Skill Points

General Rules

  1. Each level, your character gains a number of skill points dependent upon your class (listed below). Investing points in a skill represents a measure of training in that skill. You can never have more points in a skill than your level without skill training.
  2. In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of their professional training and constant practice. You gain a +3 “training” bonus on all class skills that you put at least 3 points into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack.
  3. Multi-classing gives you access to a second class’s class skill list.
  4. Themeing does not grant access to another class’s skill list.
  5. Hybrids must choose 3 class skills from each base class to make up their class skill list.
  6. At level 01, 11 and 21 the PCs gain bonus skill points equal to 1 + their Intelligence modifier.
  7. All characters are required to begin play with 1 point in Profession.
  8. In order to gain a skill power, the PC must have invested a number of skill points equal to or greater than the level of the power.

New Skill List
Some skills are listed under more than one stat because they can key off the stat of the PCs choice. Once this choice is made it can not be changed, but you can take the skill again with the different stat choice and spend points in both. Ex: Intimidate can key off one’s Strength or one’s Charisma.

Strength

  1. Climb= ability to climb things such as walls or ropes.
  2. Jump= ability to jump either horizontal or vertical distances.
  3. Intimidate= use of brute force in order to persuade people to give you information or do what you want [one must physically show dominance].
  4. Ride= ability to steer a animal as well as guide it to go where you want through brute force [-2 to checks for steering aggressive animals].
  5. Swim= ability to swim with speed and ability to deal with harsh conditions while swimming.

Constitution

  1. Endurance= ability to keep pushing when exhausted or push through pain

Dexterity

  1. Balance= ability to balance.
  2. Escape Artist= ability to escape grabs and holds as well as rope bindings.
  3. Ride= using your dexterous nature to help gently guide a beast to where you want it to go as well as stay on its back [-2 to checks for steering animals that are 2 size categories larger than you].
  4. Sleight of Hand= quick fingers help move objects without people noticing.
  5. Stealth= ability to hide and not be seen or heard.

Intelligence

  1. Appraise= being able to deduce the worth of a object.
  2. Craft= being able to create objects.
  3. Disable Device= the dismantling of non magical objects such as locks, doors and ballistas.
  4. Disguise= ability to make a logical outfit that would most likely make it harder to notice you in certain environments to which the costume was made.
  5. Heal= learned knowledge of the body and ability to deduce the cause of damage to it and ways to cure/fix that damage.
  6. Knowledge (arcana)= trained ability to deduce what type of magic is being used and the effects it has. Also, knowledge of certain types of creatures.
  7. Knowledge (dungeoneering)= trained knowledge of underground environments as well as knowledge on certain types of creatures and buildings.
  8. Knowledge (engineering)= trained knowledge of how to build things and the way nonmagical constructions work.
  9. Knowledge (history)= trained knowledge of past events and ability to deduce how they may effect current events or how current events relate to past events. The skill used in war decision making.
  10. Knowledge (law)= trained knowledge on political structure of nobles in cities and ease of understanding new power structures when encountered. Also plays into understanding of laws.
  11. Knowledge (nature)= trained ability to identify animals and plants and knowledge of the traits for both. A basic understanding of geography and where things might be based on nature around you (e.g. the closest water source).
  12. Knowledge (planes)= trained knowledge over the way reality is shaped and what can be expected in each type of plane and knowledge of creatures from different planes.
  13. Knowledge (psionics)= trained knowledge over the way inner mental magic works. Used to determine what type of psionics are being cast or are in place. Knowledge over creatures that have inner psychic abilities and what those might be.
  14. Knowledge (religion)= knowledge over the gods and their history as well as religious traditions. Used to determine what type of divine magics are being cast or in place. Knowledge over undeath and differing types and effects.
  15. Knowledge (runes)= trained ability to read and identify and activate runes.
  16. Linguistics = ability to pick up new languages. These points are “spent”. Spending 3 points grants one additional dialect while spending 6 points grants 1 additional language.
  17. Profession (PC choice/DM approval)= Knowledge of your job.
  18. Use Magic Device= ability to without any magical knowledge still deactivate or alter magical objects from runic doors to arcane traps.

Wisdom

  1. Disguise= see description under Intelligence.
  2. Handle Animal= ability to sooth or incite animals to action.
  3. Heal= inner knowledge of the body and ability to deduce the cause of damage to it and ways to cure/fix that damage.
  4. Knowledge (dungeoneering)= see description under Intelligence.
  5. Knowledge (nature)= see description under Intelligence.
  6. Knowledge (psionics)= see description under Intelligence.
  7. Knowledge (religion)= see description under Intelligence.
  8. Linguistics= see description under Intelligence.
  9. Perception= ability to notice what is going on around you with sight or hearing.
  10. Profession= see description under Intelligence.
  11. Ride= innate understanding of a animal and the best way to guide its movements and stay on its back [-2 to checks for steering animals that are unknown to you].
  12. Sense Motive= ability to discern the feelings of people and possible reasoning behind their actions.
  13. Use Magic Device= see description under Intelligence.

Charisma

  1. Bluff= ability to have believable lies.
  2. Diplomacy= ability to peacefully convince others to your way of thinking.
  3. Intimidate= ability through force of personality alone to convince people to do what you want or to use of fear correctly.
  4. Perform (PC choice/DM approval)= ability to entertain people
  5. Streetwise= ability to gather information easily on local areas be them foreign to you or not.

Class Skill Points and Skill List

10 Point Classes

  1. Rogues: Appraise, Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Jump, Knowledge (engineering), Knowledge (dungeoneering), Knowledge (law), Linguistics, Perception, Perform, Profession, Sleight of Hand, Stealth, Streetwise, Use Magic Device (Wis or Int).

08 Point Classes

  1. Artificer: Appraise, Craft, Diplomacy, Disable Device, Heal, Knowledge (arcana), Knowledge (engineering), Perception, Profession, Sleight of Hand, Use Magic Device (Wis or Int).
  2. Assassin: Balance, Climb, Craft, Disable Device, Disguise, Endurance, Escape Artist, Intimidate, Jump, Knowledge (nobility), Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Streetwise, Swim, Use Magic Device (Int or Wis).
  3. Bard: Balance, Bluff, Disguise, Escape Artist, Handle Animal, Heal, Knowledge (arcana),Knowledge (dungeoneering), Knowledge (engineering), Knowledge (history), Knowledge (nature), Knowledge (law), Knowledge (planes), Knowledge (psionics), Knowledge (religion), Knowledge (runes), Linguistics, Perception, Perform, Profession, Sleight of Hand, Stealth, Streetwise.
  4. Ranger: Balance, Climb, Craft, Endurance, Escape Artist, Handle Animal, Heal, Jump, Knowledge (history), Knowledge (nature), Perception, Profession, Ride, Stealth, Swim.

06 Point Classes

  1. Ardent: Bluff, Diplomacy, Endurance, Handle Animal, Heal, Intimidate, Jump, Knowledge (history), Knowledge (law), Knowledge (psionics), Linguistics, Perception, Profession, Sense Motive, Streetwise
  2. Cleric: Diplomacy, Endurance, Heal, Knowledge (history), Knowledge (law), Knowledge (planes), Knowledge (religion), Profession, Sense Motive,
  3. Monk: Balance, Climb, Diplomacy, Endurance, Escape Artist, Heal, Knowledge (history), Knowledge (nature), Knowledge (religion), Knowledge (psionics), Perception, Profession, Sense Motive, Stealth, Swim
  4. Psion: Bluff, Diplomacy, Handle Animal, Knowledge (psionics), Linguistics, Profession, Sense Motive, Streetwise
  5. Runepriest: Craft, Climb, Endurance, Heal, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (runes), Profession, Sense Motive, Swim
  6. Seeker: Balance, Climb, Craft, Endurance, Escape Artist, Handle Animal, Jump, Knowledge (nature), Knowledge (planes), Perception, Profession, Ride, Stealth, Swim
  7. Vampire: Appraise, Balance, Bluff, Climb, Diplomacy, Endurance, Escape Artist, Heal, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Perception, Profession, Sense Motive, Stealth, Streetwise.
  8. Warlock: Bluff, Diplomacy, Endurance, Intimidate, Knowledge (arcana), Knowledge (planes), Profession, Sense Motive, Stealth, Streetwise
  9. Warlord: Bluff, Climb, Diplomacy, Endurance, Handle Animal, Heal, Jump, Knowledge (history), Knowledge (law), Linguistics, Perception, Profession, Ride, Sense Motive, Streetwise, Swim
  10. Wizard: Appraise, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), Knowledge (history), Knowledge (nature), Knowledge (law), Knowledge (planes) Knowledge (runes), Linguistics, Profession,

04 Point Classes

  1. Avenger: Bluff, Climb, Endurance, Endurance, Heal, Intimidate, Knowledge (laws), Knowledge (religion), Perception, Profession, Sense Motive, Stealth, Streetwise
  2. Barbarian: Climb, Endurance, Escape Artist, Handle Animal, Intimidate, Jump, Knowledge (history), Knowledge (nature), Perception, Profession, Ride, Sense Motive, Stealth, Swim
  3. Battlemind: Climb, Diplomacy, Endurance, Heal, Intimidate, Jump, Knowledge (history), Knowledge (psionics), Perception, Profession, Ride, Sense Motive, Swim
  4. Druid: Balance, Climb, Endurance, Escape Artist, Handle Animal, Heal, Jump, Knowledge (nature), Perception, Profession, Sense Motive, Stealth, Swim
  5. Fighter: Balance, Climb, Endurance, Heal, Intimidate, Jump, Knowledge (history), Profession, Ride, Swim.
  6. Invoker
  7. Paladin
  8. Shaman
  9. Sorcerer
  10. Swordmage
  11. Warden

House Rules
Main Page

Skill Points

Threshold Maverick0023