgery]
Diplomacy
Drive
Fly [I'd still rather see this as part of Acrobatics]
Handle Animal
Heal
Initiative
Intimidate
Investigate [includes: Research, Search & Sense Motive]
Knowledge: Architecture & Engineering
Knowledge: Art
Knowledge: Behavioral Sciences
Knowledge: Bureaucracy
Knowledge: Business
Knowledge: Civics
Knowledge: Current Events
Knowledge: Dungeoneering
Knowledge: Earth Sciences
Knowledge: Engineering
Knowledge: Geography
Knowledge: History
Knowledge: Life Sciences
Knowledge: Nobility & Royalty
Knowledge: Physical Sciences
Knowledge: Planar
Knowledge: Popular Culture
Knowledge: Social Sciences
Knowledge: Streetwise
Knowledge: Technology
Legerdemain [includes: Escape Artist, Pick Pocket, Sleight of Hand]
Linguistics
Lore: Arcane
Lore: Divine
Lore: the Force
Lore: Nature
Lore: Martial
Lore: Psionic
Mechanics [includes: Demolitions, Repair]
Nature
Navigate
Perception [includes: Listen, Spot]
Perform: Act
Perform: Dance
Perform: Electronic Instruments
Perform: Keyboards
Perform: Percussion Instruments
Perform: Sing
Perform: Stand-Up Comedy
Perform: Stringed Instruments
Perform: Wind Instruments
Pilot
Profession
Ride
Stealth [includes: Hide, Move Silently]
Streetwise [includes: Knowledge Local]
Survival
Use Computer
Use Device: Alien
Use Device: Divine
Use Device: Mechanical
Use Device: Magic
Use Device: Psionic

Lore combines Knowledge & practical use (spellcraft, psicraft, use the Force, tactics in the case of Martial).


Reddog wrote:
Craft: architectture and engineering also profession

Craft and Knowledge both use Int so that's largely a non-issue (except for engineering being a skill that not all classes get), however Profession has always been a Wis skill so I think that change would be hard to swallow for some classes.

Reddog wrote:
Deception: Bluff and Sense Motive

I strongly disagree. Just because You know how to lie doesn't mean You are empathetic. /me has flashbacks to some ex-es... In addition, I'd say Disguise could be merged with Deception.

Reddog wrote:
Handle Animal: ride

I like this suggestion a lot.

Reddog wrote:
Operate Device: Disable Device, use magic device, and open lock

Just because I can hit my computer and get the platters on a stuck hard-drive spinning again doesn't mean I'd consider it a UMD check. ;) I'd keep UMD seperate and simply call the skill Disable Device.

DracoDruid wrote:

DECEPTION - Bluff, Disguise, Forgery, Haggle (for prices)

DIPLOMACY - Diplomacy, Gather Information, Sense Motiv, Negotiating a contract/arrangement
DISCIPLINE - Concentration, Autohypnosis and what else you might come up with...
DOMINANCE - Command, Interrogate, Intimidate
HANDLE ANIMAL - Guide, Ride and Calm domesticated Animals (actually training (wild) animals should be a feat or class feature)

I like all of these a lot.

DracoDruid wrote:
LEGERDEMAIN - Escape Artist (for bindings), Sleight of Hand, Use Rope

I almost wonder if Escape Artist should go under Acrobatics, but I actually kind of like this too.

DracoDruid wrote:
SPELLCRAFT - Spellcraft, Use Magic Device

I do not like mixing these together at all. Allow an ad hoc Synergy if You actually know what You are doing, but otherwise UMD is more like Luck than know-how.

Arnim Thayer wrote:
To be considered "trained" in a skill a charcter must have 5 ranks in a skill; being "trained" in a skill allows certain aspects of those skills to be used. An example is below...

I love this idea! Just for clarification, I take it that You use the word "ranks" to signify the +3 Class Skill bonus can be used to quality as "trained" i.e. trained = 2 skill points + class skill OR 5 skill points cross-class

As for some suggestions of my own...

PERFORM:
Instruments. Flavor can determine what the character is good at, for mechanics and treasue it's fairly irrelevant. Point is, they are using their bardic music in a way that occupies their body in various ways.
Vocals. The fact that it can be used even when there is a weapon (or an instrument) in-hand makes it quite valuable. Vocals would cover singing, oratory, ballads, etc.
That's All Folks! Pretty much everything else can be absorbed by other skills:
Dancing, Weapon Drills, Juggling and Choreographed performances could be handled by Acrobatics (using Charisma as the keyed ability for such uses of the skill).
Acting, Drama, etc. could be handled by Deception. My roommate is an actress and I have arrived at the understanding that "acting" requires the actor to be brutally honest with themselves from an emotional standpoint. i.e. If they are not drawing on their own real emotions then the act will be transparent. This would seem to fit with what makes an effective bluff or disguise.

KNOWLEDGE: (not an all-inclusive list, just changes)
Appraise. Appraise would no longer be a skill. Instead it would be a usage of the relevant Craft or Knowledge skill. History: "This urn dates from the ancient elven ruins of Myth Drannor" Streetwise: "This is the duke's signet ring, that's too hot for me to move... at least at that price!"
History. Includes the "peoples" aspect of the former Geography skill along with knowledge of warfare and tactics (since history is pretty much shaped by war). IMO Nobility and Royalty could be wrapped up in here too.
Religion. Includes Religion, Spirits (from Oriental Adventures) and The Planes.
Spellcraft. This would include Spellcraft and Arcana but NOT Concentration/Discipline.
Streetwise. Combines Urban Survival and the former Local skill.

PROFESSION:
There can be only one! This would be only a single skill and a character would not have multiple profession skills; the name of the profession is up to the player and can even be changed over time to suit flavor. Simply speaking, even in the RealWorld™, what matters most career-wise is the diversity and WHOLE of a person's skills and experience, not merely the sum of their individual talents. From a gameplay standpoint, this change most useful if someone should want to borrow elements from d20 Modern or user PFRPG to augment their Urban Arcana game.


Overview - these are the major changes I'm proposing

Acrobatics and Athletics - I think the arguments made previously speak for themselves.
UMD, Spellcraft, broken into types (Arcane/Divine/Nature)
Roleplaying skills (Diplomacy, Bluff, Intimidate, Perform) - see below
Craft - absorbed into Profession. Professional craftsmen make things.
Knowledge - gone, many other skills take the appropriate places

ACROBATICS (DEX) - Balance, Tumble, Fly, Escape Artist(full body)

ARCANA (INT*) - Know(Arcana, The Planes (Inner)), Spellcraft (arcane spells), UMD & Appraise (arcane items)

ATHLETICS (STR) - Climb, Jump, Swim*

DISCIPLINE (CON) - Concentration, Autohypnosis*, Holding Breath

HEAL (WIS) - heal

LEGERDEMAIN (DEX*) - Open Locks, Pick Pockets, Use Rope, Escape Artist(bound hands)

LINGUISTICS (INT*) - decipher script, speak language (other than native)

LORE (INT*) - Know(history, local, nobility)

NATURE (WIS*) - Survival, Know(Nature, Geography), Spellcraft (divine druid spells), UMD & Appraise (nature-based magic items)

NEGOTIATE (CHA) - "strike a deal" diplomacy.

PERCEPTION (WIS) - Spot, Listen, Sense Motive

PERFORM (CHA*)
(MUSICAL) - entertainment attitude adjustment (emotions) and bardic music.
(ORATORY) - intimidate, attitude adjustment (debate, soapbox, humor, etc.)
(ACTING) - bluff, intimidate, disguise

PROFESSION (INT*)
(ALCHEMIST) - Craft(Alchemy), Appraise(alchemical items)
(ANIMAL HANDLER) - Ride, Train animals, Appraise(animals)
(ARCHITECT) - Know(Architecture and Engineering), Appraise(buildings)
(BLACKSMITH) - Craft(Metal Weapons, Armor), Appraise(weapons/armor)
(TOMB RAIDER) - Know(Dungeoneering), Appraise(gems, art)
(TRADER) - Appraise(anything)
(PAUPER) - Urban Survival, Know(Local)
(TRAPSMITH) - Craft(Trapmaking), Disable Device, Appraise(traps)
etc.

RELIGION (WIS*) - Know(Religion, The Planes (Outer)), Spellcraft (divine cleric spells), UMD & Appraise (divine religious items)

SEARCH (INT) - still search

STEALTH (DEX) - Move Silently, Hide

*- Trained only

Reasoning behind some of the changes:
MAGIC skills:
Basically, they are like the PF's Knowledge(arcana), but without the "Knowledge" label. It makes it feel less like you are abusing the knowledge skill. I split them up into Arcane Divine and Nature because it seems like spellcrafts shouldn't work like that. I don't usually allow my clerics to spellcraft arcane spells, because they are different. I also usually separate Druidic magic from clerical, even though they are both divine. If there is a spell in more than one category, I usually say it can go either way (so, in this system, whichever skill they have the most ranks in), but they only get one check. For UMD, if a person has a wand, and they don't know whether it is Natural, Divine or Arcane, they can try both, one at a time, but risk
the negative effects of backlash or something if they guess wrong. It adds a little more risk, but heightens the sense of reward for taking the right skills.

I know these arguments have already been made, but it also doesn't make sense for a Wizard to immediately know what spell a Cleric or Druid is casting, simply because they have been studying wizard spells their entire life. I don't believe it overpowers the skill, either, since a Wizard would not need ARCANE for Use Magic Device, but instead for Spellcraft. Likewise, a Rogue would, for the most part, not be able to do anything about a spell being cast (i.e. Counter), but would be attempting to do a UMD whenever they could.

PERFORM and PROFESSION:
I changed the bardic perform to simply Perform(music). Most musicians through history could play instruments and sing, and I don't really think that a bard who has broken his lute should lose half their abilities.

I liked this argument on Perform:

Laithoron wrote:

Dancing, Weapon Drills, Juggling and Choreographed performances could be handled by Acrobatics (using Charisma as the keyed ability for such uses of the skill).

Acting, Drama, etc. could be handled by Deception. My roommate is an actress and I have arrived at the understanding that "acting" requires the actor to be brutally honest with themselves from an emotional standpoint. i.e. If they are not drawing on their own real emotions then the act will be transparent. This would seem to fit with what makes an effective bluff or disguise.

but I prefer to move things into perform rather than out. If you take the first suggestion I made, and add Laithoron's, then there is only one perform. I didn't like that idea, so I moved it the other way.

I think it's good for flavor and interest in the roleplaying aspects of the game if PCs (other than bards) take Perform and Professions. I also believe that knowledge comes from experience in the area or training in a task. Therefore, I moved crafts, half of diplomacy, and a bunch of knowledges into perform and profession.

I was half-tempted to move perform into profession, too, but decided against it because of all the "perform" check references.

I guess I got a little sick of "flavor" skills that get ignored by most players, or worse, get picked by players and ignored by the DM. When that happens, it reinforces that those skills are for flavor and offer nothing in the game. You might as well just say "I'm a baker" and not take any ranks. I think more players will take these professions, since they offer more in-game participation.

APPRAISE & KNOWLEDGE

I'd put in a caveat saying that an appraisal or piece of knowledge can be gleaned from any appropriate skill, but you may only make one skill check for a piece of knowledge. The appropriateness of the skill can adjust the DC. For instance, a NATURE check would have a lower DC than a PROFESSION(BLACKSMITH) check for a magical Ironwood shield, but I wouldn't deny the blacksmith a check, since they could still examine it for strength based on their experience. This allows any player to make an argument for their character knowing certain things based on their skills.


Big Fish wrote:


I agree with everything here except Handle Animal and Ride should probably be different skills. On should have to do with how good you are with animals, and one is riding pre-trained creatures (or ones you just have trained with Handle Animal.) Anyways, you use Handle Animal on a Badger, ride on a Horse.

I've thought having Athletics and Acrobatics was a good idea for a long time, I made a post about it but the forums ate it, dunno where it went.

I agree with Handle Animal; there are more than just mounts out there. What about all those NPC's herding animals? what about rangers and wildlife?. Just because you can deal with a cow well does not mean you can ride one. Heck what about bird handlers?


Honestly: I think that one think in D&D v3.5 that looked good (not perfect) was the skills list. I like, for the most part, the current combinations that have been made but at the same time you loose some flair and flexibility; for example what about all the STR based skills? Gone. DEX is almost a necessity now for everyone. The rules in the Compelte Scoundrel was a good way to overcome combined skill checks.

So things like Perception to cover Bluff and Sense motive make sense to me other things like Acrobatics covers to much in my book - things that require "actions"; physical actions should be more granular in the rules IMO. It combines to much into one. At the very least add in a second STR based Skill such as (mentioned before above) Athletics.

Dark Archive

Here's what I would change:

(NOTE: I used the Pathfinder Alpha list as my base)

Altered Skills

Old Skill ------------------------------->New Skill

Climb ----------------------------------> Athletics
Disguise ------------------------------> Bluff
Escape Artist ------------------------> Acrobatics
Know (Engineering) ---------------> Know (Military)
Know (Local)-------------------------> Know (Streets)
Know (Nature) -----------------------> Survival
Know (Planes) ----------------------> Know (Religion)
Profession ----------------------------> Carefully fed to a Sphere of Annihilation
Ride ------------------------------------> Handle Animal
Swim -----------------------------------> Athletics

I rolled Climb and Swim into Athletics to simplify.

I rolled Disguise into Bluff because, essentially, that's what a disguise is; an attempt to bluff someone into believing you're someone else. I think that having an actual Disguise Kit should give a character a bonus to Bluff. I think lacking the proper tools should impose a penalty.

Escape Artist could be placed under both Athletics (break free) and Acrobatics (slip free), which is apparently what another game company did with their new edition ...cough cough. Personally, I think it should fall under Acrobatics solely, as their is generally a burst DC listed besides things like ropes, chains, and the like anyway. I don't think training in a skill would make you stronger (breaking or bursting ropes and chains is STR based), and is misplaced. That's just me.

Knowledge (Engineering) is one of those skills used to identify the strengths, weaknesses, and inner workings of things like castles, walls, bridges, and the occasional siege engine. For the most part, military targets. I've toyed with the idea of calling it Knowledge (Military), as it would cover those things, as well as rank structures, army tactics, unit identification, customs, and so forth. I think it would broaden the scope of the skill. In addition, I think it would give the Fighter class a Knowledge Skill to showcase. I don't think great generals are made by swinging a sword alone.

All that said, I'm still tossed up. I might keep Knowledge (Engineering) and just add Knowledge (Military). It's a hard call.

Knowledge (Local) became Knowledge (Street) because, frankly, that's really what the aim of the skill has always been, in my humble opinion. I think it's a nice reflection to Knowledge (Nobility), which deals with the upper crust, etiquette, ect. It's now called Streetwise in 4E.

Knowledge (Nature) became Survival because the two already overlap, mostly. I can't think of too many things (besides identifying monsters associated with Nature) that Survival can't cover.

I rolled Knowledge (Planes) into Knowledge (Religion) because, for the most part, the Planes are where the Gods and their servants live. I can't think of too many cases where you might need to know something about a particular plane (Heaven, Hel, Dis, the Summerlands, whatever) that you haven't learned from myth and religion.

Profession - Yeah, regardless of other threads, I think it's useless. Creative role playing, a back story, and a rank or two in craft is all someone really needs to generate an occupation. I fail to see why we need a mechanic to assist in creative role playing. What does Profession really do, mechanically, in D&D besides generate income for the character during downtime....

And Lastly, Ride. Here's the thing. I have never met, heard of, or read about someone that rode an animal in any skilled capacity that did not also know how to handle it on the ground? You can own and ride a horse, but you don't know how to feed it or lead it? I think Handle Animal should cover Leading, Training, and Riding Animals.

So, what do you think?


Acrobatics** (Dex) includes: Balance,Tumble, Fly, Escape Artist(large)
Appraise (Int)
Athletics** (Str) includes: Climb, Jump, Swim
Concentration (Con) includes: see below
Deception (Cha) includes: Bluff, Disguise
Diplomacy (Cha)
Disable Device (Dex) includes: Open Lock
Handle Animal (Cha) includes: Handle/*Training Animals(Cha), *can use as Ride (w/ Acrobatics)
Intimidate (Cha)
Knowledge (Int)

  • Arcana - includes: Spellcraft (Wizard/Sorcerer/Bard)
  • Religion - includes: Spellcraft (Cleric/Paladin spell)
  • Nature - includes: Spellcraft (Druid/Ranger spells)
  • Others unchanged
Linguistics (Int)
Perception (Wis) includes: Listen, Spot, other senses
Perform* (Cha)
  • Music - can be used as Diplomacy/Handle animal (but only if the people/animal are already listening)
  • Oratory - can be used as Diplomacy/Intimidate (long form only)
  • Acting - can be used as Deception
Profession* (Wis)
  • Alchemy - Craft(Alchemy), Appraise(alchemical items)
  • Architect - Know(Architecture and Engineering), Appraise(buildings)
  • Blacksmith - Craft(Metal Weapons, Armor), Appraise(weapons/armor)
  • Beggar - Urban Survival, Know(Local)
  • Tomb Raider - Know(Dungeoneering), Appraise(gems, art)
  • Trader - Appraise and Diplomacy/Sense Motive in Negotiation
  • Trapsmith - Craft(Trapmaking), Disable Device (Traps)
  • etc. - DM Discretion
Ride** (Dex)
Search (Int) - includes: Investigating, Researching
Sense Motive (Wis) - opposes Bluff, Diplomacy, Intimidate, non-bardic Perform
Sleight of Hand (Dex) - includes: Use Rope, Escape Artist(small)
Stealth** (Dex) - includes: Hide, Move Silently
Survival (Wis) - includes: Tracking, Heal, Endurance
Use Magic Device (Cha)

* trained only
** Armor Check Applies

I posted a list earlier, and after a month of playtesting and thought, I revised my list. We are a pretty role-playing heavy group, so this list may not appeal to hack n' slash players.

I had taken away the knowledges and replaced a lot with Profession checks. My original intention was to promote the profession skills. But here's the problem:

DM "Roll a untrained Profession check."
PC "Why?"
DM "To notice if the walls are stable."
PC "What the ...?"

I still think craft fits nicely into profession, and I think if a player wants to devote themselves to a profession that allows them to understand the world at a more intuitive level, that can make great roleplaying opportunities without gimping them for including it on their character sheet.

Therefore, the Knowledges are back, and I pushed Spellcraft into Knowledge(Arcana), Knowledge(Nature), and Knowledge(Religion). It made a lot more sense than Concentration into Knowledge(Arcana), and it also made sense to split up the different Spellcraft disciplines into different Knowledge categories. I like it being based on Int. It does make sense that you know the spells, and that's how you can recognize them, but it doesn't make sense that Druid spells and Cleric spells should be recognized by Knowledge(Arcana), when there is a Knowledge(Nature) and a Knowledge(Religion) available.

PERFORM and PROFESSION:
I changed the performs to simplify them. Most musicians, actors and speakers were more versatile in their abilities, and I thought the skill should reflect that. I think it's good for flavor and interest in the roleplaying aspects of the game if PCs (other than bards) take Perform and Professions. I also believe that knowledge comes from experience in the area or training in a task. Therefore, I moved craft, and a bunch of knowledges into perform and profession. I also allowed Professions and Performs to "replace" other skills (in limited cases, and only if trained). This lets those that train in a profession gain some benefit from it, and also use Wisdom (i.e. experience) help them with those.

I guess I got a little sick of "flavor" skills that get ignored by most players, or worse, get picked by players and ignored by the DM. When that happens, it reinforces that those skills are for flavor and offer nothing in the game. You might as well just say "I'm a baker" and not take any ranks. I think more players will take these professions, since they offer more in-game participation. I also encourage other profession ideas, and offer to use it to replace another check in a specific situation.

TRAINED/UNTRAINED:

All skills except Perform are untrained, with a few aspects of some skills trained (i.e. Spellcraft/UMD). I think this reflects the core idea of skills. Notice that the "can be used as" is only if trained in the skill. There has to be some investment of experience for those to work.

21 Skills (including Knowledges and 8 major professions)

CONCENTRATION:
Many people accuse it as being a "band-aid" for spellcasting because it is spellcaster-neutral, and that in reality, it should be based on some mental attribute. I agree that it should be spellcaster neutral, but I don't believe it should be mental. In the Real World, the three most common things that prevent people from focusing on tasks they need to complete are: 1) Sickness, 2) Fatigue, and 3) Hunger. I mean, growing companies like Microsoft and Google provide free, readily accessible food and nap areas because they recognize the improvement to productivity and (bing bing bing) concentration. If sickness, fatigue and hunger have nothing to do with Constitution, then let's rewrite the saves (not that I would mind a little shake-up there). Here is a list of things I would allow the use of Concentration for.

  • Cast Spell/Use Skill distracted
    See SRD for DC of distractions
  • Counter Intimidate*: Opposed Check
  • Overcome Fear*: Fear DC
  • Memorize/Recall*: DC 15 (+5 on recall if rushed)
  • Focused Rest*: DC 20
  • Stay Conscious*: DC 20 + Nonlethal Dmg - current HP
  • Stabilize Self*: DC 25 + number of HP less than 0

*Trained Only

Cast Spell amidst distraction/battle, or cast defensively:
Ultimately, this was what most DMs saw this skill as, and therefore, that's what people used the skill for.

Use Skills while distracted by pain, annoyance, hunger, or use defensively:
Many skills, if used in combat, provoke AoO, why not use a concentration check to do those defensively, just like a spell? Here are skills I think would make sense requiring a concentration check to succeed in some situations:
Acrobatics (Escape Artist), Athletics (Climb & Swim), Disble Device, Handle Animal, Linguistics (Forgery), Perform, Search, Slight of Hand, Survival (Tracking), Use Magic Device

Counter Intimidate:
Replace the level check with a concentration check. If you beat the Intimidate score, you are not demoralized. If you beat it by five or more, the opponent must make a check against your score to resist being demoralized. This is done as a free action in response to a demoralizing intimidate check.

Overcome Fear:
If under a fear effect, you may overcome the fear with a Concentration check (Fear DC). If failed, successive attempts increase the DC by 5 each.

Memorize:
You may focus your mind into a trance, allowing you to memorize a series of numbers, a text or verse, or a pattern. You must make a DC 15 check to put the information into your mind, and another to retrieve it. (e.g. memorize a long pattern of shifting platforms or continuously firing traps to easily move past them...think Sean Connery rolling under the boiler in The Rock). The DC increases by 5 if rushed.

Focused Rest:
With a DC 20 Concentration check, and a full day with no more than light activity, you may focus your energy inward, as if you were under long term care (as per the Heal skill).

This allows a character to provide long-term care to up to 6 others, and receive the same benefits himself.

Stay Conscious:
Through meditation, you have bridged your own mind and body to keep yourself conscious when near unconsciousness. When you take nonlethal damage that would knock you unconscious, you may make a Concentration check (DC 20 + number of points of non-lethal damage which exceed your current hit points) to remain conscious. This check must succeed each time your current hitpoints change (but remain positive), or the amount of non-lethal damage taken changes.

Stabilize Self:
You have a connection between your mind and body that allows you, in a comatose state, to keep from dying. If you are dying, you may make a Concentration check (DC 25 + number of hit points below 0) to stabilize yourself.

Many of these uses were taken from Bring Back Concentration Please and some from Autohypnosis (3.0 Psionic Handbook - which is Open Content).

ARMOR CHECK PENALTIES:
Armor checks penalties are for very few skills, unless you are not proficient. I didn't like how Pathfinder just made all Str/Dex skills include an armor check. That's what 3.5 did for non-proficient armor wearers. I included some of the skills that I think would be affected by wearing armor that you aren't used to (my thought is distracting a rogue/bard trying to do something in heavy armor).

Non-Proficient in Armor -
Concentration, Disable Device, Deception (Disguise), Perform, Sleight of Hand, Survival, and UMD checks.

CLASS SKILLS & NUMBER OF SKILLS:
I've read a lot of these lists (including my own earlier) and noticed that very few people talk about how their skills will be divided amongst the classes. I mean, everyone talks about the rogue, but what about the others. If you bring back concentration with other abilities, does it make sense to give the skill to everyone who casts? With the Clerics orisons, do they need heal (or a heal substitute)? What about the Sorcerer's Bloodlines? Change some skills, and suddenly we have to fix, those, too. These are decisions I wrestled with for a while, and came up with the list below.

Class (Base # skills/level) - Class Skills:
Bar(4) - Acrobatics, Athletics, Handle Animal, Intimidate, Nature, Perception, Ride, Survival
Brd(6) - Acrobatics, Appraise, Athletics, Deception, Diplomacy, Knowledge(all), Linguistics, Perception, Perform, Profession, Sense Motive, Slight of Hand, Stealth, Use Magic Device
Clr(2) - Appraise, Concentration, Diplomacy, Knowledge(History), Knowledge(Religion), Knowledge(The Planes), Linguistics, Profession, Sense Motive
Drd(4) - Athletics, Concentration, Handle Animal, Nature, Perception, Profession, Ride, Survival
Ftr(4) - Athletics, Handle Animal, Intimidate, Profession, Ride, Survival
Mnk(6) - Acrobatics, Athletics, Concentration, Intimidate, Perception, Perform, Profession, Sense Motive, Slight of Hand, Stealth, Survival
Pal(2) - Concentration, Diplomacy, Handle Animal, Knowledge(Nobility & Royalty), Profession, Religion, Ride, Sense Motive
Rgr(6) - Athletics, Concentration, Handle Animal, Intimidate, Nature, Perception, Profession, Ride, Search, Stealth, Survival
Rog(8) - Acrobatics, Appraise, Athletics, Concentration, Deception, Disable Device, Intimidate, Linguistics, Perception, Perform, Profession, Search, Sense Motive, Slight of Hand, Stealth, Survival, Use Magic Device
Sor(4) - Appraise, Arcana, Diplomacy, Intimidate, Perform, Profession, Use Magic Device

  • Abberant - Athletics
  • Abyssal - Stealth
  • Arcane - Linguistics
  • Celestial - Knowledge(Religion)
  • Destined - Knowledge(History)
  • Draconic - Perception
  • Elemental - Survival
  • Fey - Knowledge(Nature)
  • Infernal - Deception
  • Undead - Knowledge(Religion)
Wiz(2) - Appraise, Arcana, Concentration, Knowledge(all), Linguistics, Profession

Personally, I feel that the Fighter, Monk, and Sorcerer kind of got a raw deal in respect to skills. The fighter should be somewhat customizable in skills as well as feats, so I bumped him up to a 4+INT. I think of Monks as especially skilled fighters, and at the same level as a ranger in that respect, so I bumped him up to 4+INT. Finally, the
sorcerer--since they usually don't put a lot into Int(as it's not their primary casting stat), they will usually get 2-3 skill points. That means a social skill (to actually take advantage of CHA), and their bloodline, or Know(Arcana), or Spellcraft. This leaves almost nothing to customization or Wizards, on the other hand, get plenty of skills due to their high Int. So, I bumped it to 4+INT (considering 6+INT).

Dark Archive

Stephen Klauk wrote:

ACROBATICS (Dex)

- Balance
- Escape Artist
- Tumble
ATHLETICS (Str)
- Climb
- Fly (Note: just like Climb, many small creatures could use Dex instead of Strength for Fly checks)
- Jump
- Run
- Swim
CRAFT (Int)
- Various subskills
DECEPTION (Cha)
- Bluff
- Disguise
DISABLE DEVICE (Int)
- Disarm
- Open Locks
HANDLE ANIMAL (Wis)
- Animal Handling
- Ride
KNOWLEDGE (Int)
- Arcana
- Architecture & Engineering
- Appraise
- Dungeoneering
- History
- Local
- Religion
- Strategy & Tactics
LINGUISTICS (Int)
- Decipher Script
- Forgery
- Read Language
- Write Language
PERCEPTION (Wis)
- Listen
- Sense Motive
- Smell
- Spot
- Taste
- Touch
PERFORM (Cha)
- Various subskills
PERSUASION (Cha)
- Diplomacy
- Intimidate
- Seduce
- Torture
PROFESSION (Wis)
- Various subskills
STEALTH (Dex)
- Hide
- Move Silently
- Sleight of Hand
SPELLCRAFT (Varies)
- Arcane (Int)
- Concentration/Spell Failure (Con)
- Divine (Wis)
- Psionic (Int)
- Use Magic Device (Cha)
SURVIVAL (Wis)
- Heal
- Streetwise
- Wilderness Lore

Personally, I'm for keeping the subskills, but treating folks as if they had 1/2 ranks in other subskills in the same uberskill, except for those subskills that are "trained only", such as the Knowledge skills. Or something like that.

I like your list, and it mirrors very closely my own ideas. I have also thought about using "uberskills" and "subskills" in a similar fashion, but I thought of giving just +1 for having ranks in another "subskills".

Some observations, feeback and suggestions on your list:

- Athletics: I think it is more logical to put Fly under Acrobatics, since it is about maneuverability in flight, and "aerial acrobatics". Also, I put run under a new skill, Endurance, which governs physical stamina and ability to withstand pain. On the other hand... now that I'm thinking about, it might work better if Endurance was just a subskill under Athletics?

- Perception: Like you, I included Sense Motive under this skill, but as Perception (Insight), which I think describes it better than just 'Sense Motive'.

- Persuasion: I also decided to use this "superskill" and put Diplomacy and Intimidate (I'm still uncertain whether to put Bluff under this skill or Deception). However, I'd probably keep seduce and torture as uses for Intimidate, Bluff and Diplomacy, rather than their own subskills.

- Spellcraft: I also use different subskills for Arcane, Divine and Nature spells. However, I've thought about a new skill called 'Discipline', which would have Concentration and Autohypnosis as subskills. Maybe it should be WIS-based, but it could work with CON, too. Just like you, I also put Use Magic Device works best under this skill.

- Stealth: I can understand why you put Sleight of Hand here, but I think it deserves to be a skill of its own.

- Survival: I don't think Heal is a good choice to put under this skill. I'd personally rather keep it as a "superskill", because it has a very prominent role in the game. The same with Streetwise, too, but mechanically it doesn't make such a big difference either way.

I think I'm going to merge Profession (Herbalist) and Heal. I've also thought about getting rid of Alchemy as a Craft skill, and make it a Feat instead... and then there's Astrology, which is not governed by any skill (to my knowledge) at the moment -- I'll put under Knowledge (The Planes).

Sovereign Court

I am not sure if anyone adressed this anywhere else, but this seems a decent place.

I have a crit about intimidate. It is a skill that uses Charisma. If your a spy trying to woo out a confession I can see that. However if your a beast of a brute, your only asset is your size, and that is convincing if your leaning on a badguy. You can take a feat that allows you to use your Strength instead of Charisma. I think at the outset it should be one or the other. Seems silly to make someone take a feat to use what their character has. I understand that you have to be convincing that your gonna inflict pain on the person, that is acting, but if your of the appropriate alignment and you start beating the crap out of someone the intent is clear. Your big and nasty.


Here's my list of knowledge skills. As you can tell, I like ampersands.

Architecture & Engineering (constructs, technology, secret passages)
History & Geography (ancient knowledge, places)
Culture & Law (myths, personalities, laws, customs, local organizations)
Healing & Anatomy (recover health, cure poison, cure disease)
Linguistics & Script (understanding foreign or dead languages, deciphering script and code)
Arcana & The Planes (runes, magic items, elementals, various monsters)
Nature & Survival (tracking, avoiding dangers of the wilderness)
Nobility & Religion (nobility, royalty, deities)
Tactics & Warfare (strategy, terrain, issue orders)
Underworld & Esoteric (black markets, cults, thieves guilds)


"I know these arguments have already been made, but it also doesn't make sense for a Wizard to immediately know what spell a Cleric or Druid is casting, simply because they have been studying wizard spells their entire life. "

I just add +5 to the dc if it's not the same type of magic


Jason Sonia wrote:
And Lastly, Ride. Here's the thing. I have never met, heard of, or read about someone that rode an animal in any skilled capacity that did not also know how to handle it on the ground? You can own and ride a horse, but you don't know how to feed it or lead it? I think Handle Animal should cover Leading, Training, and Riding Animals.

I personally groomed horses for polo; cared for them, fed them and lead them and NEVER did I learn to ride them. So it seems to me that Handle animal and ride should be separate skills. And now you've heard of someone ;)

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