Skills

Here you will find original skills. As 3rd Edition is still very new, I will be adding more skills as they arrive. If you have an ORIGINAL skill that you would like to share, Please send it to me and I will post it A.S.A.P.!!

 

Spell Exchange [Metamagic] (Created & Submitted by Cheiromancer)
You have greater freedom to decide how many spells of each level to prepare. Spell exchange is available only to wizards.
Benefit: Two spells can be prepared using a single spell slot if their combined level is less than the capacity of that slot. For example, two 2nd level spells can be prepared in a 5th level spell slot. Conversely, a spell can occupy two or more spell slots as long as the combined capacity of the spell slots is greater than the level of the spell. For example, one 5th level spell can be prepared using three 2nd level spell slots. When using a spell enhanced by metamagic, you can use up any combination of spell slots that add up to the level of the enhanced spell. You must be capable of preparing the enhanced spell in the normal way to use this option. For example, you must be able to prepare a 6th level spell to maximize a fireball, but you could then use the Spell Exchange feat to use a 4th and a 2nd level spell slot instead of a 6th level spell slot. For the purpose of this feat, count 0-level spells as if they had a level equal to ½.

SCRIBE SCROLL [Item Creation] 
You can create scrolls, from which you or another spellcaster can cast the scribed spells. See the Dungeon Master's Guide for rules on scrolls.
Prerequisites: Spellcaster level 1st+.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 1 hour for each 500 gp in its base price. The base price of a scroll is its spell level multiplied by its caster level multiplied by 25 gp. To scribe a scroll, you must spend 1/25th of this base price in experience points. Spell components (if any) are consumed during the creation of the scroll. You also require parchment and inks.
Special: If the caster has any metamagic feats, he may use them in the creation of the scroll, raising the caster level by the appropriate amount.
Note: Initially I was going to remove the experience point cost altogether, but after drawing up an example I realize that it won't cost much experience to create most scrolls, and they have fairly good resale values so there should be an inherit cost to the PC. I have reduced the time required to create the scroll and removed the inherit ½ base cost 'raw materials' requirement. I also added the metamagic rules, allowing PCs to create more powerful scrolls. 

BATTLE CRY [General]
Your intense and powerful words can grant you strength in combat.
Prerequisites: Cha 14+
Benefit: When making a charge action you receive a +1 morale bonus to hit and damage for that round only.
Special: It's best if the player creates a battle cry for his character if he chooses to take this skill

TREETOPPER [General]
You are adept at climbing and feel comfortable in combat while doing so.
Prerequisites: Dex 14+.
Benefit: You get a +2 bonus to all Climb checks and you may apply your Dex modifier to your AC while climbing
Special: Normally, while climbing, a character may not apply his Dex modifier to his AC while climbing.

Blood Letting 
Classes: Sorcerer, Wizard (Only) 
Cross Classes: NA 
Key Abillity: Wis 
Description: Mialee sees that her life is on the line. With no spells remaining and the horrid trolls drawing near, she knows that she must attempt Blood Letting, as dangerous as it may be. Blood Letting allows an arcane spell caster sacrafice Constitution points for the ability to cast spells, even when the caster has no spells prepared or no slots open. 
Check: A wizard selects a spell that she had prepared and makes a Blood Letting skill check with a DC of 10 + (2 x spell level). This is a free action. If he succeeds he may immediately cast that spell. A sorcerer follows the same procedure but he can use Blood letting to cast any spell that he normally can. Regardless of the check succeeding the caster takes 1 temporary point of Constitution damage for every 2 levels of the spell, rounded down, with a minimum of one point. The Constitution points lost return at the normal rate for ability damage. 
Retry: The skill may be used as often as the caster can sacrafice constitution points, but only once per round. 
Special: If the caster fails the check by 5 or more, the Constitution damage becomes permenent. A fortitude save with a DC of 10 + the Constitution loss prevents the permenent loss. Roll the save for each point. 

Inner Trance 
Classes: Barbarian 
Cross Classes: Rogue, Fighter 
Key Abillity: Wis 
Description: Skill allows the character to go into a deep trance, allowing inner peace and heightened awareness in both senses of surrounding and self... 
Check: When used, this skill allows the person using it to go into a deep trance takin 1d4 rounds to achieve. While in this trance the character gains +1 Will Saves and is unaffected by spells involving that of sound. After 1d4+1 rounds of meditation in this trance, the next 3 rounds the character may add +1 to his check for the skills: Listen, Spot, Concentrate, and may add +1 to wisdom checks. This trance is harder to accomplish in a hectic situation, and imposes an automatic -2 to the check. 
Retry: Can be retried as many times as desired, with -2 penalty check each time in a hectic situation, -1 in troubled situation, and no penalty if in non-stressful situation. 
Special: Character is not allowed to take 10 or take 20. 

Know Breed 
Classes: Bard, Rogue, Barbarian 
Cross Classes: Fighter, Sorcerer 
Key Abillity: Int 
Description: The Character is able to look over and inspect any species of animal and ascertain the specific breed type exhibited by the animal's features. 
Check: When the character attempts to purchase or decide on which animal they would like, they will want to know what is the best deal and what the animal is in every way. With this skill, various specific breeds can be noted after spending 1d20 minutes, with -1 for each rank past 5. Figuring out the specific breed is only usable on animals (i.e.-No aberations, dire animals, etc.), and the base DC for finding the animal breed is 15 for obvious (Shire horse compared to a lowly light farm horse), 20 for average (Various breeds of similar dogs, i.e.-Shephard and Golden Retriever), and 30 for intricate differences unoticable to the untrained eye (i.e.-A breed of animal that is only different in the inner ear lining marking better checks on listen by slim margins). If the character has 5+ ranks in concentration also, there is a +1 to Know Breed rolls(synergy). 
Retry: The skill can not be retried, for once the character has ascertained he is correct in his knowledge, it is final, and later finds that show the check is not correct show up in obvious ways. 
Special: Unable to be used in total darkness or if the character is rushed in any way (slight distractions result in a -2 to check). 

Studious Perception 
Classes: Barbarian, Monk, Fighter, Ranger 
Cross Classes: Bard, Rogue 
Key Abillity: Wis 
Useable Untrained 
Description: Gothak the barbarian sits quietly, his eyes shifting slowly across the wooded valley. Tomorrow he will remember every detail, aiding him in his tribe's battle... 
Check: The use of this skill allows one to slowly shift the eyes and take in the entire surroundings within a maximum of 100 feet to memorize for future reference. To use the skill, he must first be alone, free of distractions. After sitting quietly and slowly shifting the eyes to take in all the surroundings, the character has a definitive layout plan in his memory, lasting for 24 hours. It takes 6d10 minutes for the character to take in all of the area (Maximum 100 square feet). The DC for this task is at an average of 20, with 2-5 added for need of exacting details or 2-5 subtracted for simple, outwardly obvious land traits. The character is unable to take 20 unless they have 15+ wisdom. When utilizing this skill within the 24 hour period (I.E.-Battling in the area or hiding), the actions gain +2 competence bonus on skill checks (While in the land specified). 
Retry: The skill can be used untrained, however the DC rises by 5 and only the wisdom modifier can be used, without the 15+ wisdom bonus of taking 20 available. If interupted or in a non-concentrative state, this skill may be retried any number of times. 
Special: This skill works in the out of doors and for general city layouts. Using this on a map of a city or natural area imparts similar affects, but only within 12 hours and with +1 competence bonus to skill checks. 

Check back soon for more Skills!!

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