Post by Deleted on Dec 27, 2017 1:10:04 GMT -5
New Skill Categories
Combat:
Skills that are primarily meant for use in combat situations, while they have secondary uses outside of combat, they remain used for either defending yourself in a fight, attacking another, or otherwise getting a leg up on them.
Attacking Skills:
Now including at least one type of attack that hits each stat, obviously feats that once changed these skills to a now-existing potential modifiers are annexed with this.
- Unarmed Strike – The skill which is used to attack others with your fists, natural weapons, or fist-enhancing weapons. (DEX/STR)
- Weapon Attack – The skill which is used to attack others with your melee weapon. (STR/DEX)
- Ranged Shot – The skill which is used to attack with ranged weapons, such as thrown weapons, firearms, and bows. (WIS/INT)
- Power – The skill that is not only used to attack others with your spirit-based attacks, or other equivalent, as well as your ability to better use it. Consolidates the previous Concentration Skill, as well as Spellcraft checks to identify Special Attacks/Spiritual Abilities, as well as Intimidation Checks that would be used to Soul Crush. Ranks in this ability is now the cap for your enhancement through Rules for Reiatsu. (CHA/CON)
Defensive Skills:
Similar to before, but now Resistance is made as a counterpart to Power, allowing for the ability to resist effects based on Power, as well as Frightening Presence, and anything similar.
- Defense – The ability to dodge attacks which do not incur one of the other three types of saves. (DEX/INT)
- Fortitude Save – The ability to resist attacks and effects which indicate this save would be used. (STR/CON)
- Reflex Save – The ability to resist attacks and effects which indicate this save would be used. (DEX/INT)
- Will Save – The ability to resist attacks and effects which indicate this save would be used. (CHA/WIS)
- Resistance – The ability to resist spirit-based effects, such as Soul Crush, or Frightening Presence. Can be used to defend against spirit-fueled abilities that would otherwise prompt the other 3 save types. (CHA/CON)
Movement Skills:
- High-Speed Movement – Abilities such as Flash Step, or Zanzuken, which allow creatures to move faster than the eye could generally see. Can force a foe to be flat-footed if they fail a prediction check when a character moves into an adjacent square with this skill. (DEX/INT)
- Initiative – The ability to react to combat quickly, moving before others have the chance. (DEX/WIS)
- Prediction – This allows you to predict the movement of an incoming target, if they’re using a skill which would allow them to move faster than you can see. This skill can allow you to catch approaching fighters off-guard, when they don’t expect to be countered. (INT/WIS)
- Acrobatics – Referring to in-combat movement and agility, things such as climbing, jumping, tumbling, balancing, and the like, require a different skillset and know-how while in combat. GM determines which modifier it necessary, based on the skill check in question. (STR/DEX)
Other:
- Detection – While in the heat of combat, it sometimes is difficult to notice incoming enemies, this indicates your prowess in phasing out these outside distractions to become aware of others. As well, this also allows you to detect when an opponent is attempting to fake you out. When using your ability to sense energy, charisma is always the stat you use. (WIS/CHA)
Interactive:
Skills that are primarily for use in character interactions, or are otherwise meant for outside of combat. While they can have their place in a fight, you will most likely use these outside of, or directly prior to, combat.
- Arcana – A consolidation of all the “X Lore” skills excluding Martial Lore, as well as spellcraft for abilities that are magical, rather than spiritual. May also be used to appraise the identity and abilities of magical objects. (INT)
- Athletics – Physical Exertions outside of combat, equivalent to Acrobatics. GM decides which modifier is necessary for the check in question. (STR/DEX)
- Craft – One of the skills with sub-skills, when gaining ranks in these skills, either through investment or choosing them as a favored skill, select a type of creation. This skill is now the skill specifically for crafting that type of creation. This skill may be taken multiple times. (INT)
- Deception – A consolidation of Bluff, Disguise, Perform checks to distract or fool, as well as picking pockets. (CHA)
- Driving – Select one type of vessel: Aquatic, Flying, Heavy Land, Light Land, Submerged Aquatic. You are now investing ranks in your ability to pilot this type of vessel. This skill may be taken multiple times. Consolidates Navigation. (DEX)
- Intimidation – Second Verse, same as the first. You do not Soul Crush with this skill anymore, and it is purely cowing a target with your physically-imposing nature, or other impressions of killing intent. Ranks in this improve your Frightening Presence. Consolidates Perform checks meant as displays of power, and lethal ability. (CHA)
- Knowledge – Another skill with sub-skills, works as before. Consolidates Research. (INT)
- Linguistics – Consolidates Read/Write Language, Decipher Script, Forgery. Each 2 ranks grant an extra language that one can read/write/speak. (INT)
- Martial Lore – Works the same as before, can be used like spellcraft to identify martial study maneuvers, stances, as well as other martial arts-based abilities. (WIS)
- Medicine – Your ability to administer aid, understand medicine, and otherwise be a medic, doctor, or surgeon. Consolidates Treat Injury, Craft Pharmaceutical, and Knowledge (Medicine). (WIS)
- Perception – Consolidates Spot, Search, Listen, and Sense Motive outside of combat. Also addresses sensing other’s spiritual energy when the character is proficient in it. (WIS)
- Persuasion – Consolidates Diplomacy, Gather Information, Handle Animal, and Perform checks made to impress others. (CHA)
- Profession – Unchanged. (WIS)
- Sleight of Hand – Consolidates Escape Artist related to knot-work, The original Sleight of Hand, and Rope Use. (DEX)
- Stealth – Consolidates Disable Device for simple traps and locks, Escape Artist, Hide, and Move Silently. (DEX)
- Survival – The original Survival Skill plus Ride (WIS)
- Technology – Consolidates Disable Device, Computer Use, Craft (Electronic), Craft (Mechanical), Knowledge (Technology)
In this system, if you don't use intelligence-based skills, you get 4 combat skills and 6 interactive skills. With intelligence-based it is 2+intelligence modifier and 4+intelligence modifier for combat and interactive respectively.
New Feat:
SPECIALIZED SKILL FOCUS [GENERAL, BASE]
Benefits: This is basically the old Skill Focus for particular uses of a skill, or skills that have been consolidated.
Special: Same as old Skill Focus.
Combat:
Skills that are primarily meant for use in combat situations, while they have secondary uses outside of combat, they remain used for either defending yourself in a fight, attacking another, or otherwise getting a leg up on them.
Attacking Skills:
Now including at least one type of attack that hits each stat, obviously feats that once changed these skills to a now-existing potential modifiers are annexed with this.
- Unarmed Strike – The skill which is used to attack others with your fists, natural weapons, or fist-enhancing weapons. (DEX/STR)
- Weapon Attack – The skill which is used to attack others with your melee weapon. (STR/DEX)
- Ranged Shot – The skill which is used to attack with ranged weapons, such as thrown weapons, firearms, and bows. (WIS/INT)
- Power – The skill that is not only used to attack others with your spirit-based attacks, or other equivalent, as well as your ability to better use it. Consolidates the previous Concentration Skill, as well as Spellcraft checks to identify Special Attacks/Spiritual Abilities, as well as Intimidation Checks that would be used to Soul Crush. Ranks in this ability is now the cap for your enhancement through Rules for Reiatsu. (CHA/CON)
Defensive Skills:
Similar to before, but now Resistance is made as a counterpart to Power, allowing for the ability to resist effects based on Power, as well as Frightening Presence, and anything similar.
- Defense – The ability to dodge attacks which do not incur one of the other three types of saves. (DEX/INT)
- Fortitude Save – The ability to resist attacks and effects which indicate this save would be used. (STR/CON)
- Reflex Save – The ability to resist attacks and effects which indicate this save would be used. (DEX/INT)
- Will Save – The ability to resist attacks and effects which indicate this save would be used. (CHA/WIS)
- Resistance – The ability to resist spirit-based effects, such as Soul Crush, or Frightening Presence. Can be used to defend against spirit-fueled abilities that would otherwise prompt the other 3 save types. (CHA/CON)
Movement Skills:
- High-Speed Movement – Abilities such as Flash Step, or Zanzuken, which allow creatures to move faster than the eye could generally see. Can force a foe to be flat-footed if they fail a prediction check when a character moves into an adjacent square with this skill. (DEX/INT)
- Initiative – The ability to react to combat quickly, moving before others have the chance. (DEX/WIS)
- Prediction – This allows you to predict the movement of an incoming target, if they’re using a skill which would allow them to move faster than you can see. This skill can allow you to catch approaching fighters off-guard, when they don’t expect to be countered. (INT/WIS)
- Acrobatics – Referring to in-combat movement and agility, things such as climbing, jumping, tumbling, balancing, and the like, require a different skillset and know-how while in combat. GM determines which modifier it necessary, based on the skill check in question. (STR/DEX)
Other:
- Detection – While in the heat of combat, it sometimes is difficult to notice incoming enemies, this indicates your prowess in phasing out these outside distractions to become aware of others. As well, this also allows you to detect when an opponent is attempting to fake you out. When using your ability to sense energy, charisma is always the stat you use. (WIS/CHA)
Interactive:
Skills that are primarily for use in character interactions, or are otherwise meant for outside of combat. While they can have their place in a fight, you will most likely use these outside of, or directly prior to, combat.
- Arcana – A consolidation of all the “X Lore” skills excluding Martial Lore, as well as spellcraft for abilities that are magical, rather than spiritual. May also be used to appraise the identity and abilities of magical objects. (INT)
- Athletics – Physical Exertions outside of combat, equivalent to Acrobatics. GM decides which modifier is necessary for the check in question. (STR/DEX)
- Craft – One of the skills with sub-skills, when gaining ranks in these skills, either through investment or choosing them as a favored skill, select a type of creation. This skill is now the skill specifically for crafting that type of creation. This skill may be taken multiple times. (INT)
- Deception – A consolidation of Bluff, Disguise, Perform checks to distract or fool, as well as picking pockets. (CHA)
- Driving – Select one type of vessel: Aquatic, Flying, Heavy Land, Light Land, Submerged Aquatic. You are now investing ranks in your ability to pilot this type of vessel. This skill may be taken multiple times. Consolidates Navigation. (DEX)
- Intimidation – Second Verse, same as the first. You do not Soul Crush with this skill anymore, and it is purely cowing a target with your physically-imposing nature, or other impressions of killing intent. Ranks in this improve your Frightening Presence. Consolidates Perform checks meant as displays of power, and lethal ability. (CHA)
- Knowledge – Another skill with sub-skills, works as before. Consolidates Research. (INT)
- Linguistics – Consolidates Read/Write Language, Decipher Script, Forgery. Each 2 ranks grant an extra language that one can read/write/speak. (INT)
- Martial Lore – Works the same as before, can be used like spellcraft to identify martial study maneuvers, stances, as well as other martial arts-based abilities. (WIS)
- Medicine – Your ability to administer aid, understand medicine, and otherwise be a medic, doctor, or surgeon. Consolidates Treat Injury, Craft Pharmaceutical, and Knowledge (Medicine). (WIS)
- Perception – Consolidates Spot, Search, Listen, and Sense Motive outside of combat. Also addresses sensing other’s spiritual energy when the character is proficient in it. (WIS)
- Persuasion – Consolidates Diplomacy, Gather Information, Handle Animal, and Perform checks made to impress others. (CHA)
- Profession – Unchanged. (WIS)
- Sleight of Hand – Consolidates Escape Artist related to knot-work, The original Sleight of Hand, and Rope Use. (DEX)
- Stealth – Consolidates Disable Device for simple traps and locks, Escape Artist, Hide, and Move Silently. (DEX)
- Survival – The original Survival Skill plus Ride (WIS)
- Technology – Consolidates Disable Device, Computer Use, Craft (Electronic), Craft (Mechanical), Knowledge (Technology)
In this system, if you don't use intelligence-based skills, you get 4 combat skills and 6 interactive skills. With intelligence-based it is 2+intelligence modifier and 4+intelligence modifier for combat and interactive respectively.
New Feat:
SPECIALIZED SKILL FOCUS [GENERAL, BASE]
Benefits: This is basically the old Skill Focus for particular uses of a skill, or skills that have been consolidated.
Special: Same as old Skill Focus.