Revised Skills and Knowledges (3.5e Variant Rule)

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Author: Sulacu (talk)
Date Created: December 12, 2015
Status: Pending
Editing: Clarity edits only please
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Revised Skills and Knowledges[edit]

In core D&D, the number of skill points you get is mainly governed by your class and Intelligence score. However, in a more true to reality situation, skills are the product of knowledge, and are borne from knowing when and how to apply your knowledge. This variant aims to fix the Intelligence-bias of the skill system and make it more dynamic with the game world. It also gives most classes a little bit more to work with, since some classes simply have way too few skill points to work with innately.


Knowledge vs Skill[edit]

Knowing is not enough; we must apply.
—Bruce Lee, human martial artist

What was called 'skills' before is now divided into two categories. Knowledges are all skills that revolve around knowing and understanding certain subjects and processes. Skills are skills that function in the field or when physically or mentally interacting with objects or people.

Knowledges[edit]

Skills[edit]

Knowledge Points and Skill Points[edit]

Characters gain knowledge points and skill points separately. Knowledges are governed by Intelligence, and skills are governed by Wisdom. You will always gain at least 1 knowledge point and 1 skill point per class level. Knowledge and skill ranks work as in Pathfinder, allowing ranks up to your character level. You gain a +3 bonus to all class skills you put at least 1 rank into.

Knowledge and Skill points by Class
Class Knowledge
Points1
Skill
Points1
Barbarian 1 + Int 3 + Wis
Bard 5 + Int 3 + Wis
Cleric 3 + Int 1 + Wis
Druid 3 + Int 1 + Wis
Fighter 1 + Int 3 + Wis
Monk 3 + Int 3 + Wis
Paladin 1 + Int 3 + Wis
Psion 3 + Int 1 + Wis
Psychic Warrior 1 + Int 3 + Wis
Ranger 3 + Int 5 + Wis
Rogue 5 + Int 5 + Wis
Sorcerer 1 + Int 3 + Wis
Soulknife 1 + Int 5 + Wis
Wilder 1 + Int 3 + Wis
Wizard 3 + Int 1 + Wis
  1. You get at least 1 knowledge point and 1 skill point per level,
    regardless of your Intelligence and Wisdom scores.

Cross Ranks[edit]

Characters may choose to neglect their academic learning in favour of a few more useful skills in the field, or shirk their training and exercise to instead pursue more knowledge. You may put cross ranks in skills using knowledge points and vice versa. Each cross rank in a knowledge costs 2 skill points, and each cross rank in a skill costs 2 knowledge points.

You are free to redistribute knowledge and skill points if more of either become available, to free up points previously spent on cross ranks.


Skill Mastery[edit]

Willing is not enough; we must do.
—Bruce Lee, human martial artist

Knowledges and Skills are a dynamic thing. When challenged by adversity and constantly tested in the heat of the moment, a character may reach heights he never thought possible previously. If you perform exceptionally well on a knowledge or skill check, it may be accompanied by a flash of insight, as your comprehension of the skill grows. Characters that have constantly tested their skills under adverse conditions will end up with a mastery bonus to specific skill checks. This mastery bonus can not exceed half the number of ranks you have in the skill, rounded up (+1 at 1 rank, +2 at 3 ranks, etcetera).

Epiphany Roll[edit]

Whenever you roll a natural 20 on a knowledge or skill check, you may make an epiphany roll. You make a roll of 1d20 against a DC of 20 + your current mastery bonus in the skill. If you fail, you gain a cumulative +1 circumstance bonus on the next epiphany roll for that skill. If you succeed, your mastery bonus to that skill increases by 1, and your epiphany roll resets to +0.

If your mastery bonus is at its maximum, you cannot make epiphany rolls until that maximum increases.

Whenever a player achieves success at something against all odds, the DM may grant him/her a free epiphany roll at any appropriate time, promoting a dynamic of risk and reward between DMs and their players.

The Many Forms of Mastery[edit]

A mastery bonus to a skill represents the sheer hard work and effort put into improving it within the game, even in situations of danger. They provide a raw bonus to the skill in question, but also open a gateway to different options.

A character with mastery bonuses in one or more skills may allocate a number of points up to his mastery bonus in each skill in the following special effects that improve the use of the skill or grant additional skill options. Regardless of allocation, you always get full mastery bonus to your skill checks.

Skill Tricks: Previously attained simply by spending skill points to create a special effect, you may now purchase skill tricks by allocating points of your mastery bonus in the relevant skill. A skill trick costs as many allocated mastery points as it would require skill points normally.

Ignore Impairing Effects: As you become more practiced you are at a skill, you find that the weight of your equipment and the world around you does not impede you quite as much as it would less practiced users of the skill. You may allocate mastery points for a skill to reduce any penalty to that skill, on a point for point basis. This may be used to reduces armor check penalty, as well as other penalties to the skill from environmental effects, conditions, and even spells or powers.


Consequences of this Variant Rule[edit]

To be done.



Back to Main Page3.5e HomebrewVariant Rules

AuthorSulacu +
Identifier3.5e Variant Rule +
RatingUndiscussed +
SummaryDivides skills into knowledge-type and applied-type skills. +
TitleRevised Skills and Knowledges +