House of the Magus
There is no such thing as cross-class skills. All skill ranks cost 1 skill point. If the skill is class skill than you receive a bonus of +2 if you putting any ranks into it and another +1 for every 5 ranks you have. You still receive x4 skill points at 1st level as per 3.5.
Skill Revisions: Remove Move Silently from your skill list. It will just be covered with Hide.
Critical Failures and Critical Successes
Skill checks are subject to critical failures and critical successes— results below or above the norm. Each skill description contains an entry to describe extraordinary results for both critical failures and critical successes.
To activate a critical failure or a critical success, you must actually roll the die. If you Take 20, you do not risk a critical failure, but neither can you achieve a critical success.
If you roll a natural 1 (the d20 actually shows a “1” result) your check may result in a critical failure. Not all skill checks are appropriate for critical failures; activating a critical failure is at the discretion of the DM. In order to activate a critical failure, your DM must award you an action point. If the DM chooses not to award you an action point to activate the critical failure, the skill check proceeds as normal— in fact, you may have enough bonuses, or the DC may be so low, that a “1” result could very well indicate a success anyway.
However, if the DM activates a critical failure, your skill check is an automatic failure, and in fact may carry harsher penalties than an “ordinary” failed skill check. You may not spend the action point awarded by the DM— indeed, you may not spend any action points at all— to improve the result of a critical failure. The results may be harsh, but the awarding of an additional action point softens the blow somewhat: Your character learns quickly from critical failures and is invigorated to do better next time— if he survives the critical failure, of course! Some skill checks are made secretly, by the DM. In these cases, the action point is not awarded until you become aware of your failure.
If you roll a natural 20 (the d20 actually shows a “20” result) your check may result in a critical success. In this case, you must spend an action point in order to activate the critical success. You are not required to activate a critical success; again, a critical success is not appropriate or required in all situations.
If your skill check is a critical success, you can choose one of the following two options:
• Retroactive Exploit
If your skill check is a critical success, you can retroactively choose the benefits of any exploit listed for that skill.
Total your skill Check: the natural 20 you rolled, plus all other applicable bonuses. If the result is 5 points or less above the required DC, you gain the benefits of a single exploit. For every 5 additional points you exceed the DC, you may add an additional exploit (if the skill allows).
• Insurmountable Success
If your skill is normally an opposed skill (for example, Stealth vs. Perception, Persuasion vs. Sense Motive, etc.) then your skill check automatically succeeds (even if your opponent’s total is otherwise higher) unless your opponent also scores a critical success on his skill check.
Note that if you spend an action point to activate a critical success, but your roll of 20 plus all bonuses still indicates a failure due to a particularly high DC, your skill check still fails, and you may not activate a critical success. Some successes are out of reach, even when your character performs flawlessly. Your DM may advise you if such is the case before you spend your action point, though he is not required to do so.
Used in gathering information from written or other non- verbal information sources. Research allows you to navigate a library, scholar’s notes or other archive of information with productive results. It does not include talking to people which is handled by Gather Information or roleplaying encounters.
Check: Research takes time, skill and luck. GMs determine the obscurity of a given topic (determining the research DC) and what kind of information is available depending upon where youare conducting your research. Restricted/protected information is only accessible if the character has access to an appropriate information source. The higher the check result the better and more complete the information is that the character receives.
Special: Characters may take a 10 or 20 on research checks
Time: A research check takes 1d4 hours
This skill represents the ability of individuals with strong spirits and/or sense of purpose to defy the machinations of others. Such individuals have a full understanding of their own minds and arenot easily persuaded against their better judgement.
Check: This skill can be use to resist any Charisma checks that attempt to persuade the character into a course of action. Typically this will involve Bluff, Diplomacy or Intimidate skills being used. This skill is used in place of any other DC for the character listed in the relevant skill description for the skill being used upon the character. If the character’s result beats the appropriate DC the attempted social attack fails.
Retry: This skill check cannot be retried unless the opponent targeting the character retries the skill check, their ability to do this is dependent upon the skill being used.
Use this skill to operate and control vehicles.
Check: Routine piloting taks don’t require checks. Make a check only when unusual circumstances exist(such as inclement weather or icy surfaces), or when piloting during dramatic circumstances. This skill allows a player to attempt piloting maneuvers or stunts.
Retry: Most checks have consequences for failure that make retrying impossible.
Special: a character may take 10, but not 20
MUNITIONS (Dex, Trained only)
Use this skill to handle, place, or disarm gunpowder explosives with safety and accuracy, and to maintain and reload firearms.
Check: Any action involving an explosive requires a skill check.
|Disable Simple Explosive||10||Standard||Disable Device|
|Set timed fuse length||20||Standard|
|Make Complex Explosive||25||Variable||Craft(Trapmaking)|
|Disable Complex Explosive||Opposed||Full-Round||Disable Device|
Special: If you fail by more than 5 the explosive immediately detonates. You get a reflex saves(DC+5) for half.
The Following Skills are not really new, just non-core ones that you may find useful or setting appropriate:
Craft: Alchemy, Machines, Firearms
Profession: Alchemist, Apothecary, clockmaker, surgeon, engineer, reporter, scientist, detective, factory worker, gunsmith
Feel free to take skills that are not listed here or spelled out specifically other places. The craft, knowledge, profession, and perform allow for so much variability. The core knowledge skills cover pretty general, but feel free to take more specific knowledge skills. They will give you lower check DCs in the specific area. For instance Knowledge(Architecture+Engineering) genrally covers physical sciences, but you could take knowledge(mathematics) or knowledge(machines) if you wanted to be especially good in those areas. Knowledge(dungeoneering) will make you knowledgeable about many various creatures, but Knowledge(Dragons) makes you a true dragon expert. Customize as you see fit, like if your character isn’t a healer, but has studied the body’s weak point take Knowledge(anatomy) instead of Heal.