Better skills [Archive] - Wizards Community

Post/Author/DateTimePost
DIESCUMDIE

07-05-06, 09:11 AM
To make all skills more useful I have added these generic uses to the various skills.

Infiltrate skills Gain surprise round

Bluff
Disguise
Hide
Forgery
Move silently
Open lock

Information skills Gain all information about the next opponent, you may choose to avoid the next opponent.

Decipher script
Gather information
Intimidate
Knowledge
Listen
Search
Sense Motive
Spellcraft
Spot

Advantage skills

Appraise - Gain 20% of value in transaction
Craft - Gain 10% of value of nonmagic items per hour invested
Diplomacy - Gain allies of cr1 x hrs invested for next encounter max of 1/4 your skill mod
Handle animal - Gain skill mod x 20xp for each day with your animal
Heal - Gain skill mod x 100xp for each day without an encounter
Perform - Gain skill mod x 10xp for each encounter
Profession - Gain skill mod x 100gps per day from business owned
Sleight of Hand - Gain skill mod x 100gps per day from opportunistic theft when in society
Survival - Gain skill mod xp per day

Special
Balance - use instead of strength check for bull rush and trip (take down) attempts and defence
Climb - Use instead of grapple check against opponent two size catagories larger. You may not pin them.
Disable device - Use instead of grapple check against opponents of the same size when attempting a pin
Escape Artist - End combat in your turn, full round action triggers aoo
Jump - Use instead of strength check for bull rush and trip (take down) attempts and defence
Heal - Use instead of fortitude dc's during surprise round
Ride - Use instead of attack roll on mounted charge
Swim - Use instead of grapple checks against opponents of the same size, may not be used for pinning attempts
Use Rope - Use instead of grapple check against opponents of the same size when attempting a pin

None Already usefull enough

Concentration
Tumble
Use Magic device