Aelyra (3.5e Sourcebook)/Rules/Skills

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Skills[edit]

Training[edit]

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 + 3),
Expert (Ability Mod + Level + 6),
Master (Ability Mod + Level + 9),

Skill List[edit]

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[edit]

A Rogue has 8 + Int skill points. This rogue has a +5 Intelligence modifier, and has 13 skill points. The Rogue's class skills are Perception, Persuasion, Deception, Athletics, Acrobatics, Devices, Stealth, Linguistics, and Craftsmanship. Class Skills begin Trained.

Perception (Master = 2 SP)
Stealth (Master = 2 SP)
Devices (Master = 2 SP)
Acrobatics (Master = 2 SP)
Deception (Master = 2 SP)
Athletics (Master = 2 SP)
Craftsmanship (Expert = 1 SP)