Skills Organized 3.5

General Changes

All skills can be used to gain money now.

Skill usages come in two types: active and passive. Active types always use declared rolls ("I climb the tree"). Passive usage is the DC against an opposing active roll (an active Move Silently versus a passive Listen). In this case, a Take 10 is assumed for the passive roll. When two or more people are competing for an outcome, all active parties roll.

Know skills can be substituted for Spot in specific circumstances. For example, Know Nature is like spot in the wilderness, Know Local is like spot in urban areas, Know Dungeon is like spot in a dungeon. Some applications are more nebulous: Know Geography "spots" if you've drifted off course, and Know Architect "spots" building details.

Appraise, Decipher Script, and Forgery have been merged into Examine. Upon close examination of an item examine will produce clues (such as a detective might use to deduce information from).

Escape Artist has been expanded to Elude. It inherits the Diversion from Bluff, and can be used against melee touch attacks, as well as substituting against grapples as before.

All Knowledge (X) have been renamed Know X. Knowledge (Nobility) has been expanded into Know Culture and includes anthropological applications as well. Knowledge (Religion) has been altered to Know Divine.

Use Magic Device has been shortened to Use Magic but still retains its essential flavor.

Use Rope has been massively expanded into Use Mundane, which represents being "handy" with devices and machinery. Thus, it applies not only to rope but lighting the torch and raising the portcullis. Unlike Use Rope, Use Mundane can be attempted by unskilled people (usually with Take 10 and Take 20). The primary utility comes in adverse conditions like combat, or any other situation where you cannot Take 10 or 20.

Craft is now broken explicitly into 2 skills: Craft Magic and Craft Mundane. Craft Magic has the straightforward application of making magic items. Craft Mundane is all other skills, in particular smithing, fletchery, and repair. The original craft had the flavor of trade crafts; Craft Mundane is specifically geared toward all those useful things you need while adventuring / during combat / during warfare.

Profession is gone, subsumed into Craft Mundane, et. al.

Perform is also gone, being radically transformed into Sway. Sway can be used to increase the affect of your comrades in combat, and bards can wield it to create several effects.

There are no longer "multiple instance" skills. Where applicable, use the new condensed skills for the appropriate flavor.

Note that common sense should be used to determine the extent of a skill for a given character. Rangers now get Disguise as a class skill... which represents Camoflage more than the ability to impersonate people.

Less Fluff, More Flavor - The skill system is a great invention undergoing constant refinement. After much playtesting, a simple trend has emerged: players prefer skills that directly affect die rolls or outcomes. Everything else is fluff, and is generally avoided because of its lack of tangible effect. I propose that we hone the skills down to those with a direct impact on game outcomes, and allow players to add fluff as they wish.

Moreover, fluff need not be tightly coupled to a single skill. Entertainment could be done with a high-wire act (Balance), acrobatics (Tumble), or animal tricks (Handle Animal), without the specific need for a Perform skill. This encourages fun innovation by players to do flavorful acts with their particular skills, instead of relying on fluff skills that they would never use otherwise.

Gaining Points

Characters no longer begin with x4 their class skill points. At first level, they gain the same skill points they would gain at any other level (their class skill point + INT Modifier). To compensate for this initial loss every class now has 2 more points to spend per level than before. In addition, all races now get bonus skill points (from 4-10). This leads to roughly:

Old/Level New/Level Old Initial New Initial Approx Breakeven
2 4 6-10 4-10 ~ 1st-2nd
4 6 12-16 4-10 ~ 3rd-4th
6 8 18-22 4-10 ~ 6th-7th
8 10 24-28 4-10 ~ 9th-10th

Altogether, this leads to less skill points available at lower levels and more at the higher (compared to the current 3.5 rules).

Whenever a character gains a level, class and cross/class distinctions will apply for that particular class leveled. Class skills can have maximum ranks of (L+3); cross class skills cannot be greater than half of that. Note that this means that it is now possible to have more ranks in a skill than your current cross class maximum; in that case, you do not lose ranks but merely cannot add more for that class and level.

Ending the Rogue Splash: A standard intelligence fighter begins with a 6 skill point bonus and gains 2 per level. A standard intelligence rogue begins with a 24 skill point bonus, or 18 more than the fighter. That means that a beginning rogue is equivalent to 9 levels of fighter. The design was to make them merely 4 times as "skillful" as fighters, but their initial bonus alone is more than double that.

Oh, but it can get worse. Now suppose an adventurer has -1 INT modifier, which means that a fighter would begin with a 3 skill point bonus and gain 1 per level. The same Rogue would begin with a 21 point bonus, resulting in a 17 point advantage. Thus, the first rogue level would be equivalent to 17 fighter levels. A smart player would begin as a rogue, get loads of skill points, and then advance only in fighter, circumventing not only the restriction of low skill points but also low intelligence. This is commonly known as "rogue splashing" and is a serious loophole in the currently existing skill system. Making the starting skill points a fixed number (in our case, keyed to race) removes the dramatic impact of the first level splash. Increasing the smallest class skill points to 4 overall reduces the overall multiplicative effect of the INT modifier.

Synergy Blocks

The current synergy rules are too complicated to easily play (i.e. remembering that the bonus applies to specific usages of skills instead of being a general bonus). Moreover, synergies are too wasteful when the first skill is cross class, and too powerful when the second one is. So an appealing option is to drop the synergy rules entirely.

However, the idea of synergy is an opportunity to clean up the skill system. What if we pre-arranged the skills into small blocks (say, sets of three) and then had easy to remember rules for synergy? Then we could change the classes so that skills were handed out in units of the blocks, i.e. every class would have an equal opportunity to attain synergy in their given blocks, and be equally hindered in their cross class blocks.

Here are the simpler rules for synergy. When one skill has 7 or more ranks, the second gains a blanket +1 Competence bonus. When the first skill has 14 or more ranks, that bonus increases to +2. Consider the Tinker Block:

Synergy Block Skill increases which increases which increases the first
Tinker Open Lock Disable Device Sleight of Hand

This is shorthand for:

Thus, each skill affects exactly one skill and is affected by exactly one skill.

Here are the new blocks:

Synergy Blocks Skill increases which increases which increases the first Frequency Typical of Larger Groups
Tinker Open Lock Disable Device Sleight of Hand Rare (3/29) Core Rogue Thief
Slinker Move Silently Hide Disguise Uncommon (7/29) Rogue Types
Acrobat Balance Tumble Elude Uncommon (7/29) Rogue Flavor Athlete
Mover Climb Swim Jump Plentiful (13/29) Any Physical
Tracker Survival Know Geography Know Nature Common (9/29) Nature Types Explorer
Groom Handle Animal Ride Heal Common (9/29) Animal Types
Magic-Crafter Craft Magic Know Divine Know Planes Uncommon (6/29) Core Item Creators Magist
Magic-User Use Magic Know Arcana Spellcraft Plentiful (13/29) Magic Flavor
Builder Craft Mundane Know Dungeon Know Architect Uncommon (6/29) Core Fighter Smith
Scrounger Use Mundane Know Local Gather Info Uncommon (6/29) Core Urban
Diplomat Diplomacy Know History Know Culture Common (11/29) Social Flavor Player
Swayer Bluff Sway Intimidate Common (10/29) Influence Flavor
Discoverer Search Sense Motive Examine Common (11/29) "Find out" Flavor Perceiver
Spotter Spot Concentration Listen Plentiful (15/29) Notice Flavor

Here are the class block list (which is the same as a skill list now):

Class Book Pts #Blks Tink Slink Acro Move Track Groom MCrft MUse Build Scrng Diplo Sway Disc Spot
Adept DMG 107 2+2 5 - - - - Y Y Y Y - - Y - - -
Amazon KDD 4+2 5 - - Y Y - - Y - - - - Y Y -
Aristocrat DMG 108 4+2 7 - - - - Y Y - - - Y Y Y Y Y
Artificer Ebr 29 4+2 4 - - - - - - Y Y Y - - - Y -
Barbarian PH 24 4+2 4 - - - Y Y Y - - - - - Y - -
Bard PH 26 6+2 3 - Y Y - - - - Y - Y Y Y Y -
Cleric PH 30 2+2 3 - - - - - - Y Y - - Y - - -
Commoner DMG 108 2+2 3 - - - Y - Y - - - - - - - Y
Druid PH 33 4+2 3 - - - - Y Y - - - - - - - Y
Expert DMG 109 6+2 3+* a a a a a a a a a a a a a a
Favored Soul CDiv 6 2+2 3 - - - Y - - - Y - - - - - Y
Fighter PH 37 2+2 3 - - - Y - - - - Y - - Y - -
Hexblade CWar 5 2+2 3 - - - Y - - - Y - - - Y - -
Monk PH 39 4+2 4 - Y Y Y - - - - - - - - - Y
Ninja CAdv 5 6+2 6 Y Y Y Y - - - - - Y Y Y Y Y
Paladin PH 42 2+2 3 - - - - - Y - - - - Y - Y -
Ranger PH 46 6+2 5 - Y - Y Y Y - - - - - - - Y
Rogue PH 49 8+2 10 Y Y Y Y - - - - Y Y Y Y Y Y
Samurai CWar 8 2+2 3 - - - - - - - - - - Y Y Y -
Scout CAdv 10 8+2 6 - Y Y Y Y - - - - - - - Y Y
Shaman CDiv 14 4+2 5 - - - - Y Y - - - Y Y - - Y
Shugenja CDiv 10 4+2 5 - - - - Y - - Y Y - Y - Y -
Sorcerer PH 51 2+2 2 - - - - - - - Y - - - - - Y
Spell Thief CAdv 13 6+2 8 Y Y Y Y - - - Y - Y - - Y Y
Swashbuckler CWar 11 4+2 4 - - Y Y - - - - - Y - Y - -
Warlock CArc 12 4+2 4 - - - - - - Y Y - - - Y - Y
Warmage CArc 10 2+2 3 - - - - - - - Y Y - - - - Y
Warrior DMG 109 2+2 3 - - - Y - Y - - - - - Y - -
Wizard PH 55 2+2 5 - - - - - - Y Y - - Y - Y Y
Wujen CArc 15 2+2 5 - - - - Y - Y Y Y - Y - - -

Skills Redefined

Any skill can be used daily to gain money, assuming employers are available. The amount of money earned is dependent on the skill roll:

Roll Amount
0-7 1 cp. Go away, filthy beggar.
8-15 (Roll - 6) cp. We can always use laborers.
16-24 (Roll - 15) sp. A good job, artisan.
25+ (Roll - 24) gp. Come back anytime, master!

Following is a listing of the skill changes. Note that all skills can be used for their former function in addition to the new ones listed. Skills which used to gain money by their use (like Perform) now use the above chart like all other skills.

Craft Magic

Formerly Craft.

Used for specially crafting magic items. This also includes alchemy (for making potions).

Craft Mundane

Formerly Craft.

Use for crafting everything else. In particular, it can be used to create arrows / ammunition, repair armor and weapons, and create fortifications. Note that some applications will require a reasonable workshop (i.e. you can't reforge a sundered sword without a smithy).

Elude

Formerly Escape Artist.

Elude can be used against melee touch attacks. Whenever a melee touch attack would hit, a person may roll their Elude and substitute it for their Armor Class. If this is higher than the attack roll, the attack misses. This works much like the way Ride / Protective Riding works.

Pre-substitution normally, and then a new feat for any time?

Examine

Formerly Appraise, Decipher Script, and Forgery.

This skill can be used on any item involving close examination, resulting in clues as grist for detective work.

Sway

Formerly Perform.

This skill can be used to influence groups of people, in particular allies in combat. When a person spends a full round action, they can exhort their allies to greater fighting prowess. This gives everyone within 5ft x Ranks in Sway a +1 AB for every 10 points above 5 rolled, for example:

Sway Effect
<= 14 Nothing
15-24 +1 AB to allies
25-34 +2 AB to allies
35-44 +3 AB to allies

Sway effects end the moment the swayer stops using the skill, or is hit.

Sway is the core skill of bards. Bards can use Sway to give not only bonuses to attack, but also to damage, fear, and charm. Bard effects "stick" up to Bard Level / 4, i.e. a 6th level bard would give bonuses up to two rounds after they stopped. Note that this means that a Bard 1 can sustain Sway by simply using it every other round.

Bards can also use Sway for a variety of other effects.

Tumble

The number of feet disregarded in a fall is Tumble Check - 5.

Use Mundane

Formerly Use Rope.

This skill is used for all mundane tasks. A DC 10 should be something everyone can do easily, and DC 20 something everyone can do given enough time. Here's a chart to give you flavor:

Use
Mundane
Effect Effect
5 Light something with a tindertwig Pull a rope or lever
10 Light a torch with flint and steel Use a pulley
15 Light a campfire with green firewood Fire the forge
20 Light a torch while a little windy Operate the portcullis
25 Light a torch in the rain Man the castle defenses
30 Light a torch in gusty rain Bake a soufflet :-)

The main use of Use Mundane comes in combat (or other situations where you cannot Take 10 or 20). For simplicity, you may wish to allow Taking 10 for mundane tasks in combat (just to avoid a lot of rolling).

Common Skill Uses

Here is a guide chart that summarizes all the various uses of the skills (in particular, when rolls are invoked).
Skill Abil Block Common Uses (Action cost)
Balance DEX Acrobat

Create a common uses chart for the skills, reference like