Insectux (3.5e Campaign Setting)/Skills

General Skills
Anyone can rank in general skills.

Acrobatics (Reflex)
A combination of balance, climb and tumble.

Every 5 points in Acrobatics gives a +1 bonus to attack rolls (stacks with other skill bonuses to attack rolls).

Deception (Will)
The deception skill can also be used to hide motives. This uses the same mechanics as hide (see below).

Diplomacy (Will)
Roll verse the subject’s Will save, then add the challenge DC and any modifiers to their save.

Escape Artist (Reflex)
This skill relates to checks to escape a predator, a trap, and remove riders and parasites. But it cannot be used to escape general situations or weather.

Roll against a parasite’s grapple skill when they attempt to attach, you must beat to avoid attachment. Use the same mechanic to remove a rider.

This can add as an alternative AC vs. creatures over 1m. They only connect if their attack roll exceeds your escape roll.

Grapple (Reflex)
Grapple is the ability to hold on to creatures. Roll on initial attempt to hold, the creature must beat with an acrobatics or escape artist check (depending on how it is done) to resist.

Every 4 points in Grapple gives a +1 bonus to attack rolls when riding or grappling a target (stacks only with the acrobatics attack roll bonus). This does not give a bonus when being grappled or ridden.

Hide (None)
Hide is the defense skill against sensing (excluding mental sensing). For this skill, roll against any potential observers sense roll – you must beat the roll to be unobserved. That is it!

Intimidate (Will)
The intimidate skill can keep creatures away from you.

An opponent can roll a Will save to resist your intimidation. The Will roll adds to the DC of intimidate by 1 per 4 points. Should you succeed in intimidating, they may not try again to resist.

To intimidate a Doom, add 7 points to the DC (in other words DC 15+1/4intimidate).

Sense (Fortitude for general, Will for motive)
All concrete senses, and if Will is being used can sense emotions. See hide; will automatically spot anyone trying to hide who fails check. +2 bonus if one actively searches for two minutes.

Add 3 to DC for sensing emotions or motive. Opposes the subjects deception check.

Survival (Fortitude)
One of the most important skills in the game, keeping one alive against the most dangerous foe: climate.

In this setting survival is not used for sustenance gathering, it is a skill to ward off weather, and uncategorized checks.

See the Geography and Environment page for DC against weather.

Specialized Skills
Require mention in species or character history, or other special circumstances to use specialized skills.

Autohypnosis (Will)
???

Fly (Reflex)
Use instead of reflex when flying. This skill may also be used when using flying crafts (though is generally not). However, this skill is not used to ride flying creatures (grapple is).

Every four points in this skill improves fly speed by 1.

Every 5 points in Fly gives a +1 bonus to attack rolls when flying (stacks only with the acrobatics attack roll bonus).

This skill may not replace survival when flying.

Heal (Fortitude)
The heal skill is only usable if you have an ability to heal. The skill adds to one’s ability, but is not necessary to use the ability. Must beat the below, for the ability to be added to ones natural heal.

Jump (Fortitude)
Every 3 points in jump improves land speed by 1.

Knowledge (None)
Four types of knowledge: flora, fauna, person and other.

Knowledge checks tell of what is already known. If wanting to find information on an individual who you are in company with, sense is used. Information that has been gathered after character creation (from other means) does not require a check.

Swim (Fortitude)
The swim skill may be used instead of survival when swimming is involved. If used this way, see the survival skill, and use your swim skill instead for checks.

Every three skill points in swim improves speed in liquids by 1.

Every 4 points in Swim gives a +1 bonus to attack rolls when swimming (stacks only with the acrobatics attack roll bonus).