Skills Of Sensory Perception
Note: It is assumed that characters starting with bonus species ranks in any of these skills have them as class skills.
- Consider [untrained, Wisdom based]: This skill originated in MUDs; basically, it is a more specific version of spot, and is used in those moments when a character is considering whether or not to attack, molest, or otherwise place themselves in opposition to a target character. Basically, it allows a kind of metagame “Can I take that guy?” and represents a general intuitive feel for how a person carries themselves, for spotting subtle clues which mark how dangerous someone is. I added this one for humor value, but it might help save a PC or two from destruction..
- General Perception [untrained, set to Constitution, Intelligence, or Wisdom player choice on character creation]: This skill covers the perception of pressure changes, temperatures, one’s sense of up and down, embodiment, wind and air motions, and judging how heavy an item is; basically anything not covered by the skills spot, search, listen, smell, touch, and taste. Characters gain a free +1 rank in this skill at every even level, and do not have to abide by the usual limits of ranks by level in regard to this skill.
- Intuit Distance [untrained, intelligence based]: This skill represents an aptitude for judging distances, a useful talent for archers, artillerists, and spell throwers.
- Smell [untrained, Wisdom based]: This skill was added to 3.x D&D after several character species I included (such as purlings and mutant animals) were endowed with heightened senses of smell. Characters receiving starting bonus ranks in this skill do not have to abide by the usual limits of ranks by level. This skill shares synergy with the taste skill listed below.
- Taste [untrained, Wisdom based]: As Doug Wein would say, “If this means nothing to you, shoot yourself in the head…” This skill was added to round out the sensory skill package, and to allow for certain species to have supernatural or heightened senses of taste. This skill shares synergy with the smell skill listed above.
- Timesense [untrained, intelligence based]: This skill is rather like spot: time, and represents a character’s ability to notice and estimate the passing of time. This skill would be useful in estimating when a watch is over, when a spell duration is coming to a close, or in knowing how long a carriage ride took.
- Touch [untrained, Wisdom based]: Another skill I added because certain PCs had supernatural sensory abilities. Like other expanded sensory skills, characters receiving bonus ranks in this skill are not bound by the usual limitations of skill ranks per level. This skill covers a character’s tactile sense: How coarse or smooth an items are, identifying things in the dark by feel alone, that sort of task.
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Skills That Increase The Base Stats
Note: These skills are class skills for everyone, and were designed to allow for character improvement in a way other than the simple metagame allocation of stat points.
Variant option 1: A player character will gain a set amount of stat points when they take ranks in these skills, but this amount can be randomized. If this appeals to you, I suggest that for each +20 stat point entry below you substitute +2d10 instead, and for each +10 stat point entry you substitute +d10 or +2d5.
- Body Building [trained only, Strength or Constitution based player choice]: For every rank a character gains in this skill they immediately gain +20 stat points in either Strength or Constitution (depending on what was chosen) and +10 stat points in the other ability. Basically this skill is used to increase Strength and Constitution – if the focus is on Strength then lifting weight takes precedence over repetition, and vice versa. Ranks in this skill represent long hours lifting weights and an aptitude for weightlifting and strength training techniques. Either way a character need to have an associated role-playing reason ranks are being taken in this skill. This skill can also be used to increase the carrying capacity of a character to the next highest strength score (PHB 3.5 page 162), requiring a DC 15 skill check. Add +5 to the difficulty for every other strength category jump. Thus, if a character with a strength of 16 wanted to try and carry a load otherwise reserved for characters with a 20 strength, the DC of the body building skill check would be 30. This can be accomplished for a number of rounds equal to the character’s Constitution score. It is possible to use this skill to increase a character’s effective strength for other purposes, but if the DC is missed by 10 or more the character suffers a serious, DM decided injury (possibly allowing a fortitude save).
- Common Sense [untrained, wisdom based]: For every rank a character gains in this skill they immediately gain +20 stat points in Wisdom. This skill represents a character’s ability to draw insight and understanding from the examples of their life as much as it represents a pool of basic knowledge. Individuals with many ranks in this skill pay attention to the way things work – be they the basic laws of physics or the nuances of normal conversation and culture. A player can make common sense skill checks to attempt tasks “her character should know how to do” that are not covered by the rules, such as how to get into a coach without seriously injuring herself; this skill certainly has both a humor value (in that DMs can ask for skill checks for such things to be funny or evil), and an abusive metagame value (“Well I should be able to pilot an alien spacecraft, it’s common sense”).
- Coordination Exorcizes (Specific) [trained only, dexterity based]: For every rank a character gains in this skill they immediately gain +20 stat points in Dexterity. However, the player must take a specific, DM-approved variety of this skill. Examples might include the following…
- (technical dancing) Much like a linebacker taking ballet…
- (advanced calligraphy) Think Chinese calligraphy in the film Hero
- (trick-horsemanship) Where the character stands up while riding, etc.
Thus, this open-ended skill option represents a wide range of possible activities. As with most of these stat-building skills, some sort of associated role-playing might be required by the DM so that in the middle of a dungeon crawl a PC doesn’t suddenly gain 3 ranks in trick-horsemanship.
- Endurance Training (specific) [trained only, constitution based]: For every rank a character gains in this skill they immediately gain +20 stat points in their Constitution stat. Ranks in this skill represent a regimen of body hardening activities such as standing under waterfalls, cutting epic amounts of wood, carting large loads up hills – the kinds of things the classic martial arts hero does to become the invincible tank. Whenever ranks are taken in this skill a specific regimen of activities must be selected; it is appropriate for a DM to insist upon accompaniment of role-playing.
- Personal Hygiene [untrained, comeliness based]: For every rank a character gains in this skill they immediately gain +20 stat points in their Comeliness stat, and +10 stat points in their charisma stat. Ranks in this skill represent personal grooming techniques and an awareness of social pressures in regard to cleanliness and “looking presentable.” These ranks must be accompanied by role-played character behavior, and if this behavior ceases the gains (ranks and stat points) are temporarily lost.
- Reading [trained only, Intelligence based, character must be literate]: For every rank a character gains in this skill they immediately gain +20 stat points in their Intelligence stat. Ranks in this skill represent countless hours reading books; once per day for every rank a character has in this skill they can attempt to mimic any knowledge skill (like knowledge religion) in the game in regard to one particular question. A skill check of DC 20 is required to pull this off on general topics such as “what is steel?”, which a more difficult DC is required for more esoteric topics. Thus, checking to see if a character read anything about, say, a specific animate piñata would carry a DC of 35 perhaps.
- Running [trained only, speed based]: For every rank a character gains in this skill they immediately gain +20 stat points in their Speed stat and +10 stat points in their Constitution stat. Usually, a character can run for as many rounds as their constitution score, and to keep running they must roll a DC 10 constitution check +1 per extra round after this. Characters with ranks in this skill can add their ranks to this ability check. For every three ranks a character gains in running they gain 1 hit point. In addition, a character can attempt a DC 15 running check to mimic the effects of the Run feat (pg 99 3.5 PHB). This check is made round by round or as the DM sees fit.
- Self Esteem [untrained, charisma based]: For every rank a character gains in this skill they immediately gain +20 stat points in their Charisma stat. Of all the stat-increasing skills, this one requires the least amount of associated role-play (although this would be nice), since it represents a mental process. Characters with ranks in this skill start to develop an awareness of their own worth and potential; those with particularly abusive backgrounds might find it difficult to advance in this skill (making it a cross-class skill for them perhaps).
- Superstition Development [trained only, luck based]: For every rank a character gains in this skill they immediately gain +20 stat points in their Luck stat. Ranks in this skill represent a flourishing of sympathetic/supernatural beliefs and practices a character employs to increase their personal “luckiness.” Ranks must be associated with specific activities, such as carrying charms or spending time rolling dice. These are recorded, and if the character ceases these activities then there will usually be a corresponding drop in luck.
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Skills Related To Spell Casting
- Control [trained only, intelligence based]: A class skill for spell casters which evolved out of the “Big Adventure” Archelonia campaign. The beginning of this skill happened when a wild mage wanted to gain control of an animated rat the party necromancer had created. After some thought, the DM decided that an opposed level check was in order, and that the necromancer should get a minor bonus because the undead was her own. The winner could gain (or retain) control of the rat.
Basically, this skill is used for controlling, targeting, or gaining control of spells, spell effects, constructs, directed undead, and certain magical items. Thus, this skill would be used by a fire elementalist to direct their flaming sphere at opponents, by a necromancer to mentally order her undead into combat, or even for the same necromancer to wrestle control of the flaming sphere from the fire elementalist. It is always far easier for a wizard to control an effect they produced than it is for another wizard to steal this control, and specialist wizards gain a further advantage when they try to wrestle control of an effect under their specialty’s domain. Each time a spell caster (who has this skill as a class skill) gains a new level of spells (above first) they get a free +1 rank in this skill. Some exact rules follow.
- In order to put ranks in this skill, a character must have the magical aptitude feat (or be able to cast spells as a class ability if this feat is not used in your games). This skill is a class skill for wizards, clerics, and sorcerers.
- A character gets a +2 to control checks when they try to control spell effects of their own specialty. Thus, a fire elementalist would gain a +2 to control a flaming sphere, and a necromancer would get a +2 to control undead. This bonus increases to +3 when the character gains 4th level spells, and +4 when the character gains 8th level spells. Specialists are penalized when they try to control spell elements of their opposition school. (A rule I use from 2.x edition D&D) Thus, a second level fire elementalist trying to control a water effect would have their control check penalized 2.
- It is not possible to use the control skill on another spell caster’s spells that have a range of zero.
- Characters get a +4 situational bonus to use the control skill on spell effects they create.
- It is hard to use the control skill to re-target or gain control of instantaneous spell effects (like magic missiles and fireballs) originating from another wizard. The control skill used in this way is penalized 5. In some cases the DM may ask for a speed check to see if a caster can react fast enough to use the control skill on an instantaneous effect.
- To simply deflect an instantaneous spell effect from another caster, there is no modifier to the control check. To re-direct an instantaneous spell at a new target incurs a +2 situational penalty.
- When a spell caster tries to use control to target or direct their own magic, the skill is an automatic action. However, using the control skill to redirect another’s magic is an attack action, taking just as long as it would take to cast a level 0 spell. For DMs using speed factors, the act has an initiative modifier of zero. Thus, if two spell casters started a round casting spells, and one wizard got off a fireball before the other wizard could finish their spell, that spell caster could not then drop their spell and try to use the control skill to redirect the incoming fireball (since they are already casting a spell that round). However, a spell caster could delay and wait for a spell to be cast, and they try to control the effect. Only one control check is possible each round when the skill is used to take control of another’s magic.
- It is not possible to use control to interrupt a spell as it is being cast.
- This skill has a range increment of 10’ per level of the user. For every range increment beyond the first, the control roll is penalized 2. A wizard can use the control skill out to any range increment in line of sight, but must be able to perceive the spell effect’s existence (by seeing it or by making a spell craft check). Your own spells can be controlled at any range set by the spell’s description.
- The magical energy driving a spell effect is finite: thus, the maximum range of a spell can not exceed the parameters set forth when it is cast. Consider the following example. A wizard casts a magic missile with a range of 100’ at an enemy cleric 80’ away. The cleric, who is first level, has a control range increment of 10’. Knowing full well the wizard might cast a magic missile, the cleric got initiative and waited, readying control. The magic missile speeds toward the cleric, who attempts to wait until the missile is within 10’ to try to gain control over it (to avoid the range increment penalty). Let’s assume the cleric wins the opposed control check. At this point, the cleric could try to simply deflect the missile (with no additional modifier), or she could try to send it at a new specific target (a -2 penalty). However, this new target must be within 30’ (assuming the missile was intercepted 10’ distant from the cleric).
- If an opposed control check ends in a tie, the spell effect in question is under no one’s control: it might hover in between the two spell casters, fizzle, or the DM might rule that the higher level caster wins the roll. In any event, the DM should make something dramatic happen.
- A spell caster can not choose to end her own spell effect instantaneously when another caster gains control over it.
- It is harder to use the control skill on spell effects over your maximum level of spells allowed. In these cases the control roll is penalized 1 for every level of distance. Thus, a level 3 cleric, who has access to level 2 spells, would use the control skill at a penalty of 2 when trying to control a level 4 spell effect.
- All the situational modifiers mentioned above stack. Thus, a level 1 earth elementalist trying to control a cloud kill spell effect, would suffer a penalty of 6 to her control skill check, 2 for being the opposite element, 4 for the level difference.
- It is usually not necessary to roll control skill checks to direct spells in mundane situations. In such cases as a spell needs a hit roll to impact a target (and the wizard is not trying to physically grab, touch, or direct a finger as with a ray of enfeeblement), it would be appropriate for the skill ranks a character has in control to function as a base attack bonus.
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Skills Retooled and Reconsidered
- Language [trained only, intelligence based, three types – fluency, speak, read]: As a new feature of 3.x D&D, characters now place ranks in their language skills. For a cost of two skill points a character can take one rank in “language, fluency: (type of language)” This means that a character can speak and read the language in question (assuming it has those forms). For one skill point a character can take “language, speak: (type of language)” or “language, read: (type of language)”. Certain languages, like Dralasite, are harder for some to speak and read, and others are similar enough to other languages that they share synergy, as in the case of Ironfang and goblinoid. A character gains 8 free ranks in their native language, and can always take 10 on their native language skill checks no matter what the context.
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New Standard Skills
- Combat Maneuvering [untrained, quickness based]: This skill evolved from the 2.x simultaneous combat system. Basically, whenever characters wanted to outmaneuver their foes in battle, such as to keep someone to their shield side or to keep multiple foes to their front, I used dexterity checks. Now, this skill will be used instead, reflecting the fact that combat maneuvering is something people can get better at over time and with practice. This skill is based on quickness rather than on dexterity, since advantageous tactical movement is all about reaction time, jukeing your foes, feinting, and raw speed as opposed to coordination. Combat maneuvering checks are performed as a part of normal character movement, and are often opposed rolls. Characters take an armor check penalty (if applicable) to combat maneuvering skill checks. Here are some examples of how this skill would be used…
 
- A pillar is between you and your opponent, and you both want to maximize your cover while tricking the other into a wrong move: with opposed combat maneuvering rolls, the winner gains a +2 to hit on her next attack, and a +2 AC bonus assuming she achieved at least a DC 10 + the opponent’s BAB. If neither combatant made this DC, neither gains an advantage, regardless of who wins the opposed roll.
- While fighting an orc, another orc moves over to flank you. Assuming you noticed the new opponent (made a spot check), you could try to maneuver yourself to keep both orcs to your front (which means you would have to have sufficient movement left to do this): in this case your DM could simply [1] have you make an opposed combat maneuvering roll with the orcs, ruling that you would have to beat the skill checks of both orcs to avoid a flanking scenario, [2] have you make an opposed combat maneuvering skill check with the new orc opponent, while the other orc tries to help his ally (by making a DC 10 combat maneuvering skill check – if he does the ally gains a +2 to the roll), or [3] have you make a DC 10 + the BAB of the new orc combat maneuvering skill check to avoid the flank. I would use option 1 if both orcs were actively trying to move and outmaneuver you, and option 2 if one orc were trying to distract you while his ally was advancing over.
- To avoid attacks of opportunity while engaged in an action where it is still possible to defend yourself, such as moving past a foe with weapon and shield at the ready. In this case, a combat maneuvering skill check is required, the DC equal to the hit roll of the creature in question, + 2 for every other creature moved past that round. It would not be possible to make a combat maneuvering skill check to avoid attacks of opportunity while bandaging a companion, digging around in a backpack, or while casting a spell. Avoiding an attack of opportunity with a combat maneuvering skill check effectively “spends” one attack of opportunity for the round.
- Hermando, and elven ranger, is fighting Pepe, a wild magical construct. During the melee Pepe tries to move behind Hermando and take cover from missile fire. Hermando has a choice: he could try to keep Pepe between him and the source of the missile fire, or simply try to get in an attack of opportunity on Pepe. Whatever the decision, it must be made prior to the combat maneuvering skill check. Now, if Pepe wins he moves to the desired position, else he gets opportunity attacked or outmaneuvered.
- A combat maneuvering skill check can be rolled to avoid the attack of opportunity from a pole weapon an opponent is wielding as you move in to close range. Your skill check is opposed to the opponent’s hit roll. If you win, you slip past the pole weapon. If the opponent wins and hits your AC, then you take damage and can’t proceed further. If the opponent wins and does not hit your AC, then you are puched back, but take no damage and can’t proceed further. In situations like this, you can’t normally try again unless the DM allows you to, and then these actions occur on the next initiative point. Re-trying a combat maneuvering check in these cases “spends” an attack of opportunity for the round.
 
As this skill matures and is play tested, I’m sure more defined mechanics will arise. Optional: as one added class benefit, fighters get a free rank in this skill every level, including level one.  
- Style analysis [trained only, Wisdom]: After watching someone fight for a number of rounds (the exact number is described below), a character with this skill can make a check to learn something about his subject’s fighting style. The DC of this skill represents the amount of information that can be learned. This skill is treated as a class skill for fighters and monks. Style analysis checks on practitioners of martial styles not native to a character’s home plane impose a +4 DC check penalty.
 
| Style Analysis DC |
Information |
| 10 |
The general combat style of the subject: karate, fencing, fighter-feat oriented, monk, non-trained.. |
| 12 |
How good the practitioner is: a student, an expert, a master, rough experience level |
| 13 |
More exact experience level of the practitioner |
| 14 |
Which school of the style is being used: Odo family sumo wrestling, water mountain monk-unarmed style, some specific feats being employed… |
| 16 |
Superficial or transitory weaknesses that the practitioner is currently exhibiting (such as favoring an injured leg): the character with style analysis receives a +1 on all attack rolls when fighting this practitioner, which wears off after one day. Note: the DM is the judge of whether or not any weaknesses exist! |
| 18 |
The bonus increases to +2 to hit. |
| 20 |
General weaknesses in the practitioner’s learning (such as a tendency to favor left side attacks over right-sided ones): the character with style analysis receives a +1 on all attack rolls against this practitioner, which wears of after one month. This does not stack with any possible superficial bonuses as listed above... |
| 22 |
The bonus increases to +2. |
If an opponent becomes aware of a style analyst’s advantage, he can make a sense motive check, using the original style analysis skill check as the DC, to negate the style analyst’s bonus. Style analysis is an automatic action and as such does not require any time, but it can only be used during your initiative, not before. The same goes for attempts to conceal fighting styles. In such cases as characters attempt to conceal their fighting weaknesses they can make opposed rolls with potential style analysts, using either their bluff or style analysis skills. Before style analysis can be used, the character must observe a creature engaged in combat actions for a number of rounds equal to 3 minus the difference between the target’s BAB and their own style analysis skill ranks. Thus, if a target had a BAB of +4, and the character in question had 6 ranks in style analysis, they would need to observe the target for at least one round (since 3 – [4-6] = 1). Synergy: For every 5 ranks a character has in style analysis, they gain a +2 synergy bonus to sense motive and bluff checks used in combat. For every 5 ranks a character has in sense motive (not counting synergy bonuses of course), they gain a +1 synergy bonus to style analysis.
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Psionic Skills
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These skills all require the psionic aptitude feat as a prerequisite. They do not use any sort of point system to “fuel” their effects, but each power has some sort of low-roll consequence balanced by the power of the skill’s benefit. Certain background options and character species will start play with specific psionic skills: all Purlings have Sixth Sense and Weapon Link (4-Sided Boomerang) for example. These are essentially "psionic cantrips;" in any case a DC is rolled it will be rolled on a d10 to represent the realtively low power of these skills. Psionic skills are never used "untrained." As of yet the methods for being able to gain access to these skills is not written...
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- Combat Precognition [wisdom based]: This skill was inspired by the (brilliant) movie Serenity, and was nearly called “Riverdancing” for obvious reasons. It is a skill in unconsciously and intuitively sensing the “best” place to position the body during combat, based on psychic impressions of the next few seconds. During battle, this skill is an automatic action, and can be used over and over again in one round until a skill check is failed. When using the skill, a character enters into a kind of thoughtless meditation, so it is not possible to cast spells or perform non-combat actions (like dig through a backpack) and gain the benefits of this power. On a natural one skill check, the character using this power goes too deep into the meditative state, can’t act for the next 1d4 initiative points, and provokes an attack of opportunity from all adjacent foes. The DC of a combat precognition skill check depends on what types of benefits are desired…
 
- Gain an AC bonus to next attack: DC equal to the opponent’s bonus to hit +5. The AC bonus is +1 for every 5 this skill check is made by, but is at least +1. Thus, against an opponent with a +7 to hit, a skill roll DC of 21 would equate with a +2 AC bonus. If this check is missed by 10 or more, the character using this skill suffers a -1 to AC in regard to the next attack.
- Gain a bonus to hit an opponent: DC equal to the target AC. The attack bonus is +1 for every 5 this skill check is made by, but is at least +1. If this check is missed by 10 or more, the character using this skill suffers a -1 to hit with their next attack.
- Gain a bonus to save against an attack: The DC is the save DC. The bonus equals +1 for every 5 the skill check succeeds by, but is at least +1. If this check is missed by 10 or more, the character using this skill suffers a -1 to the saving throw in question.
- Gain a bonus attack of opportunity for the combat round: opponent in question gets a will save DC d10 + the ranks one has in this skill. If no opponent, the DC is 20.
- Sense your opponent’s next immediate action: you set the will save of the opponent to d10 + your ranks in this skill.
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New Rogue Skills
- Burglary [dexterity based, lower class]: This is the skill of breaking into structures – preferably in a way which draws the least amount of notice, so that they can be looted. A good burglar is kind of a rogue generalist: they might learn to use any rogue skills in the course of their profession, but most burglars aren’t too skilled in any one. A burglar isn’t usually going to pick the lock on a front door, they’re going to look for an unlocked window, or one that’s easy to break. In most pseudo-medieval D&D settings, burglars will have an easy time of robbing your standard middle class cottage. Skill checks are used primarily for getting into the structure in question: if a character would rather use, say, open locks to gain entry to a target area they aren’t using burglary. If they were searching for open windows, or likely easy-to-force portals, then use burglary. This skill is unique in that ranks in burglary give a synergy bonus to skill checks in one of these other skills (player chooses one): climbing (cat burglary), move silently (the character has had to sneak past many sleeping victims and guards), vandalism (the burglar loved to break windows and doors open), open locks (she’s had to try her skill at this when buildings were too secure), hide (she’s cased many a joint, and been inside too many times when people woke up for a midnight snack), disable device (ran into quite a few improvised home defense traps), or find traps (yep, this is now a rogue skill again in 3.5x). This skill is both a secondary skill and a rogue skill.
- Cutpurse [dexterity based, lower class]: This skill is a more specific version of sleight of hand, and involves the art of using a sharp blade to cut away purses, pouches, and similar containers from belts and garments, or to slice open said containers to get at coins and valuables. Another strategy is to quickly slash a purse’s strap to grab it and run. Ranks in cutpurse provide synergy with skill checks in sleight of hand, but the reverse is not true. This skill is also a secondary skill.
- Find Traps [trained only, intelligence based]: This skill replaces the 3.5 preference for search to serve as find traps; search ranks provide a synergy bonus to this skill (as might ranks in burglary). In all other regards, use the 3.5 PHB modifiers to search rolls involving traps.
- Forgery [Dexterity, lower and middle class]: This skill involves the complex procedure of modifying or creating signatures, documents, wax seals, and other official records of a particular civilization. Modification is always easier than production, and this skill is harder to attempt live and in person (such as where a signature is needed), but the actual DC required depends on the document in question. Assume a DC of 15 creates an average, official document. This skill appears in the secondary skill list as more specific versions of itself. If these rules are used, obviously forgery is no longer a part of the bluff skill...
- Starglazing [Dexterity, lower class]: This skill derives from “GURPS Goblins” page 81. It is the practice of inserting a pocket knife or similar bladed instrument into a corner of a pane of glass and twisting it such to produce a “semi-circular star-like” crack in the glass surface large enough to fit a hand into. This skill is often employed by poor street-wandering children to get at items displayed in store windows. A DC 15 check is required to make a sufficient opening assuming an adequate tool is being used. If the check is failed the crack/break is too small to fit a hand into, and another corner of the pane is then typically starglazed. If the check is missed by more than 8 a loud noise ensues or the glass pane breaks sufficiently to ruin the attempt, and a luck check may be warranted. This skill is also a secondary skill.
- Trailing [wisdom based, middle and lower class]: Also known as “shadowing,” this is the skill of following someone in an urban area without being noticed. It is usually performed on foot, but carriages and horses could also be used in certain situations. This skill is both a secondary skill and a standard rogue skill. In game, this skill is likely to be opposed to spot checks from a given target, but if the target has no reason to be weary the spot check should be penalized by 2 or more, unless there isn’t adequate cover or ambient other people to mask the chase. Ranks in hide and bluff provide a half (+1) synergy bonus to skill checks in trailing. Furthermore, this skill is also useful for blending into crowds – and what roguish hero can’t do that.
- Uttering of Base Coin [Dexterity, lower class]: This skill derives from “GURPS Goblins” page 81. It is the skill of coin forgery, which includes making molds, melting lead and other metals, painting skills, and an artistic talent for sculpting and re-creating coins. The base DC for creating a counterfeit coin is set by the artistic talent behind the original, typically 10-14. Gold and platinum coins add +2 to the DC, and more exotic metals add more.
- Vandalism [Dexterity, lower class]: Ok, anyone can engage in acts of vandalism, but not everyone can do it without getting caught, subtly, with a sense of aesthetic flair. A character with several ranks in this skill knows how to deface or destroy property in such a way as to make it costly to repair for example, or to send a particular message. The message might be as simple of “get out” or a complex as “the revolution starts now!” This is also a secondary skill with a specialization option.
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Weapon and Armor Skills
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The Basic idea is that weapon and armor proficiencies should work mechanically like any other skill. As a new addition to the game, characters would get “weapon skill points” (1 normal skill point equates with 2 of these weapon skill points, and can be traded in for them, and vice versa?). I haven’t worked out how many each class would start with yet (of course fighters would get way more than wizards), but only fighter types (rangers, barbarians, fighters, etc.) treat these weapon/armor skills as class skills – every other class (be they wizard or rogue) treats these skills as cross-class skills.
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- Melee weapon skill progression
 
| Ranks |
Bonuses |
| 1 |
“Proficiency” +0 to hit, +0 to damage |
| 2 |
+1 to hit, +0 to damage |
| 3 |
+1 to hit, +1 to damage |
| 4 |
“Specialization” +1 to hit, +2 to damage |
| 5 |
An extra attack per round with this weapon, at highest BAB |
| 6 |
+2 to hit, +2 to damage |
| 7 |
+2 to hit, +3 to damage |
| 8 |
“Mastery” +3 to hit, +3 to damage |
| 9 |
“High Mastery” speed factor reduces 1, threat range 19-20 |
| 10 |
Speed factor reduces 1, threat range 18-20 |
| 11 |
Speed factor reduces 1, threat range 17-20 |
| 12 |
“Grand Mastery” +1 attack at highest BAB |
| 13 |
Damage weapon causes increases to next die type |
| 14 |
Minor benefit list choice |
| 15 |
Major benefit list choice [or choose a minor benefit] |
| 16 |
Minor benefit list choice |
| 17 |
Major benefit list choice..[etc.] |
[Minor Benefit List]
- :weapon speed factor lowers 1 more
- :weapon effective “hardness” increases 2 when wielded by the grand master
- :+1 to sunder checks with this type of weapon
- :+1 to disarm checks with this type of weapon
[Major Benefit List]
- :damage weapon causes increases to next die type [prerequisite: primary weapon stat must be 17 the first time this is chosen, 18 the next time, and so on]. Post-Grand Mastery improves weapon damage along the following progression: d4/d6/d8/d10/d12/d14/d16/d18/d20/d22/d24/etc.
- :+1 (or +5%) bonus to confirm critical hits with this weapon, and +5% to all critical hit table results, which stacks with weapon enchantments.
- :threat range increases 1 [prerequisite: must have chosen the other two options on this sub-chart at least once for every time this option is selected.]
Variant Chart Idea I: Instead of increasing the threat range at ranks 9, 10, and 11 you could add more of a 2nd edition feel using the chart below instead for the first 13 ranks, and replace the major benefit “threat range increases 1” to “Critical hit possible on one lower number if target AC is hit by 5 or more.”
| Ranks |
Bonuses |
| 1 |
“Proficiency” +0 to hit, +0 to damage |
| 2 |
+1 to hit, +0 to damage |
| 3 |
+1 to hit, +1 to damage |
| 4 |
“Specialization” +1 to hit, +2 to damage |
| 5 |
An extra attack per round with this weapon, at highest BAB |
| 6 |
+2 to hit, +2 to damage |
| 7 |
+2 to hit, +3 to damage |
| 8 |
“Mastery” +3 to hit, +3 to damage |
| 9 |
“High Mastery” speed factor reduces 1; Critical hit possible with this weapon on 19 if target AC is hit by 5 or more. |
| 10 |
Speed factor reduces 1; Critical hit possible on 18-19 if target AC is hit by 5 or more. |
| 11 |
Speed factor reduces 1; Critical hit possible on 17-19 if target AC is hit by 5 or more. |
| 12 |
“Grand Mastery” +1 attack at highest BAB; Critical hit possible on 16-19 if target AC is hit by 5 or more. |
| 13 |
Damage weapon causes increases to next die type |
 
- Bow weapon skill progression (for short, long, composite, and similar bows)
 
| Ranks |
Bonuses |
| 1 |
“Proficiency” +0 to hit, +0 to damage, +1 ranged attack per round at highest BAB (fire rate 2) |
| 2 |
+1 to hit, +0 to damage |
| 3 |
+1 to hit, +1 to damage |
| 4 |
“Specialization” +1 to hit, +2 to damage. |
| 5 |
“Point Blanc” range category (to 30 feet), where damage is doubled if the target is hit and fails a fortitude save, DC equal to the hit roll. |
| 6 |
+2 to hit, +2 to damage |
| 7 |
+2 to hit, +3 to damage |
| 8 |
“Mastery” +3 to hit, +3 to damage, maximum range increment increases 1, first range increment penalty reduces 1 |
| 9 |
“High Mastery” speed factor reduces 1, threat range 19-20 |
| 10 |
Speed factor reduces 1, threat range 18-20, maximum range increment increases 1, second range increment penalty reduces 1 |
| 11 |
Speed factor reduces 1, threat range 17-20 |
| 12 |
“Grand Mastery” +1 ranged attack at highest BAB, maximum range increment increases 1, third range increment penalty reduces 1 |
| 13 |
Damage weapon causes increases to next die type |
| 14 |
Minor benefit list choice |
| 15 |
Major benefit list choice [or choose a minor benefit] |
| 16 |
Minor benefit list choice |
| 17 |
Major benefit list choice..[etc.] |
[Minor Benefit List]
- :weapon speed factor lowers 1 more
- :lowest range increment penalty that still exists for the grand master lowers 1.
- :point blanc range increases 10’
[Major Benefit List]
- :damage weapon causes increases to next die type [prerequisite: dexterity must be 17 the first time this is chosen, 18 the next time, and so on]
- :+1 (or +5%) bonus to confirm critical hits with this weapon, and +5% to all critical hit table results, which stacks with weapon enchantments.
- :threat range increases 1 [prerequisite: must have chosen the other two options on this sub-chart at least once for every time this option is selected.]
- Crossbow weapon skill progression
 
| Ranks |
Bonuses |
| 1 |
“Proficiency” +0 to hit, +0 to damage, Heavy crossbow re-load time one round, other types of X-bows can re-load and fire each round. |
| 2 |
+1 to hit, +0 to damage |
| 3 |
+1 to hit, +1 to damage |
| 4 |
“Specialization” +1 to hit, +2 to damage. |
| 5 |
“Point Blanc” range category (to 60 feet), where damage is doubled if the target is hit and fails a fortitude save, DC equal to the hit roll. |
| 6 |
+2 to hit, +2 to damage |
| 7 |
+2 to hit, +3 to damage |
| 8 |
“Mastery” +3 to hit, +3 to damage, maximum range increment increases 1, first range increment penalty reduces 1 |
| 9 |
“High Mastery” speed factor reduces 1, threat range 19-20 |
| 10 |
Speed factor reduces 1, threat range 18-20, maximum range increment increases 1, second range increment penalty reduces 1 |
| 11 |
Speed factor reduces 1, threat range 17-20 |
| 12 |
“Grand Mastery” +1 ranged attack at highest BAB for non-heavy X-bows, heavy X-bows can now reload and fire in one round! Maximum range increment increases 1, third range increment penalty reduces 1 |
| 13 |
Damage weapon causes increases to next die type |
| 14 |
Minor benefit list choice |
| 15 |
Major benefit list choice [or choose a minor benefit] |
| 16 |
Minor benefit list choice |
| 17 |
Major benefit list choice..[etc.] |
[Minor Benefit List]
- :weapon speed factor lowers 1 more
- :lowest range increment penalty that still exists for the grand master lowers 1.
- :point blanc range increases 10’
[Major Benefit List]
- :damage weapon causes increases to next die type [prerequisite: dexterity must be 17 the first time this is chosen, 18 the next time, and so on]
- :+1 (or +5%) bonus to confirm critical hits with this weapon, and +5% to all critical hit table results, which stacks with weapon enchantments.
- :threat range increases 1 [prerequisite: must have chosen the other two options on this sub-chart at least once for every time this option is selected.]
Note: Given the fire rate of crossbows, certain extra attacks as a consequence of level may be lost (unless other loaded X-bows are nearby). Thus, a 10th level fighter with max ranks in Heavy X-bow (13) would still only get to reload/load and fire his heavy x-bow once. The remainder /+5 attack is lost.  
- Armor proficiency skill progression
 
| Ranks |
Bonuses |
| 0 |
“Non-proficient” Armor don times double; armor check penalty applies to attack rolls, strength/dexterity/speed based skill and ability checks. |
| 1 |
“Proficiency” as per the usual 3.5 rules; standard don times. |
| 2 |
Don times reduced 10%, arcane spell failure chance decreases 5% |
| 3 |
Maximum dexterity bonus increases 1, armor check penalty decreases 1 |
| 4 |
“Specialization” AC bonus of armor increases +1, speed penalty decreases 5’, critical hits versus the character are -5% when character is wearing this type of armor. |
| 5 |
Don times reduced now 20%, character can now “parry” using only parts of the armor; works just like a parry (takes an attack action), uses the character’s dexterity bonus. |
| 6 |
Don times reduced now 30%, arcane spell failure decreases total 10% |
| 7 |
Maximum dexterity bonus increased by a total of 2, armor check penalty decreases by a total of 2. |
| 8 |
“Mastery” AC bonus of armor increases +1, speed penalty decreases 10’ total, critical hits versus the character are -10% when character is wearing this type of armor. |
| 9 |
Don times reduced now 40%, character gets +1 to parry now with just parts of the armor. |
| 10 |
Don times reduced now 50%, arcane spell failure decreases total 15% |
| 11 |
Maximum dexterity bonus increased by a total of 3, armor check penalty decreased by a total of 3 |
| 12 |
“Grand Mastery” AC bonus of armor increases +1, speed penalty decreases 15’ total, critical hits versus the character are -15% when character is wearing this type of armor |
| 13 |
Damage reduction 1/ in armor |
| 14 |
Minor benefit |
| 15 |
Major benefit |
| 16 |
Minor benefit |
| 17 |
Major benefit…[etc.] |
[Minor Benefit List]
- :Maximum Dexterity bonus in armor increases 1
- :Armor check penalty decreases one more
- :Speed Penalty Decreases 5’
- :Don times further reduce by 10% (Maximum 80%)
- :Bonus to parry in the armor increases again +1
[Major Benefit List]
- :Damage reduction increases by 1/
- :Armor class is effectively +1 higher when a critical hit confirmation roll is made (this can be selected multiple times)
- :Critical hits versus the character are -5% further reduced when character is wearing this type of armor.
- :Arcane spell failure chance decreases 5%
- Shield proficiency (defensive) skill progression
 
| Ranks |
Bonuses |
| 0 |
“Non-proficient” one full round to properly don (a character can spend 1 move action instead, but needs DM-applied dexterity checks each time the shield might have been hit in combat (or it is dropped) until another move action is spent strapping it on); armor check penalty applies to attack rolls, strength/dexterity/speed based skill and ability checks |
| 1 |
“Proficiency” as per the usual 3.5 rules; standard don times. |
| 2 |
Arcane spell failure chance decreased 5% |
| 3 |
Armor check penalty decreased by 1. |
| 4 |
“Specialization” AC bonus of shield increases +1, critical hits versus the character are -5% when character is using this type of shield. Tower shield rules: penalty to attacks reduced one. |
| 5 |
Character effectively gains the old feat “improved shield bash” (can punch with shield and still gain its AC bonus that round); +1 synergy to offensive shield proficiency. |
| 6 |
Arcane spell failure decreased total 15% |
| 7 |
Armor check penalty decreased total of 2. |
| 8 |
“Mastery” AC bonus of shield increases to a total of +2, critical hits versus the character are -10% when character is using this type of shield. Tower shield rules: penalty to attacks eliminated, maximum dexterity bonus increases +1. |
| 9 |
+1 synergy to offensive shield proficiency. |
| 10 |
If a factor: arcane spell failure decreased total 25% |
| 11 |
If a factor: armor check penalty decreased total 3. |
| 12 |
“Grand Mastery” AC bonus of shield increases total +3, critical hits versus the character are -15% when character is using this type of shield. |
| 13 |
5% concealment while using this kind of shield. |
| 14 |
Minor benefit. |
| 15 |
Minor benefit. |
| 16 |
Major benefit. |
| 17 |
Minor benefit. |
| 18 |
Minor benefit. |
| 19 |
Major benefit. |
[Minor Benefit List]
- :Armor class is effectively +1 higher when a critical hit confirmation roll is made (this can be selected multiple times)
- :Critical hits versus the character are -5% further reduced when character is wearing this type of armor.
- :Arcane spell failure chance decreases 5%
- :Armor check penalties, if still a factor, are reduced one more.
- :Bonus +1 to parry with this kind of shield.
[Major Benefit List]
- :Concealment increases by 5% (maximum 10% small shields, 20% medium, 40% tower)
- :If shield is magical, AC bonus increases +1; this added bonus can never exceed the plus of the shield.
- Shield proficiency (offensive) skill progression
 
| Ranks |
Bonuses |
| 0 |
“Non-proficient” characters can not attempt shield punch or parry maneuvers. |
| 1 |
“Proficiency” +0 to hit, +0 to damage; shield is considered an “off-hand weapon” as per two weapon fighting rules. However, the only way to reduce the penalties for fighting with a shield are to continue to take ranks in shield proficiency (offensive). |
| 2 |
+1 to hit/parry, +0 to damage; character effectively gains the old feat “improved shield bash” (can punch with shield and still gain its AC bonus that round); two weapon fighting penalties reduced 1 for primary hand, 2 for secondary hand while using this type of shield. |
| 3 |
+1 to hit/parry, +1 to damage. |
| 4 |
“Specialization” +1 to hit/parry, +2 to damage; +1 synergy to defensive shield proficiency; two weapon fighting penalties further reduced 1 for primary hand, 2 for secondary hand while using this type of shield. |
| 5 |
Gains +1 shield action each round, at highest BAB. |
| 6 |
+2 to hit/parry, +2 to damage; two weapon fighting penalties further reduced 1 for primary hand, 2 for secondary hand while using this type of shield. |
| 7 |
+2 to hit/parry, +3 to damage. |
| 8 |
“Mastery” +3 to hit/parry, +3 to damage; two weapon fighting penalties further reduced 1 for primary hand, 2 for secondary hand while using this type of shield. |
| 9 |
“High Mastery” speed factor reduces 1, threat range 19-20; +1 synergy to defensive shield proficiency. |
| 10 |
Speed factor reduces 1, threat range 18-20; two weapon fighting penalties further reduced 1 for primary hand, 2 for secondary hand while using this type of shield. |
| 11 |
Speed factor reduces 1, threat range 17-20. |
| 12 |
“Grand Mastery” +1 shield action per round at highest BAB. |
| 13 |
Damage shield causes increases to next die type. |
| 14 |
Minor benefit |
| 15 |
Major benefit list choice...[etc.] |
[Minor Benefit List]
- :Shield speed factor lowers 1 more.
- :Shield effective “hardness” increases 2 when wielded by the grand master.
- :+1 to sunder checks with this type of shield.
- :+1 to disarm checks with this type of shield.
- :Bonus +1 to parry with this kind of shield.
[Major Benefit List]
- :Damage shield causes increases to next die type [prerequisite: Strength must be 17 the first time this is chosen, 18 the next time, and so on]. Post-Grand Mastery improves shield damage along the following progression: d4/d6/d8/d10/d12/d14/d16/d18/d20/d22/d24/etc.
- :+1 (or +5%) bonus to confirm critical hits with this type of shield, and +5% to all critical hit table results, which stacks with shield enchantments.
- :Threat range increases 1 [prerequisite: must have chosen the other two options on this sub-chart at least once for every time this option is selected.]
[Return to the top]
Secondary Skills!
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As a new part of character creation, players will select a number of secondary skills. As a general rule, secondary skills are those skills which were picked up as a consequence of societal positioning and life history: a character’s access to secondary skills are influenced by their initial social class (low, middle, high), or by their alignment. Most of these skills are assumed to have been acquired while the character was “growing up.” Secondary skills are generally more specific than the usual class skills and can be hard to improve (put ranks in) once the character is “an adventurer.” As a general rule, secondary skills can only be improved if a character spends time performing the activity in question in-game. Secondary skills are never able to be used untrained (although certain “normal” 3.5 D&D skills are treated as class skills and are some of these can be).
Starting characters gain secondary skill points equal to (4 + their charisma bonus) x 4. The assumption of using charisma as a primary stat is that more sociable, confident children will have gained more life experiences. They can choose as many as half this number of secondary skills (choosing a skill means at least one rank is placed in it). Certain background options add access to or provide free secondary skills – these do not count toward the usual number of (4 + their charisma bonus) x 2 total possible skill selections. The maximum number of ranks a character can start with in a secondary skill is normally equal to half their charisma score rounded up. Secondary skills which are not of the character’s social class are more difficult to learn. Assuming the classes are simply low, middle, and upper a skill of a class removed one rank from the character’s social class requires two secondary skill points to raise it one rank. Thus, a middle class character can learn low and upper class skills but to achieve one rank in these skills the character must spend two secondary skill points. A lower class character wanting to learn middle class skills is in the same position. If a character is to achieve one rank in a skill of a social class removed twice from their own social class they must spend three secondary skill points to gain one rank. This gives the middle class an advantage in the sense that is easier to learn a wider range of skills. Certain skills have no class association and can be improved one rank per skill point spent on them.
Essentially, secondary skill points represent an allotment of time, training, and familiarity. They must be spent prior to allotting the usual skill points a 3.5 character would normally receive. The following “normal” skills can be treated as secondary skills and improved with secondary skill points: all "Skills Of Sensory Perception", all "Skills That Increase The Base Stats", jump, language (as described on this page), and swimming.
Many of the skills have a specialization option listed in their description. These options restrict or focus the character’s knowledge or ability if they are chosen, at the benefit of the universe matching the ranks achieved in these specialized secondary skills one for one. Thus, if a player were to spend two ranks in the skill Grooming and the specialization of horses was chosen, they would have 4 ranks in Grooming: horses. This character would know a lot about how to groom horses, but would have no familiarity with grooming, say, dogs. It is possible to take some non specialized skill ranks along with specialized skill ranks, which are separately accounted for. In most cases, the general skill ranks stack with the specific skill ranks, but specializations do not assist general knowledge. Thus, if a character took grooming: 2 ranks and then spent one skill point on a grooming specialization of dogs (resulting in two ranks of dog grooming), a skill check to groom a dog would be at +4. However, the same character trying to expertly groom a horse would only add +2 to the skill check.
Certain skills have, in brackets, an alignment descriptor such as “evil” – if the character’s starting alignment has this component then skill points can be allocated to it normally. If this is not the case, the skill gets more “expensive” to raise by one for every step along the good-evil or lawful-chaotic axis the character’s alignment falls on. Thus, a lawful good character wanting to take a rank in the torturing animals skill would have to spend 3 background skill points to attain one rank in it.
Some skills are listed as “Skill, specific”, in these cases the player chooses a specific kind of skill when ranks are taken in it. These work like the skills knowledge, profession, and craft and are open ended. The difference between a skill with a specialization and one listed as “specific” is a matter of scale.
Depending on the nature of the campaign, the formula for calculating background skill points might have a different multiplier, such as 5. If a DM has the time, they might want to construct a chart with all of these secondary skills and decide, based on campaign world region, what the social class modifiers are for each skill. Thus, in a particular culture, it might be that animal catching is a skill reserved for the upper class. In this way, secondary skills could be a tool for culture building.
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- Animal Affinity, specific (choose animal) [charisma based, classless]: This skill represents childhood experiences hanging around a particular type of animal. This type of animal will tend to trust the character, given this character’s intuitive feel for how to act around this species. Ranks in this skill provide a bonus to any die rolls involving the reactions and behavior of the chosen animal type in regard to the character, including reaction rolls, saving throws, spot and listen checks, and so forth.
- Animal Catching, specific (choose animal) [dexterity based, lower class]: This skill represents a proficiency in catching a particular type of animal, most commonly rats or dogs. A character’s animal catching skill check could be opposed to the target animal’s reflex save when this skill is in practice. This skill combines several sub talents, including knowledge: specific animal, proficiency in whatever gear is used to catch said animal, as well as the craft knowledge to set and create snares.
- Animal Handling, specific (choose animal) [charisma based, classless]: This skill is a more specific version of Handle Animal, and works exactly the same way as the standard 3.5 skill.
- Animal Sounds (specialization option) [charisma based, classless]: This skill allows a character to make specific types of animal noises; a DC 15 skill check is the common DC for things like a believable dog bark, while the meow of a kitten might be slightly easier (DC 12). Hard (DC 20) animal noises would include the cries of wild burrows and the moans of cats in heat.
- Animal Watching, specific (choose animal) [wisdom based, classless]: This skill represents long hours spent watching particular types of animals, usually in the wild but not necessarily depending on the animal chosen. This skill works sort of like a knowledge animals skill, but only in regard to things the character might have observed, like the eating habits of animals and their social behavior as opposed to knowledge of their anatomy. The type of animal watched is a class based phenomenon (say, cows as opposed to show dogs), but this will vary by campaign location. This skill does not cover the watching of creatures like dragons and humans.
- Archery, specific (choose bows or x-bows) [dexterity based, classless]: This skill is one of several introductory weapon skills. Ranks placed in this skill provide the following benefits…
 
| Ranks |
Bonus |
| 1 |
The character’s non-proficiency penalty with the chosen weapon type (bows or X-bows) is reduced 1. “Aim bonus” +1 |
| 2 |
The character’s non-proficiency penalty with the chosen weapon type is reduced 1. |
| 3 |
The character’s non-proficiency penalty with the chosen weapon type is reduced 1. The character gains a +1 rank synergy to a specific type of bow. “Aim bonus” +2 |
| 4 |
The character’s non-proficiency penalty with the chosen weapon type is reduced 1. Even if not proficient, the character gains “+1 ranged attack per round at highest BAB (fire rate 2)” with one type of bow, or if X-bow was chosen for this skill the increased re-load time of a proficient user. |
| 5 |
The character’s non-proficiency penalty with the chosen weapon type is reduced 1 (If this is even still a factor). “Aim bonus” +3 |
| 6 |
The character gains another +1 rank synergy to a specific type of bow. |
| 7 |
The weapon speed of the chosen weapon type drops 1, and one more at 10 ranks, 13 ranks, etc. “Aim bonus” +4 |
| 8 |
Even if not proficient, the character gains “+1 ranged attack per round at highest BAB (fire rate 2)” with one type of bow, or if X-bow was chosen for this skill they gain the increased re-load time of a proficient user. |
| 9 |
The character gains another +1 rank synergy to a specific type of bow. “Aim bonus” +5. After this point, the only bonuses which keep increasing with more ranks are the aim bonuses at ranks 11, 13, 15, etc. |
 
The “Aim Bonus” Explained: Every round a character aims at a target with the chosen weapon type (and succeeds in a concentration check DC 10 + 2 per round after the first) they gain a +1 to hit so long as the target doesn’t move. This cumulative bonus is negated if a concentration check is failed. Thus, a character with 9 ranks in archery could spend 5 rounds aiming at a target and get a +5 to hit so long as they passed 5 concentration checks: DC 10,12,14,16,18,20. If they passed the first two concentration checks, and then failed the third, the total bonus is negated, and they would have to start again. Whenever a character gains “+1 rank synergy to a specific type of bow” this bow type must fall under the category of the general type chosen for this skill.
- Athletics, specific (choose sport) [strength of dexterity based, middle and upper class]: A specific type of sport must be chosen when skill ranks are applied to this skill, and the DM can decide if this skill would be strength based (wrestling for example), or dexterity based (like golf). For every rank a character gains in this skill, they gain +2d8 stat points in the stat upon which this sport is based, +d8 stat points in the other stat (be it dexterity or strength), and +d6 constitution stat points. Additionally, for every two ranks a character has in this skill they receive a toughness point. Thus, the characters who played sports as children will tend to be a bit tougher.
- Burglary [dexterity based, lower class]: This is the skill of breaking into structures – preferably in a way which draws the least amount of notice, so that they can be looted. A good burglar is kind of a rogue generalist: they might learn to use any rogue skills in the course of their profession, but most burglars aren’t too skilled in any one. A burglar isn’t usually going to pick the lock on a front door, they’re going to look for an unlocked window, or one that’s easy to break. In most pseudo-medieval D&D settings, burglars will have an easy time of robbing your standard middle class cottage. Skill checks are used primarily for getting into the structure in question: if a character would rather use, say, open locks to gain entry to a target area they aren’t using burglary. If they were searching for open windows, or likely easy-to-force portals, then use burglary. This skill is unique in that ranks in burglary give a synergy bonus to skill checks in one of these other skills (player chooses one): climbing (cat burglary), move silently (the character has had to sneak past many sleeping victims and guards), vandalism (the burglar loved to break windows and doors open), open locks (she’s had to try her skill at this when buildings were too secure), hide (she’s cased many a joint, and been inside too many times when people woke up for a midnight snack), disable device (ran into quite a few improvised home defense traps), or find traps (yep, this is now a rogue skill again in 3.5x). This skill is both a secondary skill and a rogue skill.
- Childrearing (specialization option) [wisdom and charisma based, classless]: Specialization options involve breastfeeding, discipline, age ranges of children, feeding, basic medical care, and so forth. It would be unusual, at least in a classical pseudo-14th Century European cultural, Earth-like environment, to have a female character without some ranks in this skill, particularly if she had younger siblings.
- Cloud watching [wisdom based, classless]: Perhaps one of the most esoteric skills ever devised for D&D, nonetheless it has sufficient humor value to include it. Just because I think it’s funny, every rank placed in this skill comes with a bonus +d8 wisdom stat points, reflecting a boost in patience and insight, as well as a cumulative d6% chance of gaining a +1 to will saves versus illusions per skill rank (rolled once).
- Criminal Distraction [Charisma based, lower class]: This skill involves getting the attention of a person in charge of security in an area in order to prevent them from noticing their area is being robbed, vandalized, or otherwise invaded by rogues. The most common application of this skill is during shoplifting events, where the “criminal distracter” engages the store owner while her friends clean up. Ranks in bluff stack with ranks in this secondary skill in these situations. Ranks in social engineering can provide a synergy bonus to this skill.
- Cutpurse [dexterity based, lower class]: This skill is a more specific version of sleight of hand, and involves the art of using a sharp blade to cut away purses, pouches, and similar containers from belts and garments, or to slice open said containers to get at coins and valuables. Another strategy is to quickly slash a purse’s strap to grab it and run. Unlike certain other “more specific” secondary skills, cutpurse ranks do not stack with sleight of hand ranks later on in a character’s life, but ranks in cutpurse do provide synergy with ranks in sleight of hand. This skill is also a new standard rogue skill.
- Darkwandering (specialization option) [wisdom based, classless]: Just about everyone has, from time to time, tried to navigate areas in the dark. Characters with ranks in this skill have had a lot of practice, and are particularly good at avoiding obstacles (by how they move) and identifying things by touch. Specialization options are by terrain, and include: caverns, forests, residences, castles and fortifications, sewers, etc. This skill has no direct combat modifiers, but does make it far easier to move in dark areas safely when it counts. Each rank in this skill will reduce the movement penalty through darkness by 10% such that a character with 10 ranks in this skill has no movement penalty. This skill provides a synergy bonus to “touch” skill checks and to the weapon skill “Blind fighting.”
- Dream Interpretation (specialization option) [wisdom based, classless]: This skill represents a proficiency in both identifying patterns and symbols in dreams and in figuring out what these elements mean in the context of any particular life situation. This skill is part cultural awareness, part social engineering, part performance and interviewing, and part intuition. For a DM, this skill represents one more method for adding spice and character to the shared fantasy. Specialization options are by type of dream and include prophetic, nightmares, personal, lucid.
- Feign/Detect Sleep [charisma/wisdom based, classless]: This is a skill children either develop or ignore, but mot everyone has tried it at least once. From a rogue’s perspective, this skill can be quite useful if employed later on in life; feign/detect sleep is a more specific version of both bluff and sense motive, and ranks in this skill stack with ranks in these more general skills in such cases as the event in question involves faking or discovering sleep.
- Farm Chores (specialization option) [rural, strength based, lower class]: While the occasional middle class teenager gains employment in this field, by and large it is the lower class that practice this trade in Solnea. For every skill rank gained in this skill, the character gains +2d10 strength and +d10 constitution stat points. These bonuses occur every 4 specialization ranks. Specialization options include raking hay, feeding hens, planting seeds, harvesting X, milking goats, etc.
- Filching [dexterity based, lower class]: Also known as “shoplifting,” this skill is a more specific version of sleight of hand (so ranks in slight of hand would stack with ranks in this skill later on). A good filcher is also a decent actor, and ranks in stage acting provide synergy bonuses to filching skill checks. When working with a character with the criminal distraction skill, filching skill checks receive a +1 bonus for every 1 the criminal distraction roll is made by. The difficulty of a filching check is based on the size of the item in question, how easy it is to get to, the paranoia level of the shopkeeper, the number of people in the store, etc.
- Find Traps (specific) [intelligence based, classless]: This more specific version of find traps (listed and detailed above) is focused on a particular type of trap, and has to be as specific as the following domains: tripwire traps, poison-covered traps, pit traps, magical wards, illusion-covered traps, natural snares, shifting walls and ceiling traps, etc. A character with ranks in this skill has lead an interesting and dangerous developmental life. An upper class character might have wandered into his family’s “secret chambers,” while a lower class aspiring rogue might have tried to bite off more than she could chew early on. This is also a way to allow non-rogues to find certain kinds of traps based on their upbringing.
- Fire Building [wisdom based, classless]: This skill represents both a theory and practice of fire building. This involves a rudimentary knowledge of the combustible properties of various materials as much as it does an artistry of fire making. This skill has synergy with the skill “arson.” The DC of actions in the context of this skill is as follows…
 
| DC |
Action |
| 4 |
Start a fire with adequate resources, like a tinderbox and available wood. |
| 8 |
Keep a fire going safely and steadily for 6 hours. |
| 17 |
Start a fire with only things recovered from nature and no tools or manufactured resources. |
| 15 |
Realize the rocks someone is piling up for the fire pit are likely to pop/explode if exposed to fire heat. |
| 15 |
Know which types of wood/brush burn with little or large amounts of smoke... |
- Flintknapping (specialization option) [dexterity based, classless]: In most campaign areas where fantasy steel and other metals are easy to come by, not many people know how to flintknap tools and weapons. Primarily, this skill is used to construct blades, scrappers, and projectile points out of materials such as obsidian and glass (the best materials), quartz, flint, and chert. Specializations in this skill can be either in the end product (scrapers, blades, knives, specific kinds of projectile points such as arrowheads or Paleo-points for spears), or in the technique most used (hard hammer percussion, soft hammer percussion, pressure flaking). See flintknapper. Each skill rank placed in this skill represents approximately 30-40 hours of practice, which means you could possibly manufacture a semi-dangerous projectile point with this level of proficiency, assuming you rolled well on your skill check. The basic DCs to manufacture a stone tool depend on the type being created, the tools at hand, and the materials used.
 
| DC or modifier |
Action |
| -1 DC mod |
Abundant tools: leather gloves, leather scraps, more than one kind of hammerstone or pressure flaking implement, such as pieces of antlers: |
| no mod |
Adequate tools: no gloves, some leather scraps, at least one fairly adequate tool: |
| +2 DC mod |
Improper tools, lacking one vital component, like leather scraps: |
| -2 DC Mod |
Using obsidian or glass: |
| no mod |
Using a mid range lithic material: |
| 19 |
To create a fine paleo point ready for the haft: |
| 17 |
To create a workable point: |
| 14 |
To create a core from which scrapers or blades could easily be flaked off of: |
| 8 |
To create a simple scraper: |
| 5 |
To create a simple, one-use flake blade: |
- Forgery (specific) [Dexterity, lower and middle class]: Choose either signatures, wax seals, or documents when skill points are allocated to this skill; 5 ranks in forgery (wax seals) or forgery (signatures) gives a +2 synergy to forgery (documents). Otherwise this skill works like the rogue skill above.
- Glance mastery [charisma based, classless]: This skill is a subtle art practiced by most every humanoid, but seldom perfected. It is the skill of watching and looking at people, without them noticing your glance. It is the art of looking away, of anticipating when someone’s eyes will shift to your own, and is hard to master. This skill involved a bit of acting, a bit of spot, bluff, and a splash of luck. The DC to observe a nearby target for approximately 4 rounds is proportional to the anxiety level of the target and the amount of social cover available. For a character uing this skill in a crowded bar room, observing a patron eating and having a good time, the DC would be 10. If there were no other people present except this patron and the character, the DC would be 16. If the situation were more difficult, and the patron was, say, self conscious and nervous the DC would shoot to 20. Of course, this skill has direct application to certain gaze attacks that require direct eye contact: in these cases the character can add a +1 to save for every two ranks they possess in this skill, rounded down.
- Grave digging [strength based, lower class]: This skill is fairly straightforward, and not something most characters would have experience with. For every rank a character places in this skill they gain +2d6 stat points in strength and +d6 stat points in constitution, but suffer –d6 stat points in charisma or comeliness. Also, each rank a character places in this skill could result in a bonus d20 starting gold pieces (assuming a standard D&D campaign economic format) and a d8% chance of starting the game with some sort of random magical or special item (roll chance once), but this would mean the character stole from the dead, which may or may not lead to moral quandaries. Additionally, a character can use this skill as a kind of “Knowledge: local cemeteries” and “Knowledge: local cemetery undead lore.” Also, just because it’s kind of funny, a character gains one weapon skill point for each skill rank in grave digging, but these must be placed in the following tool-weapon-proficiencies: shovel, pick-axe, or large rock (they’ve dug up enough of em’).
- Grooming (specialization option) [dexterity, lower and middle class]: Specialization options are by specific animal type, usually horses or dogs.
- Hearth Tales (specialization option) [charisma, classless]: This character has spent a lot of time sitting (usually around fires) and listening to older, experienced storytellers weave their narratives. Specialization options are by type of story, and include such things as folktales, religious stories, ghost stories, and gossiping. A good skill for an aspiring bard.
- Holding Breath [constitution based, classless]: This is simply an aptitude in holding one’s breath; ranks in this skill add to fortitude saves involving suffocation and drowning. As a special prerequisite, a character needs to have at least one rank in a skill that could involve holding one’s breath as a part of the activity, such as swimming or toshing.
- Juggling (specialization option) [dexterity based, classless]: Specialization options are by type of thing juggled, and include balls and bags, knives and pins (similar techniques), discs or plates, etc. For the character without specialization, they have tried a wide range of things juggled, but balls and bags are easiest and do not modify the DC. The basic DC to successfully juggle for an entire round is approximately 8.
 
| DC modifier |
Action |
| -2 |
Items to be juggled are familiar |
| +2 |
Pins or pin-like items are to be juggled |
| +3 |
Knives... |
| +4 |
Discs, plates, and similar items |
| +2 |
4 items. |
| +4 |
5 items. |
| +7 |
6 items. |
| +11 |
7 items. |
| +16 |
8 items. |
- Knowledge: Animals [intelligence based, classless]: This skill is useful for identifying specific animal types, and knowing basic information about their diet, social organization, typical habitats, etc. This is obviously a more specific version of Knowledge: nature.
- Knowledge: Lay metaphysics [wisdom based, middle and upper class]: A character with ranks in this skill has spent many hours discussing the nature of existence, whether or not the gods care, and so forth. This skill has synergy with knowledge religion and vice versa.
- Looting [wisdom based, lower class]: This skill is a more specific version of the search skill, and involves a proficiency in entering an area and quickly locating valuable items so that they can be moved to a better location. Wrapped up in this skill is a kind of “knowledge: appraisal” in that a good looter is thinking “..ok, in the short amount of time I have, what are the best items to make off with?” Whereas someone using the search skill needs a full round action to search a 5x5 area or a volume of goods 5’ on a side, a looter can loot a 20x20 area in a full round action, since they aren’t being too careful to check for secrets – they are interested in what’s laying around and obvious. Thus, ranks in looting provide synergy with search skill checks (and not vise versa).
- Midden diving [luck based, lower class]: This skill might have also been called “fantasy dumpster diving,” “urban foraging,” or perhaps “muckraking.” It involves searching through piles of trash (usually from a large urban area) in search of edibles or valuables. As such, it is a more specific variety of search; ranks taken in this skill would stack with later ranks in the search skill whenever the character were looking in trash piles. A character with ranks in midden diving could make skill checks to know where a midden is likely to be located, which techniques are the best to find particular items, whether a particular item is likely to be found in a known midden, what kinds of creatures frequent middens (and a bit about them), and what laws govern picking through trash.
- Mushrooming [wisdom based, lower class]: This skill represents a general knowledge of which mushrooms are edible, poisonous, hallucinogenic, magical, and so forth as well as how to gather them in the wild. Obviously, on other planes or otherwise far from the character’s home area, this skill is of limited value. To identify most mushrooms, a skill check of 12 is usually required.
- Orgami [dexterity based, upper class]: A world-specific skill. Referred to as “page sculpting” by the cultured elite, orgami is a popular, social art form. During the Winter Solstice tree decoration rituals (when Solneans celebrate the death of the prophet and his ascendance into paradise), prayers are written on colored paper which is then folded into animal and decorative shapes and used as tree decorations. When the tree is finally taken down, the orgami decorations are burned – thus sending the prayers directly to the prophet, who can then read them to Althion. Nearly every well to do child has had to sit and at least try to fold orgami decorations, and those putting ranks in the secondary skill actually paid attention. The practice is actually quite expensive, requiring died paper supplies, and is usually not a pastime of the lower classes, although the art form is prestigious enough that some families will spend more than they can afford during the Solstice. After all, it is said that Althion only really listens to the prayers the prophet reads him, and only carefully folded prayers find their way into the prophet’s hands. Springing from this artistic tradition is a type of low-level magic which deals specifically with producing and animating orgami creations, and it is not unusual to find shops specializing in orgami specialty creations in large urban areas. Ever the superstitious people, one way Solneans deal with problems are to describe or depict them on paper, fold the problems-as-paper into a bird shape, and burn the problem away (or, depending on the problem, the shaped animal might be dropped in a river, cast out to sea, eaten, buried, or put down a well – no one would take a discarded orgami animal for far of gaining someone else’s problems!). Associated with this skill is a basic knowledge of paper types and how paper is made, since only the finest papers will usually do. Skill checks can reference this knowledge or index the ability of the character to produce orgami creations.
- Prostitution (specialization option) [charisma or comeliness based, classless]: This secondary skill could certainly appear as a standard skill, profession: prostitution. This skill shares mutual synergy with the skill “sexual prowess” listed below. Depending on the situation, either charisma or comeliness modify the skill check. I’m tempted to give characters starting with ranks in this skill more initial funds: if this were the case, in a “standard” D&D campaign with standard coinage, I’d be willing to give characters an extra d20gp to start with per rank in this secondary skill. Specialization options are the same as listed in sexual prowess.
- Public Speaking [charisma based, classless]: Another great skill for aspiring bards, this skill reflects practice standing up in front of others to speak and involves speaking clearly and at the proper volume, remaining calm, projecting the correct emotions, and connecting with an audience.
- Puppetry [charisma based, classless]: This skill involves acting and performing with puppets (and possibly even stuffed animals), an activity most every child experiments with at one time or another. A character with ranks in this skill could put on a puppet show, perform basic repairs on puppets, and perhaps even know something about local puppet traditions, but couldn’t construct a stage or props without other skills. This skill has synergy with “stage acting” and “hearth tales”, since each involves a playing of characters and telling of stories.
- Ride, specific (choose animal type) [dexterity based, classless]: This is simply a more specific version of the skill ride.
- Sexual Prowess, specific [constitution based, classless]: Specific choices with this skill include heterosexual, homosexual, autoerotic, transsexual, sadomasochism, celibacy, bestiality (specialization option), necrophilia, hobbits/midgets. The number of ranks are equivalent to sexual practice and experience. This skill shares mutual synergy with the skill "prostitution" listed above.
- Sleep Deprivation, specific [constitution based, classless]: This character, for whatever specific reason chosen, has experience staying awake for longer than normal characters need to. Perhaps he got involved in a weekly game session of “Papers and Paychecks” (See DMG 1st edition, page 111), or perhaps she simply couldn’t risk sleeping too deeply at night. Ranks in this skill function as a bonus to sleep-related fortitude saves (such as made to stay awake, resist spell spells, and so forth)
- Social Engineering [charisma based, classless]: Tom Sawyer trying to get his friends to paint the fence for him is a good example of this skill’s application. It is a more specific version of the bluff skill, useful in “encouraging” others to do things you need them to do. This skill can add a synergy bonus to the following skills: criminal distraction.
- Stage Acting [charisma based, middle class]: Every rank a character has in this skill represents prior participation in approximately 4 major, local productions on stage. A character with 1 rank was likely an extra; 2-4 ranks would equate with appearances in minor supporting roles, and 5 or more ranks would suggest the character has appeared in lead roles. There is some crossover with knowledge: theatre in this skill, which has synergy with public speaking (5 or more ranks in either equate to a +2 synergy bonus in the other).
- Stage Hand [variable stat based, usually strength or wisdom, lower class]: Every rank a character has in this skill represents prior participation in approximately 4 major, local productions – not on stage, but behind the scenes, moving and creating scenery, running costumes to actors, and filling in wherever necessary. This unusual skill blends a little painting, carpentry, brute labor, and knowledge: stage production.
- Telling Lies [Charisma based, classless, evil and neutral, neutral and chaotic]: The more ranks a character has in this skill the closer they get to being a compulsive liar. Characters with many ranks in telling lies tend to lie for the sake of it, for the thrill of knowing something others do not. These characters tend to excel at social engineering and these two skills enjoy mutual synergy. This skill is similar to the 2nd edition skill fast talking, and is a specific version of the bluff skill...
- Theatre Rat [charisma based, middle class]: This unusual skill reflects a character’s time spent at the theatre watching productions, hanging out with fellow patrons, and mingling with actors. It involves a knowledge of a city’s acting scene, local actors, aesthetic ideals involved with performance, and a general knowledge of how stage productions are produced, funded, planned, and so forth.
- Throwing Stones [Dexterity based, classless]: Characters with ranks in this skill were likely to notice particularly good throwing stones; they enjoyed skipping stones across water, throwing rocks at trees, floating sticks – just about anything. In essence, this skill is like a weapon proficiency. A strength bonus is not automatically applied to damage with thrown stones. With proficiency, a character gets two thrown stone attacks per round, each at their highest ranged attack bonus.
 
| Ranks |
Bonuses |
| 1 |
proficiency in thrown stones of all sizes, standard ranges. |
| 2 |
can skip appropriate rocks across water, once for every DC 3 a skill roll is made by. +1 hit. |
| 3 |
+1 to damage, ranges increase +25% |
| 4 |
+1 extra thrown stone attack per round at highest BAB. |
| 5 |
+1 more to hit. |
| 6 |
+1 more to damage if strength bonus is +1 or better, range increase +25% |
| 7 |
+1 extra thrown stone attack per round at highest BAB. |
| 8 |
+1 more to hit... |
| 9 |
+1 more to damage if strength bonus is +2 or better, range increase +25% |
| 10 |
Threat range of thrown stones increases 1. |
| 11 |
+1 extra stone attack per round at highest BAB. (etc.) |
- Tool Improvisation [intelligence based, lower class]: Usually because the character is used to not having access to the proper tools, this skill represents a kind of creative resourcefulness in regard to finding or modifying other items to get the job done. This kind of character is used to looting kitchens, weapon wracks, basements, trash piles and scrap heaps in search of just the right shaped, correctly sized thing. Her practice at this art has left behind a trail of bent daggers, broken utensils, busted bottles, and all manner of damaged useful items.
- Tracking, specific (specialization option) [wisdom based, middle and lower class]: When skill ranks are place in this skill a particular terrain type must be chosen to satisfy the “specific” aspect, such as classis deserts, deciduous forests, high deserts, grasslands/plains, etc. The specialization option refers to the type of thing tracked, and can be as general as a ranger favored enemy. Note: "urban" is not a tracking specialization, given the trailing skill and given the difficulty involved with finding tracks on cobblestones for example.
- Trailing [wisdom based, middle and lower class]: Also known as “shadowing,” this is the skill of following someone in an urban area without being noticed. It is usually performed on foot, but carriages and horses could also be used in certain situations. This skill is both a secondary skill and a standard rogue skill. In game, this skill is likely to be opposed to spot checks from a given target, but if the target has no reason to be weary the spot check should be penalized by 2 or more, unless there isn’t adequate cover or ambient other people to mask the chase. Ranks in hide and bluff provide a half (+1) synergy bonus to skill checks in trailing. Furthermore, this skill is also useful for blending into crowds – and what roguish hero can’t do that.
- Vandalism (specialization option) [Dexterity, lower class]: Ok, anyone can engage in acts of vandalism, but not everyone can do it without getting caught, subtly, with a sense of aesthetic flair. A character with several ranks in this skill knows how to deface or destroy property in such a way as to make it costly to repair for example, or to send a particular message. The message might be as simple of “get out” or a complex as “the revolution starts now!” Specialization options are by type of thing vandalized or specific method employed: statues, storefronts, painting, thrown objects, etc.
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Evil Secondary Skills
- Arson [intelligence based, evil, Prerequisite 1 rank in fire building]: This skill represents a familiarity with burning structures, and often develops from a fascination with fire. A character with more than two skill ranks has probably destroyed a few major structures, and perhaps even killed a few innocent people. Perhaps this character is keeping score, or perhaps the character is only interested in money, accepting fees to burn down the homes and business of rivals. This skill has synergy with fire building.
- Cannibalism [charisma based, evil]: Eating people where this practice is frowned upon is a difficult activity. One has to locate relatively fresh meat, or acquire the meat themselves. For every rank a character has in this skill, they have eaten approximately one corpse of their own species – or of a similar species, such as hobbits eating dwarves (which I will simply define here as cannibalism); how they acquired this corpse will certainly add spice to their background story. Perhaps they were forced to eat the first few, and eventually developed a taste for it. Sweeny Tod? This skill has synergy with the skill serial killing.
- Inflicting Pain [intelligence based, evil, Prerequisite 1 rank in torturing animals]: This character has always been fascinated by pain, both in causing it and receiving it. They started out with animals, but quickly took to “accidentally” harming other children, and themselves. Ranks in this skill represent a mastery of harm, of knowing where, when and how to poke, burn, push, and prod for maximum nerve sensation. This skill has direct and obvious synergy with interrogation. Assuming the character has an appropriate weapon or tool he can cause pain in combat situations: whenever a called shot is successfully landed the character can make an opposed inflicting pain skill check with the opponent’s fortitude save. If the called shot misses the opponent gets an immediate attack of opportunity, if the opponent fails the opposed roll he suffers a -X to AC and all d20 rolls where X = every 5 this check is made by round down. The effect usually lasts for one round plus as many rounds as the pain inflictor has character levels. This skill also has synergy with fortitude saves involving pain and physical discomfort as the primary effect.
- Rapist [strength based, super-evil]: The character taking ranks in this skill hasn’t just thought about it, they’ve actually gained experience in this activity, and as such they must be evil.
- Serial Killing, specific [dexterity or charisma based, evil]: When ranks are taken in this skill an exact killing method must be chosen. Each rank taken in this skill represents at least one victim killed in the character’s past. A character with many ranks in this skill is part con artist, part insane rogue, part cold blooded killer, and well on the path to anti-paladinhood. This skill has synergy with cannibalism and social engineering.
- Torturing Animals [intelligence based, evil]: The character spent a great deal of time harming, destroying, and inflicting pain on animals, perhaps starting with burning insects and progressing to increasingly larger forms of life. This character enjoys the sense of power he feels when harming lesser creatures, and may one day take the practice up a notch to sentient beings. This skill, at half its value of ranks, has synergy with interrogation in that the techniques developed and tested on animals would prove useful when trying to make a sentient creature talk. Each skill point placed in this skill represents countless hours of evil fun.
- Torture (specialization option) [intelligence based, evil, prerequisite 1 rank in torturing animals, one rank in inflicting pain]: This skill reflects a proficiency in applying torture to sentient beings, be it for personal pleasure or for such things as interrogation or religious purification. In some ways, this skill is an advanced variety of inflicting pain, but it transcends that skill in that not all forms of torture involve physical pain (such as techniques involving dripping water or dunking in water, sleep deprivation, etc.). Each rank placed in this skill represents practice on at least one sentient “patient.” Specialization options include any form of torture, such as those afore mentioned, thumb screws, suffocation techniques, etc.
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