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MODULE 5
A Skill for Everything
Iain Fyffe
Fifth Element Games Modules are simple, straightforward products with a narrow
focus. They are low-priced and have a simple layout and presentation. Modules are
meant to be “plugged in” to your campaign with minimal effort.
Product Identity and Open Game Content
All trade marked terms, titles or logos used in this work are designated Product Indentity as
per the terms of the Open Game License version 1.0a. All text and information contained in
this product, other than any terms, titles or logos protected by trademark, is to be considered
Open Game Content as per the terms of the Open Game Licence version 1.0a.
INTRODUCTION
base attack bonuses and saving throw bonuses.
Ability checks are modified only by ability scores,
and have no additional base bonuses.
The d20 System TM is based on a simple mechanic.
You roll 1d20, add or subtract certain modifiers, and
compare the result to some target number (Armor
Class, Difficulty Class, or the result of an opposed
roll). If you meet or exceed this target, you succeed
at whatever action you were attempting. Player
characters make these rolls all the time; attack rolls
and saving throws, skill checks, and ability checks
all use this mechanic.
Skill checks, on the other hand, receive base bonuses
from the ranks a character has put into the particular
skill. Players therefore have great flexibility and
control in character design when determining skills.
Two 6th-level rogues can have very different skill
rank distributions. The d20 System TM skill rank
mechanics allow a good degree of character
customization, something which is not allowed by
the attack roll, saving throw, or ability check
mechanics.
Of these different types of rolls, skill checks provide
the greatest flexibility in character design. The base
bonuses for a characterʹs attack rolls and saving
throws are determined strictly on the characterʹs
class and level. All 6th-level fighters have the same
A Skill for Everything presents mechanics that allow
ability checks, saving throws and attack rolls to have
Requires the use of the Dungeons & Dragons Playerʹs Handbook, Third Edition, published
by Wizards of the Coast, Inc. ‘d20 Systemʹ and the ʹd20 Systemʹ logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of the d20 System License
version 6.0. A copy of this License can be found at www.wizards.com/d20.
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A SKILL FOR EVERYTHING
nearly the same degree of flexibility and
customization as skill checks. While this is a
significant addition to the d20 System TM , the design
is modular - allowing you to adopt either the new
ability check / saving throw mechanics, the attack
roll mechanics, or both - and can be applied to
existing characters and campaigns with minimal
fuss.
CONTENTS
Part I: Secondary Skills
Secondary Skills
3
Making Skills More Exclusive
3
Non-Class Skills
4
Maximum Skill Ranks by Type
4
Secondary Skills by Character Class
5
DC for Secondary Skill Checks
7
id
nother
7
The Secondary Skills
7
Compel (Cha)
8
Energy (Cha)
8
Fitness (Con)
8
Force (Str)
8
Fortitude (Con)
9
old (Str)
9
Intuition (Wis)
9
Memory (Int)
9
Perception (Wis)
10
A Skill for Everything
Po
er (Str)
10
Reaction (
ex)
10
Credits
What is a Swift Action?
11
Reason (Int)
11
Written and Designed by Iain Fyffe
Edited by Sean Dunphy
Reflexes (Dex)
11
Speed (Dex)
11
Stability (Str)
12
Copyright and Trademark Information
Stamina (Con)
12
A Skill or Everything is 8 Iain Fyffe, 2006. All rights
reserved. Reproduction of non-Open Game Content of
this work by any means without permission is expressly
prohibited. A Skill for Everything is presented under the
Open Game License version 1.0a. Dungeons & Dragons,
Player’s Handbook, and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the United
States and other countries and are used with permission.
Fifth Element Games is a trademark of Iain Fyffe, all
rights reserved.
Taunt (Cha)
13
Willpower (Wis)
13
Prestige Class Requirements
13
Secondary Skills for NPCs and Monsters
13
Part II: Combat Skills
Combat Skills
14
Maximum Combat Skill Ranks by Type
14
Combat Skills by Character Class
15
The Combat Skills
17
Contact Information
rapple
17
elee
ttack
17
Please contact us at info@5egames.com .
Find us on the web at www.5egames.com .
elee Trick
17
Projectile Attack
18
Thrown Attack
18
Touch
ttack
18
nar
ed
ttack
18
Prestige Class Requirements
18
Secondary Skills for NPCs and Monsters
18
2
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A SKILL FOR EVERYTHING
PART I: SECONDARY SKILLS
Making Skills More Exclusive
In the d20 System TM , the following skills are trained
only (only someone with ranks in the skill can
attempt to use it):
The d20 System TM skill check mechanic is usually
presented as being a roll based on a characterʹs skill
ranks, which is modified by the applicable ability
score. Let’s look at it from a different perspective. Of
the 36 standard skills, 25 can be used untrained. For
these skills, a skill check for a character with zero
ranks is simply an ability check. From this
perspective, having ranks in a skill grants what
could be termed a ʺskill bonusʺ to an ability check.
Therefore, a skill check is nothing more than an
ability check with an additional modifier, skill ranks.
Decipher Script (Int)
Sleight of Hand (Dex)
Disable Device (Int)
Speak Language (none)
Handle Animal (Cha)
Spellcraft (Int)
Knowledge (all) (Int)
Tumble (Dex)
Open Lock (Dex)
Use Magic Device (Cha)
Profession (all) (Wis)
As you can see, only 11 of the 36 basic skills are
trained only, meaning that 25 skills are essentially
similar to secondary skills. In order to allow skillful
characters to stand out more in your game, you
could designate a greater number of skills to be
trained only. The 25 untrained skills are listed
below; those marked with an asterisk (*) could be
made into trained-only skills. These are the skills
that lend themselves best to trained-only status;
indeed, you may wonder why some of these skills
are usable untrained in the first place.
On the other hand, when a character makes a simple
ability check, there is no additional modifier
available. It doesn’t matter how expert a character
may want to be at breaking down doors, he receives
only his Strength modifier to the roll, and nothing
else.
The secondary skill system allows a character to
specialize in certain things that are normally
covered by basic ability checks, at the expense of
other things. The term ʺsecondary skillʺ is used
because these skills are generally secondary to
normal skills in how often they are used, and have
lower maximum ranks.
Appraise (Int) *
Intimidate (Cha)
Balance (Dex)
Jump (Str)
Bluff (Cha)
Listen (Wis)
Climb (Str)
Move Silently (Dex)
Concentration (Con)
Perform (any)(Cha) *
Craft (all) (Int) *
Ride (Dex) *
After reading this book, you may ask why we do not
simply change all untrained skills into secondary
skills? The answer is twofold: simplicity and game
balance. The d20 System TM has good game balance,
and such balance was obviously achieved with the
normal rules. If you alter a characterʹs chances of
accomplishing certain types of things too much, you
throw off the game balance.
Diplomacy (Cha)
Search (Int)
Disguise (Cha) *
Sense Motive (Wis)
Escape Artist (Dex) *
Spot (Wis)
Forgery (Int) *
Survival (Wis) *
Gather Information (Cha)
Swim (Str) *
Heal (Wis) *
Use Rope (Dex) *
Hide (Dex)
This change is very easy to implement in your game,
since it would not affect the skill ranks that existing
characters have. It would only affect those
characters who have no ranks in the particular skills.
You could make as many of the skills indicated
above trained-only as you like (even all of them,
though this is not recommended), or as few as one.
The secondary skill mechanics are also designed to
be ʺplugged inʺ to an existing campaign with
minimal effort. Thus it is undesirable to force
players to revise their charactersʹ existing skill ranks.
This system simply adds more skills which need to
be accounted for, using a separate pool of points.
3
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A SKILL FOR EVERYTHING
The maximum ranks for each type of skill are
illustrated in Table 1. All secondary skills are either
cross-class skills or non-class skills. They are never
class skills. The class skill progression is provided
for comparative purposes only.
Non-Class Skills
The secondary skill system introduces a new
category of skill (beyond the normal class skill and
cross-class skill): the non-class skill .
Secondary skills can be used to replace two existing
game mechanics: ability checks and saving throws.
Both of these types of rolls can be handled using
secondary skills. If you do not wish to use the
secondary skill system to replace saving throws, the
system allows you to ignore that part of it, while still
implementing the other part.
A non-class skill is a skill that is neither a class skill
nor a cross-class skill. Characters may buy non-class
skills at the rate of one-quarter rank per skill point,
as opposed to one rank per skill point for a class
skill, and one-half rank per skill point for a cross-
class skill. The most ranks a character can have in a
non-class skill is one-quarter of the class skill
maximum (3 + character level), rounded neither up
nor down.
Similar to normal skill points, a character receives
secondary skill points at each level which are used
to buy skill ranks in secondary skills. Normal skill
points cannot be used to buy ranks in secondary
skills, and secondary skill points cannot be used to
buy ranks in normal skills.
Table 1: Maximum Skill Ranks by Type
Class
Level
Class
Skill
Cross-Class
Skill
Non-Class
Skill
1st
4
2
1
Similar to normal skills, a characterʹs maximum
ranks in a secondary skill is determined by whether
it is a cross-class skill for any of the characterʹs
classes. If the secondary skill is a cross-class skill for
at least one of a characterʹs classes, then it is a cross-
class skill for that character. If not, it is a non-class
skill.
2nd
5
2 1/2
1 1/4
3rd
6
3
1 1/2
4th
7
3 1/2
1 3/4
5th
8
4
2
6th
9
4 1/2
2 1/4
7th
10
5
2 1/2
When buying ranks in a secondary skill after
advancing a level, the cost of the ranks (as either
cross-class or non-class) is determined with
reference to the class in which a level was just
gained. For example, a character who advances a
level in bard can acquire ranks in a Wisdom-related
secondary skill at the rate of one-half rank per
secondary skill point, but a Strength-related
secondary skill at the rate of only one-quarter rank
per secondary skill point, even if the character has
levels in another class for which Strength-related
secondary skills are considered cross-class skills.
8th
11
5 1/2
2 3/4
9th
12
6
3
10th
13
6 1/2
3 1/4
11th
14
7
3 1/2
12th
15
7 1/2
3 3/4
13th
16
8
4
14th
17
8 1/2
4 1/4
15th
18
9
4 1/2
16th
19
9 1/2
4 3/4
Tables 2, 3, 4 and 5 detail the secondary skills for
each class. Points per level indicates the number of
secondary skill points a character of that class
receives when advancing a level. Similar to normal
skill points, a 1st-level character receives 4 times the
17th
20
10
5
18th
21
10 1/2
5
19th
22
11
5
20th
23
11
5
4
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A SKILL FOR EVERYTHING
Table 2: Secondary Skills by Class - Core Classes
Points per
Level
Character Class
STR
DEX
CON
INT
WIS
CHA
Barbarian
8
cc
x
cc
x
x
x
Bard
8
x
cc
x
x
cc
cc
Cleric
8
x
x
cc
x
cc
cc
Druid
6
x
x
cc
x
cc
x
Fighter
8
cc
x
cc
x
x
x
Monk
10
cc
cc
cc
x
cc
x
Paladin
10
cc
x
cc
x
x
cc
Ranger
9
cc
cc
cc
x
x
x
Rogue
8
x
cc
x
cc
x
cc
Sorcerer
7
x
x
x
x
cc
cc
Wizard
6
x
x
x
cc
cc
x
Table 3: Secondary Skills by Class - Prestige Classes
Points per
Level
Character Class
STR
DEX
CON
INT
WIS
CHA
Arcane Archer
6
x
cc
cc
x
x
x
Arcane Trickster
7
x
cc
x
cc
cc
x
Archmage
6
x
x
x
cc
cc
x
Assassin
6
x
cc
x
cc
x
x
Blackguard
10
cc
x
cc
x
x
cc
Dragon Disciple
10
cc
x
cc
cc
x
x
Duelist
7
x
cc
x
x
x
cc
Dwarven Defender
9
cc
x
cc
x
cc
x
Eldritch Knight
9
cc
x
cc
cc
x
x
Hierophant
7
x
x
cc
cc
cc
x
Horizon Walker
6
x
x
cc
cc
x
x
Loremaster
6
x
x
x
cc
cc
x
Mystic Theurge
6
x
x
x
cc
cc
x
Shadowdancer
6
x
cc
x
cc
x
x
Thaumaturgist
6
x
x
x
cc
cc
x
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