Aelyra (3.5e Sourcebook)/Rules/Skills
Contents
Skills
Training
Skills are now condensed into 11 skills. Skills start untrained, Class skills start trained. It Costs 1 skill point to upgrade to a higher rank.
Skill Ranks are now:
Untrained (Ability Mod),
Trained (Ability Mod + Level),
Expert (Ability Mod + Level + 3),
Master (Ability Mod + Level + 6),
Grand Master (Ability Mod + Level + 9),
Skill List
Acrobatics (Dex): Tumble, Balance, Escape Artist, Use Rope
Athletics (Str): Climb, Jump, Swim, Ride
Arcana (Int): Spellcraft, Concentration, Knowledge (Arcana, Religion, Planes)
Craftsmanship (Int): Craft (All), Profession (All), Appraise, Knowledge (Engineering)
Deception (Cha): Intimidate, Bluff, Disguise, Perform (Any)
Devices (Int): Disable Device, Open Lock, Use Magic Device, Knowledge (Dungeoneering)
Linguistics (Int): Decipher Script, Language, Forgery, Knowledge (Local, Nobility, History)
Nature (Wis): Survival, Heal, Handle Animal, Knowledge (Nature, Geography)
Perception (Wis): Spot, Listen, Search, Sense Motive
Persuasion (Cha): Diplomacy, Gather Information
Stealth (Dex): Sleight of Hand, Hide, Move Silently
Example
A Rogue has 8 + Int skill points. The Rogue's class skills are Perception, Persuasion, Deception, Athletics, Acrobatics, Devices, Stealth, Linguistics, and Craftsmanship. The rogue has a +4 Intelligence modifier, and has 12 skill points.
The Rogue could:
Spend 11 points to be trained in all skills, and then pay 1 point to become an expert in stealth.