The following are changes to the Skill system as presented in Chapter 4 of the Player's Handbook:
Class, Cross-Class & Class Exclusive Skills: Ignore all cross-class skill references. All skills are available to all characters for the same price with the following exceptions:
- Use Magic Device is obtainable by Rogues and Bards only. No exceptions.
- Scry is obtainable by Clerics and Wizards only. No exceptions. Also, change this to a Trained only skill.
Maximum Ranks: There will be no maximum number of ranks that you can put into a skill. Be forewarned though, by doing so you in all liklihood will be reducing the number of different skills that your character may have.
Character Background Skill: Upon character creation, a PC may have one skill designated as a Background Skill. This Background Skill may be any skill which fits a characters background story and it must be approved by the DM. This skill should be a non-combat and non-spellcasting related skill as it represents the characters life before they became an adventurer. If the skill chosen would normally be a cross-class skill or a skill prohibited from the character's class, it will be considered to be a class skill for that character. The character receives +2 bonus ranks in this skill. Like all skills under our house rules, each character's Background Skill is not subject to having a cap of a maximum number of ranks. A character can never change their Background Skill, and if they decline to select a Background Skill upon character creation, can never designate a Background Skill. Characters do not have to have a Background Skill.
Language Bonus Skill Ranks: Characters do not automatically receive extra languages due to the Intelligence modifier at the time of character creation. Instead, characters receive +2 bonus skill ranks per additional language that they would have received. These can be used to obtain ranks in language skills or any other type of skill.
Class Bonus & Recommended Skills: Some Hurvan character classes receive what are designated either 'Bonus Skills' or 'Recommended Skills'
A Bonus Skill is one that the character receives one (1) rank in per class level up until 10th level. After 10th level, the character receives one rank / two levels. Ability modifiers apply to this skill and the character can assign other ranks to it. However, no other modifiers (such as but not limited to spells) can effect this skill.
A Recommended Skill is one that the character receives a +1 bonus to per 4 actual ranks that the character possesses in this skill. This bonus is considered a Competence Bonus unless otherwise noted.
Subabilities: Eventually I probably will list all of the skills along with their relevant subability. For the moment though we will use the base stats for skills. If a particular skill check situation arises that you feel that a subability is more relevant a modifier, feel free to bring it up and if it seems appropriate, we'll use that modifier.
Changes to Existing Skills Speak Language (Int)
- Characters still start being able to speak common. Dwarves and gnomes also start with their racial tongue. Halflings have a 10% chance of starting with their racial tongue. (Halfling is almost a dead language.)
- Speak Language is considered to be a class skill for all classes.
- Characters begin with a number of Speak Language ranks = 1/3 their Intelligence score (rounded down).
- The ability to speak a language does not mean that a character can read or write it.
- Speak Language covers all speaking and comprehension of a spoken language.
- Additional ranks in this skill do not grant extra languages spoken. You must take this skill multiple times to speak multiple languages. Certain languages will grant a skill Synergy Bonus with other languages.
- Note that not all languages have a spoken form. Most dead languages are no longer spoken.
- Having 5 ranks in a spoken language will grant a +2 synergy bonus when trying to speak or understand the written version of that language.
- Having 5 ranks in a spoken language will grant a +2 synergy bonus when trying to understand spoken forms of similiar languages.
- Choose from any language known by the scholars of Hurva.
DC Task 5Able to get through everyday conversations 10Able to speak or understand someone with a thick accent 15Able to speak or understand obscure words and phrases or uncommon dialects 20Able to impress people that you sound extremely educated 25Able to speak or understand archaic or highly technical language outside of your areas of expertise Perform (Cha)
This skill must be taken as a seperate skill for each type of performance. Note that there is some overlap. Five ranks in related skills will give synergy bonuses. Types of performance will include:
Thespian (includes comedy, drama, epic, ode and storytelling)- Clowning (includes buffoonery, comedy, juggling, limericks, mime and storytelling)
- Dance (includes ballet, ballroom and folk)
- Voice (includes ballad, chant, melody, opera)
- Stringed Instrument (includes harp, lute, mandolin)
- Brass Instrument (includes trumpet, horn)
- Woodwind instrument (includes flute, pan pipes, recorder)
- Keyboard instrument (includes harpsichord, organ)
Read/Write Language (Int)
You are able to read and write a particular language. Note that not all languages have a written form.
- Read/Write Language is considered to be a class skill for all classes except for Barbarian it is a cross-class skill.
- Any character with at least one level of Cleric, Wizard, Paladin or Aristocrat receive +2 bonus ranks of Read/Write Language in each of their native tongues.
- Any character with at least one level of Expert may receive +2 bonus ranks of Read/Write Language in each of their native tongues at the DM's option.
- Additional ranks in this skill do not grant extra languages. You must take this skill multiple times to read and write multiple languages.
- Having 5 ranks in a written language will grant a +2 synergy bonus when trying to speak or understand the spoken version of that language.
- Having 5 ranks in a written language will grant a +2 synergy bonus when trying to understand writings of similiar languages.
- Choose from any language known by the scholars of Hurva.
DC Task 5Able to read signs, typical documents, some books 10Able to write or understand idioms and poetic phrases 15Able to read and understand typical government documents 20Able to write or understand obscure words and phrases or uncommon dialects 25Able to write or understand archaic or highly technical language outside of your areas of expertise
New Uses For Skills
The following are new uses for skills listed in the Player's Handbook. The source listed is where the new use is detailed.
Skill Source Description Bluff (Cha) S&F Seduction Diplomacy (Cha) S&F Know how to properly address someone Gather Information (Cha) S&F Find out who's really in charge; Find out “Who's who”
Handle Animal (Cha) MotW New Tricks Heal (Wis) DotF Basic Forensics Hide (Dex) MotW Tailing Someone Knowledge: Religion DotF Basic knowledge of humanoid shaman practices Knowledge: The Planes DotF Basic knowledge of divine & infernal beings Knowledge: Undead DotF Familiarity of nature & tactics Sense Motive (Wis) S&F Combat Prediction; Decipher Strategy
Wilderness Lore (Wis) MotW Hide your trail
New Skills
The following skills listed in the sources other than Player's Handbook. The source listed is where the new use is detailed.
Hypnosis (Cha: Trained Only) (RL)
You have studied the hidden workings of the human mind and can unlock its secrets.
Check: You can use hypnosis to induce a deep, calming sleep in your subject. The effects of a hypnotic trance are identical to those created by the hypnotism spell. Unlike the spell, however, the skill allows you to hypnotize only one target at a time, with no modifier to her Will save. Each attempt requires one hour. If the target is unwilling, you must first succeed at a Bluff check to disguise your intent.
A Hypnosis check is opposed by the target's Will save. Loud or distracting surroundings grant a +2 circumstance modifier to the target's Will save. Willing targets can choose to not make the save.
Once the target is hypnotized, you can either plant a suggestion (as per the hypnotism spell) or aid the recovery of a failed Madness save.
Retry: Generally, you cannot retry against an unwilling target as the target becomes too suspicious to cooperate. A willing target, you may retry freely. Retries are a vital compnent in the process of helping targets recover from Madness effects.