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Tome of Prowess (3.5e Sourcebook)/Rules

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Skill Updates: Grammar check
{{Tocright}}
 
=Rules=
{{Tocright}}You need substantial changes to fit Adjusting the skill system into to fit the scaling challenge system that D&D attempts to modeluses requires some extensive changes. These The core, system level changes are explained in this chapter, and it also includes along with conversions for the core base classes to make adoption more convenient. Changes to other class feats and subsystems can be found in the [[Tome of Prowess (3.5e Sourcebook)/Supporting Changes|Supporting Changes]] chapter.
==General Rules==
While most There are enough changes and updates in this work to make it worth rewriting any duplicated parts of the base rules for skills presented here are extremely similar to the SRD skill rulesclarity. As such, there are a few changes and updates. This this section is intended to be used on its own, and you should not need to reference the SRD for skill rulesat all. Where the rules differ substantially from the SRD, we have generally included sidebars to discuss the reasoning behind the changes.
For those Those of you who are familiar with the SRD rules and just want to know what has changed, you the big differences are can find it them in this the spoiler boxbelow.
{|class="collapsible collapsed"
!Changes and Updates
|
*Characters no longer gain or lose skill points based on their intelligence modifier.
*The cross class maximum skill rank is equal to your (character level + 3), divided by 2. This is rounded '''up'''.
*Cross class skill ranks are purchased at the cost of 1 skill point, not 2.
*The cross class maximum skill rank is equal to your (character level + 3), divided by 2. This is rounded '''up'''.
*Retraining is a core part of this revision, not an optional rule.
*All skill Skill bonuses other than attribute bonuses no longer stack and capped at +3. They are now all of the competence type, and capped at +3 (minor exceptions are made for Jump).*Synergy bonuses no longer exist.*Skill items are drastically very different.
*Spells that grant skill bonuses or ranks do not exist. They have been removed or rewritten.
*Assorted subsystems have been updated to better interact with skills. These are detailed in a later chapter.
|}
===Acquiring Skill Points==={{sidebar |No More Intelligence Bonus |Because of the greatly increased power of these skills, you no longer gain your intelligence Intelligence modifier as a bonus to your skill points per level. This is very important, because getting Getting a bonus skill from high intelligence with this variant is akin to getting bonus feats for a stat. And , and that would be bad. So it got cut. We believe there are ample reasons to retain a decent Intelligence score still, and there are still some classes that depend on it.}}Every class comes with a number of granted skill points that , which are granted per level. At first level, these used to gain ranks in a skill points are multiplied by 4. You no longer add your intelligence modifier as gain a bonus to checks with a skill equal to the number of ranks you have in it, and unlock more impressive skill abilities based on your total ranks in a skill points received. Your skill The way that you invest these points are used to purchase gain ranks in skills, where each rank corresponds to a +1 bonus skill depends on checks made with that skill as well as allowing whether you elect to use new and more impressive skill abilitiesadvance your skills automatically or manually, as described in the sections below.
This still leaves ===Automatic Skill Investment===At first level, you gain a number of skill selections equal to the problem where you get more or less skill points in a multi-point value of your class. You may select any class setup depending on which skill to advance at the class rate of character level + 3, or you take first, but may use that is an issue with selection to instead gain two skills at the multicross-classing system in general and not really something that can be resolved without removing the 4x multiplier at first class rate of (character level (which does not have any particularly good alternatives+ 3) or radically altering the way multi-classing works/ 2 rounded up. The incentive Once a skill is to take skilled classes first and move into spellcasters later, however, and that seems genre appropriate (as people don't go the other selected in this way), so it's at least a minor improvement even if automatically gains ranks based on your level and the problem still existsselected progression.
===Purchasing Ranks=Multiclass Characters===={{Sidebar|Cross Class Purchasing|Unlike in the SRD, you gain cross This system works poorly with multiclass characters and may require substantial additional bookkeeping. Because a class skill ranks at the cost of 1 skill point each. With this change you can sacrifice one of your main skills for two cross-any class skills at half rank. And if you ever multi-class into is a class where those are skill for every class skills, you haven't permanently given up a pile we recommend that multiclass characters simply make the same selections across all classes if possible. If it is not possible due to differing numbers of skill points. Additionally, you round the cross class maximum up we instead of down so recommend that we can avoid people being unable to spend skill points on cross-class skills at even levels (and thus having unused they use the manual skill points). It also sets the level 20 cap at 12 ranks investment rules instead of 11 and grants additional powers at the top end, which is a nice thing for cross class skills to get.}}When you gain a level in a class, you are granted skill points. These skill points are used to purchase ranks in a skill on a 1-for-1 basis. You can think of skill points as unassigned ranks if you like. The maximum number of ranks you can put in a skill depends on your character level, and which skills are considered class skills for your class.
====Class Skills Maximum=Manual Skill Investment===Your class Some players prefer a bit more management of their skill rank maximum selections. There is still your character level + 3power to be squeezed out of a completely manual assignment of skill points, if you want to spend the time and energy looking for it.
===={{Sidebar|Cross-Class Skills Maximum====Your Purchasing|Unlike in the SRD, you gain cross-class skill rank maximum remains half ranks at the cost of 1 skill point each. With this change, you can sacrifice one of your main skills for two cross-class skills at half rank. And if you ever multi-class into a class where those are class skills, you haven't permanently given up a pile of skill rank points. Additionally, you round the cross-class maximum, or up instead of down so that we can avoid people being unable to spend skill points on cross-class skills at even levels (character and thus having unused skill points). It also sets the level + 3) / 220 cap at 12 ranks instead of 11 and grants additional powers at the top end, which is a nice thing for cross class skills to get.}}If you elect to manually assign your skill points rather than simply select some skills for maximum investment, but this you gain a number is ''rounded up'' instead of downskill points as determined by your class selection each time you gain a level. At first level, the skill points granted by your class are multiplied by 4.
====Multi-Class Characters and Class Skills====If a The skill points acquired from your levels are invested in your skills. Each skill appears as point you invest in a class skill for a class that a character possesses, the maximum ranks for grants you 1 rank in the skill. You may invest up to your character level + 3 skill points in that any class skill is equal , and up to their (your character level +3) / 2 rounded up in any cross class skill. EffectivelyOnce you have reached these rank maximums, if a you may not invest additional skill is a class points in that skill for one of your classes it is a class skill for all of your classesuntil you increase the maximum through level gain.
{{Underbar|Using Tome of Prowess with ====Multiclass Characters====If a skill appears as a class skill for a class that a [[Publication:Unearthed Arcana/Alternative Skill Systems#Maximum character possesses, the maximum ranks.2C limited choices|Maximum Ranks]] Point Assignment System|Because of for the incentives character in that skill is equal to reach the next their character level +3. Effectively, if a skill is a class skill for one of skill abilities and the diminishing returns associated with spreading out your skill ranksclasses, it is somewhat expected that characters will try to maximize their skill ranks in a few key areas. This behavior makes the Tome of Prowess skill system a natural fit with a maximum ranks class skill point assignment variant for many players. We actually recommend such systems for all but the most experienced playersof your classes.
The Tome of Prowess rules work well with the [[Publication:Unearthed Arcana/Alternative Skill Systems#Maximum ranks.2C limited choices|maximum ranks]] skill point assignment variant presented Additionally, if a character takes a level in [[Publication:Unearthed Arcana|Unearthed Arcana]], but need one minor adjustment. You still select 1 a base class that offers more skill points per level than any of his other current base classes, he gains an additional number of skill points equal to 3 times the difference between the number of skill points granted skill point, but you may instead select 2 cross-by his new class skills in place and the highest number of a class skillpoints granted by one of his current classes. These cross-class points may be invested in current or new skills have as normal. ===Skill Abilities===Each of the new skill abilities include a rank equal to your minimum (character level + 3even if that rank is Untrained) / 2, rounded up. Some DMs and characters with at least this many ranks may even allow attempt that use of the trade of 1 full-ranked class skill for any 2 without penalty. This adjustment allows us to ignore the trained / untrained distinction previously present in skills at the cross-class maximum. Under this system There are simply abilities that you will have slightly more can use at your current skill points than those who do level, and abilities you can not select cross-class skills at even levels, but given the reduced power of cross-class skills that's a completely reasonable tradeoff for the added simplicitybecause you lack sufficient ranks.}}
===Skill Checks===
{{sidebar |Where did the penalties for trying to do better go? |There used to be penalties in the skills that you could take if you were trying to do better than the default success rate. These have been eliminated entirely, and generally subsumed into the degrees of success check results. The reason is straightforward: you are always assumed to be trying to do as well as you possibly can with your skill, without taking unnecessary risks. If you need to push yourself for some reason, roll the die instead of taking 10. The chances of failure or underperforming are roughly equal to the chances of you performing better, and that’s much better for these purposes than sticking a negative modifier on your roll.}}To make a skill check, you roll 1d20 and add your skill check modifier to your roll. Your check modifier includes your skill ranks, your attribute bonus from the related attribute, and any miscellaneous modifiers for circumstances related to the ability ranging from racial bonuses to equipment bonuses or armor check penalties.
Your check result is compared against the task DC. This DC is either determined by the DM based on the obstacle or set by someone else making an opposed check. Your degree of success or failure against the DC is unchanged from used to determine the degree of your success or failure with the skill ability. These results are listed in the old skill systemabilities, so which use this format: '''Base DC:''' The basic DC required to use the ability. This entry also includes an indication of applicable modifiers.<br>'''Check Result:'''*DC+10 and above: This entry indicates how the ability changes if you already knew roll better than the DC by 10 or more. It may not be present in all abilities. *DC+5 to DC+9: This entry indicates how the ability changes if you roll better than the DC by 5 or more, or it may be written as “DC+5 and above” if there is no greater success possible. It may not be present in all abilities. *DC+0 to make a skill check you already know DC+4: This entry indicates the basics default level of this systemsuccess for the ability by meeting or exceeding the DC. It is present for all abilities, and may be written as “DC+0 and above” if there is no greater success possible. We’re just going *DC-1 to give DC-5: This entry indicates the default level of failure for the ability if you do not meet or exceed the DC. It is present for all abilities, and may be written as “DC-1 and below” if there is no greater failure possible.*DC-6 and below: If there is a lot more options substantial failure possible than the default level, it is listed in this entry. It may not be present in all abilities. Almost every skill ability includes a penalty for failing by more than a certain amount. This was done to discourage repeated attempts when the abilities are first acquired, since a number of these abilities mimic spells in effect. The abilities also include benefits for successes over a certain amount. This was done to provide characters improving benefits from their abilities and to reduce ability obsolescence, as well as to make those checks againstcharacters choose between risking failure by rolling for a stronger result and playing things safe by taking a fixed result instead of the roll.
====Checks without Rolls====
Taking 20 represents putting in a great deal of effort in an attempt to make the check as "perfect as you can get". It means doing it over, and over, and over until you get it right... even if you get it wrong once or twice along the way. If you would fail the check in a way that would not allow you to retry it had you rolled a 1, you treat your 1d20 roll as if it had come up 1. Otherwise you treat your 1d20 roll as if it had come up 20. Taking this option takes 20 times as long as a normal use of the skill ability does.
{{Underbar|Make Your Own Checks|Checks that the DM used to make for you for secrecy reasons have been rewritten into checks that players should make themselves. While it wasn’t bad for the DM to make these checks, it only served to make players feel disconnected from their success or failure and to keep information from them that might make them not continue ahead. It’s easy enough to write these checks in such a way that you either know you failed, know you succeeded, or believe you’ve succeeded (but be wrong about it), and in those cases there’s no reason to keep that from you. As part of this trade off though, once you say you do something and you roll the die for the check, you’re bound by its results and you’re bound to carry through the action. The DM doesn't need to tell you the DC of the task though, so it's generally best to not worry about your aaction once it's begun.}} ===Skill Abilities===Each of the new skill abilities include a rank minimum (even if that rank is Untrained), and characters with at least this many ranks may attempt that use of the skill without penalty. This adjustment allows us to ignore the trained / untrained distinction previously present in skills. There are simply abilities that you can use at your current skill level, and abilities you can not because you lack sufficient ranks. Characters who are one rank short may attempt the ability with a -5 penalty. Characters who are two ranks short may attempt the ability with a -15 penalty. Your check result is compared against the task DC. This DC is either determined by the DM based on the obstacle or set by someone else making an opposed check. Your degree of success or failure against the DC is used to determine the degree of your success or failure with the skill ability. These results are listed in the skill abilities, which use this format: '''Base DC:''' The basic DC required to use the ability. This entry also includes an indication of applicable modifiers.<br>'''Check Result:'''*DC+10 and above: This entry indicates how the ability changes if you roll better than the DC by 10 or more. It may not be present in all abilities. *DC+5 to DC+9: This entry indicates how the ability changes if you roll better than the DC by 5 or more, or it may be written as “DC+5 and above” if there is no greater success possible. It may not be present in all abilities. *DC+0 to DC+4: This entry indicates the default level of success for the ability by meeting or exceeding the DC. It is present for all abilities, and may be written as “DC+0 and above” if there is no greater success possible.*DC-1 to DC-5: This entry indicates the default level of failure for the ability if you do not meet or exceed the DC. It is present for all abilities, and may be written as “DC-1 and below” if there is no greater failure possible.*DC-6 and below: If there is a more substantial failure possible than the default level, it is listed in this entry. It may not be present in all abilities. Almost every skill ability includes a penalty for failing by more than a certain amount. This was done to discourage repeated attempts when the abilities are first acquired, since a number of these abilities mimic spells in effect. The abilities also include benefits for successes over a certain amount. This was done to provide characters improving benefits from their abilities and to reduce ability obsolescence, as well as to make characters choose between playing things safe by taking 10 or risking failure by rolling for a stronger result.
==Retraining==
The second reason has to do with defaulting. People are simply less likely to use an optional rule they have concerns about than they are to remove a core rule they have concerns about, so setting it as the default rule means that more people will use it. While retraining has historically been frowned upon for various reasons, from narrative to realism concerns, we feel that these are generally overstated. And since the benefits outweigh the minor drawbacks from these concerns, we include it by default to get as much of that benefit as possible.
Still, if you just can't swallow it, you have a few options. You can increase the time it takes to retrain to something you think more realistic. Doing so limits some of the flexibility to greater periods of downtime, but doesn't eliminate it entirely. It's a nerf, but a minor one. Actually removing the ability to retrain is on the table as well, as it's ultimately your game and you will use or exclude rules as you see fit. While there's nothing we can do to stop you from making that decision, we do not believe it to be a good one for the game in general. We hope we've presented reasons here for you to keep it in your games, at least to try it out, and that when you see it in play you find it's not a problem after all.}}Retraining is a core part of the Tome of Prowess revision, not an optional rule that only some games take advantage of. The concept has been around in hourerules house rules for ages, but was officially introduced in the [[Publication:Player's Handbook II|Player's Handbook II]]. The version in that book does not work well for our purposes and we do not use there here. So if you have read those rules, please forget them now.
{{:Montage Skill Retraining (3.5e Variant Rule)}}
==Skill Bonus Changes=Adventurer's Knack===In the old system, you needed huge bonuses to get meaningful effects out of your skills. It wasn't uncommon for characters to gain as large a bonus from an item as they did from ranks. In this system your ranks are very important, but equally important is your total bonus to these ability checks. Each skill ability is designed to be usable but not necessarily reliable when you first acquire them in order to offset the fact that you can basically use them all of the time. Old style items, with their large numeric boosts, are a problem in such a setup. If we account for them and expect them, then you need a skill item for all of the skills that you care about or you won't be able to meet the DCs that we would need to set to maintain the same usability requirements. And if we don't account for them, then a single large item bonus destroys the balance we've put in place for these unlimited use abilities. Since neither of these options is actually workable or interesting, we just aren't going to use old style skill items and old style skill bonus types that used to stack to the heavens.
In this setup, the '''only''' bonus type that can be added to a skill is a competence bonus, and these do not stack with any other competence bonuses granted. This means that all racial bonuses are now competence bonuses. Likewise, all masterwork item bonuses are now competence bonuses, and so don't do anything for the racially gifted. Feat bonuses are competence bonuses. If it's a bonus for a skill, it's going to be a competence bonus and it{{:Adventurer's not going to stack with any other competence bonusSkill Knack (3.5e Variant Rule)}}
Having limited the options ==Skill Bonuses==While your ranks are important for raising providing a level of competence and opening up new abilities, equally important is your skill modifiers, we're also going total bonus to limit the size of these bonusesability checks. No item, featEach skill ability is designed to be usable, or ability may grant larger than a +3 competence on any skillbut not necessarily reliable, no matter what your actual modifier would be when you first acquire them in order to offset the old skill system (an exception is made for the [[Tome fact that you can basically use them all of Prowess (3.5e Sourcebook)/Jump|jump]] skill, and is discussed in the skill itself). This leads us to some rather substantial changes to the skill bonus system, which are discussed in more detail belowtime.
===Bonuses to skills are broken up into five groups, each detailed below.*Skill Items===Ranks are a bonus equal to the amount of skill points invested in a skill.Even though we're not using old style skill items, there is still *Attribute modifiers are gained from having a place for high attribute related to a type of skill items. They just need to work within this altered system and not allow people who *Conditional modifiers are those gained based on actual conditions when you use them to gain extraordinary benefits or perform well above the expected mark for their level. These items need to be useful for characters who don't substantiall invest in a particular skillability, and this can be done by giving ranks with are generally detailed in the skill descriptions. Bonuses arising from different conditions stack, unless otherwise noted in the items instead of bonusescondition description. They also need *Competence modifiers are any racial ability, class feature, feat, gear, spell, or any other bonus or penalty to provide some utility to characters who have already invested heavily in a skillthat does not fit into one of the other groupings. Bonuses do not stack with other bonuses, and this can be done are capped at +3 in order to keep success rates within expected progressions. Penalties do not stack with other penalties, but are not capped. Only the largest available competence bonuses, take X abilities, or rerollsbonus and penalty apply on any particular roll. Example skill items *Circumstance modifiers are a miscellaneous +/-2 modifier that offer benefits to those who have the skill DM may apply as well as those who don't appear in necessary. They should be reserved for special cases where the existing condition modifiers do not adequately cover the [[Tome of Prowess (3.5e Sourcebook)/Running a Skilled Game#Skilled Gear|Running a Skilled Game]] sectionsituation.
===Skill Feats===Skill The competence bonus limit is a substantial change, and one worth understanding. A simple example of the non-stacking implications can be found among feats remain largely unchanged. Skill While skill focus is still in the game and still works as indicated, as are the various skill feats that boost two skills by +2 each or boost a skill by +2 are still in the game and offer some other benefit. In keeping with the bonus type changesstill work normally, these feats no longer stack. If you take skill focus and a second feat that offers a +2 bonus to the same skill that you took skill focus for, you gain no additional benefit to that skill from that feat. If you want to be very skilled in one thing, you should take skill focus in it. If you want to be rather skilled in multiple things, you should take the feat that offers a +2 bonus to each of those things. You should never take both for the same skillor take feats to boost skills that you gain racial bonuses on, because they do not stack and that's a big waste of your rather limited feats.
There may be some published are many racial features, class features, feats, gear abilities, or homebrew feats spell benefits that provide larger bonuses than do not fit into the core feats referenced herestrict new bonus structure. YouThey may offer bonuses to skills that no longer exist, bonuses that are too large, or grant an ability that doesn're welcome t make any sense. These generally require some conversion on your part before they can be used properly. While it is impossible to continue to use these featscover every conversion case for every published item, but they the most common are detailed in the next sections and should only provide a non-stacking +3 competence bonus just like everything elsegood reference for any that aren't covered.
Feats that provide actual skill points are another matter. If you are not using scaling feats (like the Tome series of feats) in your games, {{Underbar |What about synergy bonuses? |Synergy bonuses exist to give characters a feat that provides a small static number reason to take similar sets of extra skill points is fine. Five skill points is recommended, skills and you should be able only work to select the feat multiple timesprovide larger bonuses. If you are using scaling feats Since there's no reason in your game, you can use a non-scaling feat that offers a single retroactive skill point per level; the scaling this work to push people into taking similar sets of the skills themselves will make sure that the character receives a scaling benefit and we are really concerned about stopping people from the feat. You should not be able to acquire this feat multiple timesstacking bonuses, we left them out.}}
====Converting Racial, Class, and Feat Bonuses from Class Features====Some class features offer bonuses to skills outright. With Every bonus or ability that does not fit into the exception Tome of Prowess bonus structure must be updated independently. If there are two racial abilities, class abilities related to the jump features, or feats that grant skill (which are discussed bonuses going in it's entry), these suffer the same issues there should be two after conversion as skill items and need to well. While it may be dropped entirely or rewritten into a form similar tempting to the new skill items. Granting free ranks in a skill merge some abilities before converting, doing so will reduce their effectiveness and is not reasonable, but a competence bonus, reroll ability, or similar minor adjustment is perfectly finerecommended.
===Bonuses from Spells==={{SidebarEvery skill conversions can generally be performed as indicated in the [[#Skill Updates|Why no skill spells?|The main problem with these sorts of spells is a thematic one. Spells are supposed to just ''do'' things that the truly skilled can attempt with a lot of practiceupdates]] section later in this chapter. The revised skills don't even do anything that spells don't already generally do anyway, though we have tried following table provides suggestions on how to make them go about it in a different fashion. There already is substantial overlap between skill abilities convert bonuses and spells, so making a spell that grants skill abilities just dilutes the feel of the individual systems for no benefit.
The secondary issue is {| class="zebra d20" style="margin: 1em auto 1em auto; text-align: left;" width="900px"! Original Ability !! ToP Replacement Ability|-| Class feature requires a value oneremoved (not merged) skill to function || Replace all references to the skill with references to class level + 3. It is extremely difficult |-| Ability grants bonus to merged skills || Whenever the unmerged skills would be applicable, ability grants a +3 bonus to the new merged skills as well as 1 re-roll* for the skills per minute per 2 points of bonus greater than +3|-| Racial ability or feat grants a +2 bonus to three or more skills (except jump) || Grants a +2 bonus to any two of the listed skills, player's choice|-| Racial ability or feat grants a +3 or greater bonus to cost both variable and fixed skill two or more skills (except jump) || Grants a +3 bonus spells appropriately because to the one of their effectsthe listed skills, and that makes it hard player's choice, as well as 1 re-roll* per minute per 2 points of original bonus greater than +3|- | Class feature grants a +3 or greater bonus to one or more skills (except jump) || Grants a +3 bonus to place in the right spell level. If you place it too lowskills, you have as well as 1 re-roll* for the skills per minute per 2 points of original bonus greater than +3|-| Ability grants a low level spell that turns low level actions into high level actions. If you place it too highbonus to jump checks || Grants a maximum bonus of +3, you have but also grants a high level spell that no bonus on total jump distance equal to half of the original bonus whenever the original bonus is +5 or greater|-| Ability grants free ranks in one casts because it doesn't do anything they can't do with other spells alreadyor more skills. || Skills are treated as class skills regardless of class|-| Ability grants a +1 to +3 bonus to a removed (not merged) skill || Grants a related [[Tome of Prowess (3. Deciding what spell level these sorts 5e Sourcebook)/Background Abilities|background ability]] at Grade I; a bonus to gather information has no direct replacement at this bonus size|-| Ability grants a +4 to +8 bonus to a removed (not merged) skill || Grants a related [[Tome of things belong Prowess (3.5e Sourcebook)/Background Abilities|background ability]] at is generally Grade II; a bonus to gather information may instead be replaced with the [[SRD:Bard#Bardic Knowledge|bardic knowledge]] class feature|-| Ability grants a +9 or greater bonus to a removed (not worth merged) skill || Grants a related [[Tome of Prowess (3.5e Sourcebook)/Background Abilities|background ability]] at Grade III; a bonus to gather information may instead be replaced with the [[SRD:Bard#Bardic Knowledge|bardic knowledge]] class feature with a +2 bonus|- | Ability allows character to "take 10" under pressure || Ability allows character to "take 10" under pressure without the normal 4 rank delay, and may "take 12" after the effortnormal 4 rank delay|-| Ability duplicates a skill ability that was already granted || Ability grants a minimum value for the d20 roll, between 5 and 10 depending on the intended strength of the ability, for skill checks with the ability|-| colspan="3" class="foot" |<small><nowiki>*</nowiki>Only one re-roll may be used per skill check, regardless of the number available. A character may also declare a re-roll and elect to "take 10", if they could do so otherwise. </small>|}
For these reasons, any spell that allows you ===Converting Gear Bonuses==={{Sidebar |Retaining Masterwork Skill Items| Many players remain attached to attempt to do something with a masterwork skill should items, and may be rewritten as a spell that just does the thing or removed resistant to simply removing them from the game. If it helps you to justify it in gamestrongly limited, you they can consider it an inefficient use of magic be made to emulate a skill, which it is.}}With function with the revised Tome of Prowess skills here, there and bonus changes. Here is no place an option for spells that provide temporary ranks in their retention:'''Masterwork skill items:''' A masterwork skill item grants a +2 bonus to one skillability, or that provide not every ability within a static skill. They may not grant this bonus to a any skillability with 6 or more required ranks. While there is actually room for spells that function as temporary }}Masterwork skill items, you probably shouldndon't do that for thematic reasons as well as to avoid putting every tool in really fit with the spirit of the game in spellcasters' pocketsnew skills. To avoid In the magic vsSRD system, they grant bonuses to a very focused skill and are rather narrow in use. Here each skill thematic issues, value concerns, grants several abilities and omnitasking possibilities we have just removed spells that directly affect your skill modifier from the game or rewritten it is difficult to justify a single tool granting bonuses to all of them into a spell that just . We also don''does'' something appropriate for it's spell level. Updated t need minor number boosts like this anymore and removed spells appear in they conflict with the [[Tome of Prowess (3revised racial benefits.5e Sourcebook)/Running As a Skilled Game#Magic in a Skilled World|Running a Skilled Game]] sectionresult, masterwork skill items have been removed from this work and do not exist.
===Attribute Boosts Like masterwork skill items, the SRD magical skill items have also been replaced. There is still a place for magical skill items, however, they just need to work within this altered system and Enhancements===not allow people who use them to gain extraordinary benefits or perform well above the expected mark for their level. These items need to be useful for characters who don't substantially invest in a particular skill, and this can be done by giving ranks with the items instead of bonuses. They also need to provide some utility to characters who have already invested heavily in a skill, and this can be done with competence bonuses, "take X" abilities and variations, or re-rolls.
The above topics cover Conversion to these items is a simple matter of replacement, or of allowing the character to select new gear with the most common direct appropriate cost. Example skill bonuses and at least items that offer suggestions on dealing with benefits to those who have the more unusual cases. But it doesnskill, as well as those who don't talk about indirect bonuses at all, like appear in the bonuses you get from the attributes that you will be increasing as you level[[Tome of Prowess (3. Between +6 enhancement bonuses from items and +5 inherent bonuses from wishes or books and +5 more from simple levels, you can get an extra +8 bonus on an attribute modifier (or more5e Sourcebook) fairly easily in some games. And in other games, you never see even half of that. This isn't as large /Running a Skilled Game#Skilled Gear|Running a modifier as you used to get from skill boost items, but suffers all the same problems of deciding whether to expect it in the base DC or notSkilled Game]] section.
Unfortunately, because ===Converting Spell Bonuses==={{Sidebar|Why no skill spells?|The main problem with these sorts of large variances in when these stat jumps hit and by how much they grow, this isn't really something we can plan around. And removing these stat jumps from the game entirely isn't a particularly workable solution for spells is a large number of play stylesthematic one. The best that can be done is Spells are supposed to point out that we do not assume just ''do''things that the truly skilled can attempt with a lot of practice. The revised skills don'anyt even do anything that spells don''''' attribute boosts in our base DCst already generally do anyway, because though we don't want attribute boosters have tried to be necessary to get reasonable use out of your skills at higher levelsmake them go about it in a different fashion. Since that still leaves holes out there for some play stylesalready is substantial overlap between skill abilities and spells, we have included several suggested solutions to making a spell that grants skill abilities just dilutes the feel of the potential problem individual systems for use in your own gamesno benefit.
====Scale DCs====The secondary issue is a value one. It is extremely difficult to cost both variable and fixed skill bonus spells appropriately because of their effects, and that makes it hard to place in the right spell level. If you place it too low, you have a low level spell that turns low level actions into high level actions. If you place it too high, you have a high level spell that no one casts because it doesn't do anything they can't do with other spells already. Deciding what spell level these sorts of things belong at is generally not worth the effort.
If For these reasons, any spell that allows you expect large attribute boosts and want to keep the attempt to do something with a skill abilities balanced such should be rewritten as a spell that characters are not overly successful with them when they acquire them, you can just scale up does the thing or removed from the DCsgame. In generalIf it helps you to justify it in game, you should add 1 can consider it an inefficient use of magic to every non-opposed DC emulate a skill, which it is.}}With the revised skills here, there is no place for every 2 spells that provide temporary ranks greater than 4 are required in a skill, or that provide a static bonus to access the abilitya skill. You may need to adjust this rate if While there are large jumps at level 9 or 10 (when players can chain-bind is actually room for wishes and boost all of their attributes by +5 at once)spells that function as temporary skill items, though the fact that there are fewer abilities gained after this point means you will probably be fine if you shouldn't do notthat for thematic reasons, as well as to avoid putting every tool in the game in spellcasters' pockets. To avoid the magic vs. As was mentioned beforeskill thematic issues, value concerns, and omnitasking possibilities, therewe have just removed spells that directly affect your skill modifier from the game or rewritten them into a spell that just ''does''s a lot of variance in trying to account something appropriate for theseits spell level.
====Do Nothing====Conversion of spells to this system involves equal parts spell replacement and bonus adjustment. Updated and removed spells appear in the [[Tome of Prowess (3.5e Sourcebook)/Running a Skilled Game#Magic in a Skilled World|Running a Skilled Game]] section.
If your games ===Dealing with Attribute Bonuses===The above topics cover the most common direct skill bonuses and at least offer suggestions on dealing with the more unusual cases. But they don't involve largetalk about indirect bonuses at all, universal attribute boosts like the bonuses you get from the attributes that you will be increasing as you level. Between +6 enhancement bonuses from items and +5 inherent bonuses from wishes or books and +5 more from simple levels, you don't care if higher level can get an extra +8 bonus on an attribute focused characters get better results modifier (or more reliably on their shiny new high level abilities than they did when they got their lower level skill abilities) fairly easily in some games. And in other games, then you donnever see even half of that. This isn't need as large a modifier as you used to do anything at get from skill boost items, but suffers all. The DCs listed the same problems of deciding whether to expect it in the skills chapter should serve you just fine; you probably won't see major divergence from the expected success rates until higher levels anywaybase DC or not.
====Cap Players====Unfortunately, because of large variances in when these stat jumps hit and by how much they grow, this isn't really something we can plan around. And removing these stat jumps from the game entirely isn't a particularly workable solution for a large number of play styles. The best that can be done is to point out that we do not assume '''''any''''' large attribute boosts in our base DCs, because we don't want attribute boosters to be necessary to get reasonable use out of your skills at higher levels. Since that still leaves holes out there for some play styles, we have included several suggested solutions to the potential problem for use in your own games.
====Option - Scale DCs====If you don't expect large attribute boosts and want to scale keep the DCs but you also don't want to worry about players using higher level skill abilities more reliably than expectedbalanced such that characters are not overly successful with them when they acquire them, you can simply put a cap on their attributes or just scale up the attribute bonuses that can be applied to skillsDCs. We recommend setting the limit at 20 + their racial attribute modifier for each attributeIn general, and just using whatever that modifier is if you're going should add 1 to every non-opposed DC for every 2 ranks greater than 4 are required to cap skill adjustments and not attributes entirelyaccess the ability. For races in the SRD, You may need to adjust this gives a maximum range of 18 to 22 on attributes, rate if there are large jumps at level 9 or a +4 to +6 bonus. This gives 10 (when players some room can chain-bind for growth, but since these numbers are within expected ranges they will work with the skill ability DCs over wishes and boost all levels of the game. It also pushes players to grow multiple their attributesby +5 at once), as they begin to see diminishing returns though the fact that there are fewer abilities gained after a this point and would get means you will probably be fine if you do not. As was mentioned before, there's a larger benefit out lot of raising a different attributevariance in trying to account for these.
==Converting to the Tome of Prowess==Option - Cap Attributes===={{Sidebar|HeyIf you don't want to scale the DCs but you also don't want to worry about players using higher level skill abilities more reliably than expected, what about synergy you can simply put a cap on their attributes or the attribute bonuses?|Synergy bonuses exist to give characters a reason that can be applied to take similar sets of skills . We recommend setting the limit at 20 + their racial attribute modifier for each attribute, and only work just using whatever that modifier is if you're going to provide larger bonusescap skill adjustments and not attributes entirely. Since there's no reason For races in the SRD, this work gives a maximum range of 18 to 22 on attributes, or a +4 to push people into taking similar sets of skills and we +6 bonus. That gives players some room for growth, but since these numbers are really concerned about stopping people from stacking bonuses up where within expected ranges they cause problems, we left them outwill work with the skill ability DCs over all levels of the game.}}This rule variant It also includes a fair bit of skill consolidation or re-characterization so that pushes players to grow multiple attributes, as the skills themselves remained relatively close to each other in terms combination of value attribute boosters and power. Unfortunately that means you will need to do some conversion on existing characters to bring them into lineattribute ceilings causes diminishing returns for continued attribute investment after a point.
===Updated Class Skill Points=Option - Do Nothing====If your games don't involve large, universal attribute boosts or you don't care if higher level attribute focused characters get better results more reliably on their shiny new high level abilities than they did when they got their lower level skill abilities, then you don't need to do anything at all. The DCs listed in the skills chapter should serve you just fine; you probably won't see major divergence from the expected success rates until higher levels anyway.{{Underbar |Why all these skill bonus changes? |In the SRD skill system, you need huge bonuses to get meaningful effects out of your skills. It is not uncommon for characters to gain as large a bonus from an item as they do from ranks, and then stack on a class feature bonus, masterwork item bonus, and a racial bonus. Those who really need a couple of extra points can even burn a feat for it. The inclusion of all of these different bonuses would make it difficult to meet our reliability goals. If we account for them and expect them, then you ''need'' a skill item or class feature or assorted other things for ''all'' of the skills that you care about. Without them, or without whatever level of them we decided to account for, you won't be able to meet the higher DCs that we would need to set to account for them. And if we don't account for them, or don't account for enough of them, then a large bonus destroys the balance we've put in place for these unlimited use abilities. Since neither of these options is actually workable or interesting, we decided to strip the stacking and large bonuses out instead.}}
The point ==Converting to the Tome of Prowess==This work includes a fair bit of these skills is to supplement class features to grant utility to charactersskill consolidation or re-characterization, so classes with that the most broad options from their class features get the fewest skill points. Classes with few options or extremely narrow focus get substantially more skills themselves remain relatively close to broaden their ability sets. In general, classes with full casting progressions each other in terms of utility and broad spell selections should have around 4 skill points per levelvalue. Classes with half casting abilities, like the Bard or Ranger, or very narrow spell selections, like the War Mage, should have around 6 skill points per level. Classes that lack broad spells or special The new class skills for core SRD class features, often referred to as non-casters like are listed here and conversions for some published works may be found in the Rogue or Fighter (yes, the Fighter), should have 8–10 skill points per levelappendix.  These suggested numbers work fairly well for most WotC Advice on converting published classeswithout an entry, but may not work so as well for as homebrew classes from can be found after the Tome series of homebrew work or other material intended for a similar level of balance. These class groupings are already substantial improvements over their core versions. You may need to reduce the suggested number of SRD skill points and class skills given to these classes to avoid giving them too much utilitylistings below.
===Updated Core Class Skill ListsList===
The number of class skills a class gets should be approximately 30-50% more class skills than they have skill points to spend them on. They need enough that not every member of that class has the exact same set of skills, but not so many that they can just take whatever they want. This also means that some classes are going to have access to some class skills that might not fit classically. If you are converting a class and feel that it needs more or less than this amount of class skills, remember that additional skills increase utility when given time to retrain as well as dilute the core of what the class is capable of. The opposite is also true, since fewer class skills reduces utility and tends to restrict character options. So it's generally a bad idea to do those things. ===Base Class Skill List=== {|class="d20 zebra" width="100%"
! width="14%" align=left | Skill Name
! width="6%" align=left | Key<br>Attrib
! width="7%" | Wizard
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/Acrobatics|Acrobatics]] || align=left | Dex || X || X || X || X || Class || Class || X || Class || Class || X || X|-| align=left | [[Tome of Prowess (3.5e Sourcebook)/Affability|Affability]] || align=left | Cha || X || Class || Class || X || X || X || Class || X || X || Class || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/AppraisalAffability|AppraisalAffability]] || align=left | Int Cha || X || Class || Class || X || X Class || X || Class || X || X || Class X || Class || ClassX
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/ArcanaAppraisal|ArcanaAppraisal]] || align=left | Int || X || Class X || X || X || X Class || X Class || X Class || X || X Class || Class X || Class
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/AthleticsArcana|AthleticsArcana]] || align=left | Con Int || X || Class || X || X || X || Class X || Class X || X || Class || Class || X || XClass
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/BluffAthletics|BluffAthletics]] || align=left | Int Con || Class || Class X || Class X || X || X Class || X Class || X Class || X Class || Class || Class X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/CiphersBluff|CiphersBluff]] || align=left | Int || X || Class || X Class || X || Class X || X || X || X || Class || X Class || ClassX
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/ConcentrationCiphers|ConcentrationCiphers]] || align=left | Wis Int || X || X Class || Class X || Class X || Class X || Class || X || X || X Class || X || Class
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/CulturesConcentration|CulturesConcentration]] || align=left | Cha Wis || Class || Class X || X || X Class || X Class || X || Class || Class X || X || X || XClass || Class
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/Creature Handling|Creature Handling]] || align=left | Wis || Class || X || X || X Class || X || X || Class X || Class || X || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/DevicesCultures|DevicesCultures]] || align=left | Int Cha || X Class || X Class || X || X || Class || X || X Class || X Class || Class X || X || ClassX
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/DisguiseDevices|DisguiseDevices]] || align=left | Cha Int || X || Class || X || X || Class || X || X || X || Class || Class X || XClass
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/Dowsing|Dowsing]] || align=left | Wis || Class || X || X || Class || Class || X || Class X || Class || X || X || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/Endurance|Endurance]] || align=left | Con || Class || X || X || X || Class || Class || Class || Class || X || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/EnigmasEscape Artistry|EnigmasEscape Artistry]] || align=left | Int Dex || X Class || Class || X || X || X || Class || X || X || X || Class || X || ClassX
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/Escape ArtistryGeomancy|Escape ArtistryGeomancy]] || align=left | Dex Wis || Class || X || X || X || Class || Class X || X || X || Class || X || Class || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/GeomancyHealing|GeomancyHealing]] || align=left | Wis Cha || Class || X || X || Class X || X Class || X Class || X Class || Class || X || Class X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/HealingIntimidation|HealingIntimidation]] || align=left | Cha || Class || X || Class || X || Class || Class X || Class || X || X || X || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/IntimidationJump|IntimidationJump]] || align=left | Cha Str || Class || X || Class X || X || X Class || X Class || Class || X || Class X || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/JumpLegerdemain|JumpLegerdemain]] || align=left | Str Dex || X || Class || X || X || Class X || Class || Class || Class X || X || X Class || X || XClass
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/LegerdemainPerception|LegerdemainPerception]] || align=left | Dex Wis || X || Class X || X || X Class || X Class || Class || X || X Class || Class || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/PerceptionPsychology|PerceptionPsychology]] || align=left | Wis Int || X || Class || X Class || X || X Class || Class X || Class || X || Class || Class || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/PsychologyStealth|PsychologyStealth]] || align=left | Int || X Dex || Class || Class X || X || X || X || Class || X || X Class || Class || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/StealthSurvival|StealthSurvival]] || align=left | Dex Wis || X Class || X || X || X Class || Class X || Class X || X || Class || Class X || X || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/SurvivalThaumaturgy|SurvivalThaumaturgy]] || align=left | Wis || Class Cha || X || X || Class || Class X || X Class || X || Class || X || X || Class || X
|-
| align=left | [[Tome of Prowess (3.5e Sourcebook)/ThaumaturgyTransformation|ThaumaturgyTransformation]] || align=left | Cha || X || X || Class || X || X || X || Class || X || X || Class || Class || X
|-
! align=left | Skill Points !! !! 10 !! 6 !! 4 !! 4 !! 10 !! 8 10 !! 6 !! 6 !! 10 !! 4 !! 4
|}
===Old Converting Other Classes===For non-SRD classes, the following advice should help you determine how many skill points and class skills are appropriate for a class, be it homebrew or published. ====Class Skill LocationsPoints====The point of these skills is to supplement class features and increase relevant options available to characters. One of the easiest ways to determine the relevant options of a class is to look at its balance level. Lower balance classes tend to have fewer options in the same power range as the new skill abilities, and should get more skill points to increase their utility. Higher balance classes tend to have more options in the same power range as the new skill abilities, and thus benefit less from additional skill points. Any balance range referred to should be understood to exclude contributions from Use Magic Device or Use Psionic Device, as these skills can skew balance assignments. Most classes with one or both of these skills should be treated as one balance category lower for the purpose of determining how many skill points they should get. *Low and Moderate balance non-casting classes should get 10 skill points per level. Low and Moderate balance partial casting classes should get 8 skill points per level. Low and Moderate balance full casters should get 6 skill points per level.*Most High balance non-casting classes should get 8 skill points per level. Some non-casting classes in this range may have sufficiently useful non-combat options to need only 6 skill points per level, like the High balance partial casters should receive. High balance full casters should receive 4 skill points per level.*Very High balance non-casting classes and partial casting classes should receive 6 skill points per level. Very High balance full casters should receive 4 skill points per level. This advice presumes you want to bring under-performing classes up and not worry too much about the over-performers. If you want a lower powered game, feel free to exclude higher balance classes entirely and reduce the skill points granted in general. ====Class Skills List====Determining how much power a class needs to gain from skills is only a part of the conversion. How many skills they have to select from determines how varied their skills might be. In general, full casters get the fewest class skills as they have a wide pool of other effects to select from. Non-casters lack these ability pools, and gain a wider array of skills to help them compensate. *Classes with full spellcasting progressions should get 50% more class skills than they have skill points. For a VH class like the wizard, for example, they should have 6 class skills on which to spend their 4 skill points.*Classes with partial spellcasting progressions should get 50% more class skills than they have skill points or 9 class skills, whichever is greater.*Classes with no spellcasting progressions and largely combat class abilities should get 12 class skills. For High and Very High balance classes, this means that they will likely have almost twice as many class skills as they do skill points. Moderate and Low balance classes in this group should get an extra class skill, bringing them up to 13. If you feel that a class needs more or less than this amount of class skills, remember that additional skills increase utility when given time to retrain as well as dilute the core of what the class is capable of. The opposite is also true, since fewer class skills reduces utility and tends to restrict character options. It's generally a bad idea to do those things. Once the number of class skills has been determined, all that is left to do is assign the class skills. The easiest way to assign these class skills is to simply convert their original skills into the revised skills in this work. That will give you a base to work from, but probably won't leave the class skill list complete. After you have completed the initial skill conversion, you may need to remove some skills or add a few new ones. Some classes may need to give up a skill to remain within the guidelines. Alternately, some may already have all the appropriate skills and be left with acquiring class skills that might not fit with their common interpretation. More often than not, the best way forward in these circumstances is to embrace the chance to expand their repertoire and utility. As an example, the SRD fighter has gained access to a large number of utility abilities in the above conversion and is a more valued party contributor as a result.
===Skill Updates===To make things straightforwardassist with determining which skills a converted class would have access to if converted directly, each of the old skills is listed below, along with a brief explanation of where you can find it now. It should help you determine a starting class skill list, which you can then modify as indicated above.
{|class="d20 zebra" style="text-align:left;"
! Old Skill !! New Skill !! Notes
|-
| Appraise || Appraisal || Appraise has been expanded to include analysis of situations as well as objects. It has also taken in forgeryForgery, since forgery was a poor skill on its own and characters who know what to look for make more effective forgeries (and forgery was a poor skill on its own).
|-
| Balance || Acrobatics|| Balance has been combined with tumble Tumble into a new Acrobatics skill. The two are thematically similar, and together the two can be boosted into relevance.
|-
|Bluff || Bluff || Bluff remains the skill of liars. It has acquired the acting portion of the Disguise skill, as that always had more to do with lying than looking like someone or something else.
|-
|Climb || Athletics || Climb has been combined with swim Swim in a new Athletics skill. This skill interacts with a revised overland movement and running system to allow for cross-country runners and tri-athletestriathletes.
|-
|Concentration || Concentration || Concentration has taken uses from the Auto-Hypnosis skill, and several uses have been forked into a new Endurance skill. Casting defensively has been moved into each of the relevant magic skills. Concentration now holds a position similar to Escape Artist with respect to spells; you may use it to override failed Will saves for a time.
|-
|Craft || &mdash; || Craft scales so abysmally that it has not been carried over. It is not possible to write a worthwhile craft skill without giving people the Craft Arms and Armor and similar feats for free when they begin to exceed 8 ranks in the skill, and that change was left out for now. The ability to craft things should be thought of in the same terms of a character knowing something, and you should see . Please refer to the Knowledge page section on character knowledge for additional information on this adjustment.
|-
|Decipher Script || Ciphers || Decipher script Script has been expanded upon and combined with portions of Speak Language in the new Ciphers skill. Understanding the various language patters patterns required to decipher dead script lends itself to a study of written languages in general, hence the mergeras well as magical symbols, glyphs, and scrolls.
|-
|Diplomacy || Affability|| Diplomacy has been reworked from a skill that allows you to get people to agree to things, to refocused into a skill that gets people to like you , called Affability. That you can then use that liking relationship to get people to agree to things is somewhat beside the pointremains, as it but works quite differently.
|-
|Disable Device || Devices || Disable device Device has been renamed Devices. It no longer requires the Trapfinding class feature, as it was entirely useless without it. That class feature has been rewritten, and traps have been more clearly defined. Open Lock has also been subsumed by this skill, as locks are devices by definition.
|-
|Disguise || Disguise Transformation || Disguise has lost the portions of the skill that dealt with acting, but has gained a much larger repertoire of physical modifications. It now competes directly with other transformational spells like Alter Self and Polymorph.
|-
|Escape Artist || Escape Artistry || This skill retains its original focus, though it has been expanded upon. It has been renamed Escape Artistry.
|Forgery || Appraisal || Forgery has been expanded upon to allow item forgeries as well as written ones, and subsumed into Appraisal.
|-
|Gather Information || &mdash; || Gather information has been removed from the game, as it was largely redundant with playing the game. There remain ample ways to gather information in other skill and spell abilities.
|-
|Handle Animal || Animal Creature Handling || Handle Animal retains its original focus and has been expanded upon significantly, gaining pieces of the Animal Empathy class feature. It has been expanded to include handling of additional types of creatures.
|-
|Heal || Healing || Heal retains its original focus and has been expanded upon significantly. It has been renamed Healing.
|Hide || Stealth || The original hide rules relied upon physical conditions that would make a person hidden even without ranks in the skill. This was compounded by the lack of facing rules in the game, which conspired to make the skill absolutely useless without the Move Silently skill unless your target was deaf. This skill has been combined with the Move Silently skill into a new Stealth skill which has seen substantial adjustments.
|-
|Intimidate || Intimidation || Intimidate retains its original focus, making people afraid of you, and has been expanded upon significantly.
|-
|Jump || Jump || Jump functions differently enough from the Climb skill in helping a character achieve distance or height to allow it to remain its own skill. It has been expanded upon significantly, and now allows substantial distance at moderate much lower levelslevels through non-linear scaling.
|-
|Knowledge || Various || The Knowledge skills are a special case, and have an entire section devoted to explaining the changes made to them. They have been compressed and altered significantly, and some have been removed entirely. Only the creature identification portions really remain. Please refer to the section on character knowledge for additional information on this adjustment.
|-
|Listen || Perception || Listen was a significantly useful skill on its own, but generally only showed up in the game to notice something that the DM wanted players to know, or to oppose a Move Silently check. Because Move Silently has been merged with Hide, and boosting Listen on its own proves to be extremely challenging, it has been merged into a new Perception skill with Spot.
|-
|Move Silently || Stealth || Though Move Silently was a better skill than Hide because it did not require specific physical conditions, it has been merged with hide Hide into the new Stealth skill.
|-
|Open Lock || Devices || Open Lock was a specialized case of disabling or bypassing a specialized device. It has been wholly subsumed by the Devices skill.
|-
|Perform || &mdash; || Perform scales so abysmally that it has not been carried over. The ability to play an instrument or tell recite a poem or dance alluringly should be thought of in the same terms of as a character knowing something, and you should see some other mundane thing. Please refer to the Knowledge page section on character knowledge for additional information on this adjustment. As this skill is required for Bards, we simply give them their class level + 3 ‘ranks’ in the ‘skill’ for free.
|-
|Profession || &mdash; || Profession doesn’t scale at all, can’t be made to scale, and has not been carried over. The ability to tend a bar or run a shop is not useful for an adventurer, and should be thought of in the same terms of as a character knowing something, and you should see . Please refer to the Knowledge page section on character knowledge for additional information on this adjustment.
|-
|Ride || Animal Handling || Ride scales poorly, and has been subsumed into the Animal Handling skill. Characters who wish to ride without the creature training baggage can select a feat in place of investing in the skill. The Riding subsystem has also been rewritten to be more consistent with the rest of the skills and features.
|-
|Search || Dungeoneering Various || Search was generally most useful in conjunction with the Trapfinding ability, which has been appropriated by the skilllargely eliminated. Search itself The ability to find and disable traps and locked secret doors has been merged rolled into the new Dungeoneering ability to disable them, and now appears in the Devices skill. The ability to find traps, secret doors, and hidden caches (but not necessarily open them) has moved into Perception.
|-
|Sense Motive || Psychology || Sense motive Motive had some interesting uses, and these have been expanded upon. It has been renamed Psychology.
|-
|Sleight of Hand || Legerdemain || Sleight of Hand has been expanded upon significantly, and includes updated rules for theft that work in conjunction with the remainder of the system. The skill has been renamed Legerdemain.
|-
|Speak Language || Ciphers Various || The ability to recognize patterns and sounds in written language can be applied to languages both living and dead. Because it is easy to characterize this way and lacks value on its own, this skill has been expanded upon with the Decipher Script skill in the new Ciphers skill. The ability to speak languages is useful for those who spend a lot of time with other peoples, and has been moved into the Cultures skill.
|-
|Spellcraft || Various || Spellcraft has been forked into three different skills (which have also merged with the remnants of some knowledge skills) for three different styles of caster. It retains most of its uses, and has not been generally expanded upon as casters don’t need the assistance.
|-
|Spot || Perception || Spot was a significantly useful skill on its own, but generally only showed up in the game to notice something that the DM wanted players to know, or to oppose a Hide check. Because Hide has been merged with Move Silently, and boosting Spot on its own proves to be extremely challenging, it has been merged into a new Perception skill with Listen and Sense Motive.
|-
|Survival || Survival|| Survival retains its original focus and has been expended expanded upon. It has also subsumed the Use Rope skill.
|-
|Swim || Athletics || Swim has been combined with climb Climb in a new Athletics skill. This skill interacts with a revised overland movement and running system to allow for cross-country runners and tri-athletestriathletes.
|-
|Tumble || Acrobatics || Balance has been combined with tumble Tumble into a new Acrobatics skill. The two are thematically similar, and together the two can be boosted into relevance.
|-
|Use Magic Device || Various|| Aside from being poorly designed, this was one of the most powerful skills in the old system. It has been redesignedreworked, but it has also been eliminatedvery split up. The functions it used to include have been merged into other skills; it is more difficult to be a master of every magical item now, though easier to use level -appropriate items of types related to your field.
|-
|Use Rope || Survival || Use Rope did little before, and it is not possible to provide it sufficiently scaling options. It has been subsumed into the Survival skill.
|}
 
===Converting an Existing Character===
It might be easiest to just redo your skill points from scratch while retraining during your time off, but if you would prefer to take a more direct conversion route you can with these steps.
 
#Determine your new class and cross class skills. A table listing the core base classes appears below, other class conversions are left as an exercise for the reader. Advice to help your DM with this conversion is above.
#Replace your current skills with the new versions. If you have skill points in skills that have been merged, go ahead and combine them as long as you don't exceed the rank limit. Any skill points that don't have a place to go can remain unassigned for now. Determine how many skill points you have allocated to your skills at this point.
#Determine how many skill points you should have based on your classes and level. Advice to help your DM with this conversion is above. If you spent more skill points than you have for your level and class, you will need to eliminate some skills. If you spent fewer skill points than you have, you will need to allocate to new skills.
#Write down the abilities you gain from your skills based on your ranks. It's important to know what your new options are.
#Remove any synergy bonuses from your character sheet. They don't exist anymore.
#Replace your bonus granting gear if you like. Since it doesn't stack with ranks in most cases, it's not going to help you in the same way it used to. Similarly, if you have both racial bonuses and masterwork item bonuses, you may want to drop the items.
#Write down your new bonuses to your new skills, so you know what to add to the die when you roll or take X on an ability.
 
When that's complete, you're all set to storm some dungeons and fight some dragons.
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{{3.5e Tome of Prowess Breadcrumb}}
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