We've made some tweaks and added a variety of Skills to choose from. Below is some clarification on what has been adjusted. Due to these changes every class has had their skill points per level increased by 1.
- The following list of skills have been made global for all classes: Bluff, Diplomacy (Changed from Persuade), Intimidate, Taunt, Perform, Sense Motive (New), Decipher Script (New), Knowledge: Arcane (Changed from Lore), Knowledge: Religion (New), Knowledge: World (New), Knowledge: Nature (New)
- **NEW**: A new system that assigns bonus skills has been added, see the "Bonus Social Skill" section below.
- Additional Tweaks: Craft armor (Removed), Craft weapon (Removed), Sleight of Hand (Changed from Pickpocket).
- TDN narrowed down the knowledge skills to 5 instead of using the 10 that comes in PNP to help simplify things and save skill points.
- All classes have received at least a +1 to skills/level.
- All Knowledges have mechanical uses, either via our custom examine system or PoI (Points of Interest).
- Players cannot bank any skill points between levels - all of them must be spent during each level gained.
Bonus Social Skills
We have added additional skill point selections that are provided after leveling up, or by using the !bonusskill or !bskill commands.
- The following skills are available to be selected: Knowledge - Arcane, Knowledge - World, Knowledge - Religion, Knowledge - Sciences, Knowledge - Nature, Bluff, Diplomacy, Decipher Script, Intimidate & Sense Motive.
- Players receive 2 points per level to distribute to any of the above skills.
- Skill points are still capped at 3 + Level of the PC.
- See Dialog example below.
We have introduced "Skillsets" which is a single skill that allows points to be distributed to two other skills. In other words, each single point spent into a Skillset Skill, will add that point to both Linked Skills (Item Affixes/Spells are unaffected).
- "Handle Trap" will feed a point into Disable Trap and a point into Set Trap.
- "Stealth" will feed a point into Hide and a point into Move Silently.
- "Perception" will feed a point into Spot and a point into Listen.
- "Are skills being removed?" - No, however, skills are being made inaccessible during level-up/character creation. "Skillsets" are being added which redistribute each point added into the subsequent linked skills.
- "How does this impact +Skill item Affixes?" - There is no impact, those items will continue to provide bonuses to the individual skill. We currently do not have plans to add item affixes that add to the Skillset. (i.e. Items will still have +Hide, however this will not impact your Move Silently Skill).
- "How does this impact spells that provide bonuses to Skills?" - There is no impact, said spells will still function the same and impact the individual skill.
- "How are Class Skills handled?" - If a class held a Class Skill in either Linked Skill under a Skillset, the Skillset was marked as a Class Skill.
- "How are Skill Focus Feats handled?" - Players will not be able to Skill Focus into a Skillset. They can continue to Skill Focus into a particular skill.
Functions the same as vanilla appraise, but is a charisma skill now.
You are skilled at working with language, in both its spoken and written forms. You can learn languages, and can decipher tongues given enough time. Your skill in writing may also allow you to create and detect forgeries as well.
Every 5 Hard (invested) skillpoints in Linguistics yields one additional language slot. That is to say items with Linguistics bonuses will not count toward language slot acquisition, but will help in the deciphering of languages both mechanically and via DM interaction.
You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Note that in the context of both mechanics and DM interaction, Linguistic's deciphering time demands may range from a minute of study and contemplation to even days, weeks, or months of concentrated work - it is not likely to yield instantaneous or even quick results in most circumstances.
Note: this skill costs 2 Skill Points to invest in due to it effectively serving as two skills in one.
The character can change others' attitudes with a successful check. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases when two advocates or diplomats plead opposite cases in a hearing before a third party. (This is primarily a PvE skill)
Intimidate has been reworked mechanically to impact threat generation via Melee attacks. When dealing damage with melee attacks: For every 5 levels of Intimidate (non-base) that the PC has, they will generate equivalent threat to one other hostile target near them. This additional threat generation is determined with every attack. [This will help characters generate AoE threat via melee strikes].
e.g. 10 Intimidate = 2 additional (3 total) targets will receive the threat of the single melee attack.
*Important: This is automatically disabled, however can be enabled with the "!ithreat" command.
Lore & "Knowledges"
Changed to "Knowledge: Arcane"
Additionally, we added 4 other Knowledge skills so characters can be more well-rounded in terms of what they are familiar with.
- Knowledge: Arcane
- Knowledge: Nature
- Knowledge: World
- Knowledge: Religion
- Knowledge: Sciences
- In DM interaction and generally, answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 40 (for really tough questions). PoI however operate within their own, hidden DCs.
- In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster. This roll is made automatically when examining a compatible monster and the knowledge gained will show up on the examine window in green.
- For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
- Ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts.
- Used to Identify Magical Items the same way as lore previously.
- Animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin.
- Knowledge: Dungeoneering is a part of the TDN nature skill now (aberrations, caverns, oozes, spelunking)
- Knowledge: Geography is a part of the TDN nature skill now (lands, terrain, climate, people)
- In addition to being a Knowledge skill, this skill also acts as the PnP equivalent of Survival.
World Knowledge consists primarily of political information, along with geographic information as to where certain cities are located. DM's will assist when you have a question regarding your roll and the scenario.
- History is a part of the TDN world knowledge skill now (royalty, wars, colonies, migrations, founding of cities)
- Local is a part of the TDN world knowledge skill now (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
- Nobility and royalty is a part of the TDN world knowledge skill now (lineages, heraldry, family trees, mottoes, personalities)
- Gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead.
- Knowledge: The Planes is a part of the TDN knowledge religion skill now (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
- Clerics and other followers of a particular deity receive a bonus of +10 when questioned are raised regarding their particular deity.
- Scientific knowledge combines the disciplines of mathematics, chemistry, biology, engineering, architecture, dungeoneering, and other technical and academic pursuits.
Originally Parry can only deflect the first attack in each of the three flurries in a round. This limit has been removed.
A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone’s trustworthiness. Mechanically, it plays a part in the Disguise system:
- Bluff vs Sense Motive:
- Examiner who succeeds in the Sense Motive check will receive a notification that “Something is amiss” with the individual they are examining.
Sleight of Hand
Sleight of Hand has replaced Pickpocket as a skill. Players can no longer target others with this skill, instead, players must roll a Sleight of Hand VS an opposing player's Spot check and react according to what the scenario would dictate.
- A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.
- When you use this skill under close observation, your skill check is opposed by the observer’s Spot check. The observer’s success doesn’t prevent you from performing the action, just from doing it unnoticed.
- You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Search check, since it’s generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.
- Sleight of Hand (previously Pick Pocket) has been reworked to focus entirely on silver (previously gold) theft from the target. (Sleight of Hand vs Target's Spot). d20 + Sleight of Hand vs d20 + Spot.
- Possible silver amount to steal: 3d20.
- Will not work on targets with less than 50 silver, or those that are not humanoid/civilized (no orcs/goblins/etc).
- User can only use Sleight of Hand once per hour to perform a pick-pocket.
- Targets (Other Players) can only be pick-pocketed once a day, or once per reset TOTAL. Whichever comes first.
- To clarify: A player can only lose silver via pick-pocket once per 24 hour period, or once per reset.
- NPCs can be stolen from, however will turn hostile and attack if the Pickpocket fails.
- If the User fails against a PC, a small VFX will play for the target on the location of the pickpocket, and they will be notified of the attempt.
- If the User succeeds against the target, the PC will take the gold from the target. A notification will be sent to the target after 4d6 Rounds to let them know some coin was stolen.
Taunt has been reworked completely from base-game mechanics. Taunt will no longer fire an animation, or impact the target's AC (except in PvP). Taunt will now function as a single-target threat boost. This is intended to allow tanks (and others), and opportunity to peel enemies away from vulnerable party members.
Threat calculation: d20 + Taunt Skill rank (non-base).
Cooldown: 120 seconds.
Will not work in Heavy Armor or while using a Tower Shield
Use Magic Device
Details of UMD Overhaul [Link]