| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Skills

Page history last edited by Gillian 1 week, 5 days ago

Skills and Feats

 

Skills for my campaign setting follow the normal 3.5 rules except in a few limited ways. I have modified the Read/Write skill slightly, and the Speak Languages skill a moderate amount. These are the skills as I have rewritten them:

 

READ AND WRITE: (INT; trained only)

PCs whose classes require them to read and write by the nature of the class (wizards and clerics but not sorcerers) know automatically how to read and write. It is considered a class ability. Other characters must buy the skill. You need not ever spend more than one point on the skill. You know how to read and write every language that you speak. Extra skill points give bonuses to comprehending written material in languages that are related to your own (for example, Miranish and ‘Valer are related; being able to read and write at skill rank 4 in ‘Valer would give a bonus of +3 to the DC to read a document written in Miranish).

 

SPEAK LANGUAGE (NONE; TRAINED ONLY)

Speak language works differently from most skills.

 

 

Skill

Points              Effect

 

0               Can't understand it. Shout slowly in a language you know and point.

1               Short, simple phrases. "High school french." Always roll to understand.

2               Accented speech. Roll for complex topics or to hide accent.

3               Unaccented speech. Native speaker level. Roll for obscure topics.

4               Academic/poetic speech. Someone who studies the language. Only roll for extremely obscure topics.

5               Skilled linguist/highly educated native speaker. Only roll when attempting to comprehend related languages.

 

Your free starting languages are at 3 for the primary language and 2 for any others (see starting languages listed for each race). You may increase these with skill points. The PC may always choose what his primary language is. Ex: an elf raised in Greenvale will know Elven and ‘Valer. He may choose either as his primary language, depending on his character background.

 

Bards, who are language mongers, get a free skill point in languages every level.

 

Player characters  who spend extended amounts of game time (12 weeks - Int bonus) in an area where they are forced to use a foreign language gain free language ranks. Free language ranks are gained at 1 skill point per 12 weeks - Int bonus, to a maximum of 3 ranks per year. (Also see the feat Good with Languages.)

 

In the Freeport Companion book there are several skill expansions, including Gambling (Bluff Skill), Slides (Climb), Detect Avarice (Sense Motive), Spread Rumors (Diplomacy), Plant Evidence and Secret Search (both Sleight of Hand). These skill expansions are perfectly usable in any of my campaigns. However, I will NOT be using the Knowledge (Forbidden Lore) skill nor Linguistics.

 

Feats:

I have a Feats List in Filemaker Pro. It is drawn from the following sources, all of which are valid for any 3.5e standard rules campaign. E6 feat limits are called out as yes/no, and E6 capstone feats are in my E6 document.

Player's Handbook

Complete Adventurer

Complete Arcane

Complete Champion

Complete Divine

Complete Mage

Complete Scoundrel

Complete Warrior

Dragon 280

Draconomicon

DungeonScape

Freeport

Frostburn

Ink and Quill

ME - my feats document

Player's Handbook II

Races of Destiny

Races of Stone

Races of the Wild

Stormwrack

Comments (0)

You don't have permission to comment on this page.