Class Skills ala Thief Abilities
Posted: Tue Feb 18, 2020 12:02 pm
I've been working on an idea since my last campaign ended and I wanted to bounce it around here and get some feedback on it. I've been using the Secondary Skills supplement but I wanted to come up with something simpler but similar that would still allow each class to have some unique, largely non-combat skills, to work with. I decided giving everyone abilities similar to the Thief abilities could be an interesting way to do that. I also use the optional rule that Thief abilities are affected by ability modifiers and that will also be true for these skills. I don't have a document worked up yet as such so I hope that's okay. I just have these blurbs that I would then work into more clear and iron-clad paragraphs.
Fighter Skills
Intimidate - STR: Frighten NPCs or damage the morale of monsters
Taunt - CHA: Distract or redirect the attention of certain monsters and NPCs.
Endurance - CON: Perform feats of exceptional physical resilience.
Magic-User Skills
Lore - INT: Recall certain mundane academic knowledge or knowledge about the natural world.
Esoteric Knowledge - WIS: Recall knowledge pertaining to magic or the supernatural.
Linguistics - INT/CHA: Attempt to understand written or verbal communication in a language the character does not know /or attempt alternative forms of communication.
Cleric Skills
Prayer - CHA: Perform religious rites and ceremonies, beseech your deity for aid possibly granting minor beneficial or harmful effects depending on the nature of the deity. (I was thinking a flavorful and alternative non-spell way to access Orison effects here.)
Theology - INT: Recall knowledge pertaining to deities and their associated lore, servants, worshipers, etc...
Heal - WIS: First aid such as stopping bleeding as well as long-term care, resetting bones and so forth.
Does this seem too strong, too weak? Does it feel like it would step on Thieves' toes? I figure no since nobody gets the Thieves' specific skills and the Thief gets more of them. Thoughts?
Fighter Skills
Intimidate - STR: Frighten NPCs or damage the morale of monsters
Taunt - CHA: Distract or redirect the attention of certain monsters and NPCs.
Endurance - CON: Perform feats of exceptional physical resilience.
Magic-User Skills
Lore - INT: Recall certain mundane academic knowledge or knowledge about the natural world.
Esoteric Knowledge - WIS: Recall knowledge pertaining to magic or the supernatural.
Linguistics - INT/CHA: Attempt to understand written or verbal communication in a language the character does not know /or attempt alternative forms of communication.
Cleric Skills
Prayer - CHA: Perform religious rites and ceremonies, beseech your deity for aid possibly granting minor beneficial or harmful effects depending on the nature of the deity. (I was thinking a flavorful and alternative non-spell way to access Orison effects here.)
Theology - INT: Recall knowledge pertaining to deities and their associated lore, servants, worshipers, etc...
Heal - WIS: First aid such as stopping bleeding as well as long-term care, resetting bones and so forth.
Does this seem too strong, too weak? Does it feel like it would step on Thieves' toes? I figure no since nobody gets the Thieves' specific skills and the Thief gets more of them. Thoughts?