<span style="font-weight: bold">~Skill groups~</span>(Huge thanks to Kitts for allowing me to use his skill grouping concept)<br/><br/>Skill groups - I’ve divided skills up into groups. You put a skill point into one group, and you get a point in everything beneath it. For example, you put a point into 'Stealth'...you get both Hide and Move Silently, evenly. This has one of two effects...it allows broader specialization (Though some might argue it gives rogues even MORE access to skills...however, during IRL table sessions, this has not made much difference at all)<br/><br/>Cross-class and skill groups - If you ever are able to learn a skill from one class, and cross-class, making you unable to...you may continue to advance as if that skill was not CC for the new class. You know a skill once, you can always advance in it.<br/><br/>If the skill is normally cross class for you (For example, Diplomacy is a class skill, but gather information is not), it is still 1 skill point for a point in both...but, when you roll, you will only get half of your bonus to gather information. You will still be able to do it, just not as well.<br/><br/>Ability modifiers for skills are still as normal. For example, if you buy 2 points in perception, have an intelligence of 12, and wisdom of 10...your listen and spot will be +2, and your search will be +3.<br/><br/>~Social~<br/>Diplomacy<br/>Gather Information<br/>Intimidate<br/><br/>~Acrobatics~<br/>Tumble<br/>Jump<br/>Balance<br/><br/>~Magic~<br/>Concentration<br/>Spellcraft<br/><br/>~Disable Device~<br/>Pick Lock<br/>Disable Device<br/><br/>~Stealth~<br/>Hide<br/>Move Silently<br/>Sleight of Hand<br/><br/>~Animal Handling~<br/>Handle Animal<br/>Ride<br/><br/>~Writing~<br/>Decipher Script<br/>Forgery<br/><br/>~Perception~<br/>Listen<br/>Spot<br/>Search<br/><br/>~Lies~<br/>Bluff<br/>Sense Motive<br/><br/>~Use Rope~<br/>Use Rope<br/>Climb<br/><br/>~Survival~<br/>Survival<br/>Swim<br/><br/>Those that are not placed into a group are still avalible to put your skill points into - they will simply be bought separate from the others.<br/><br/>Knowledge skills are NEVER Cross-class. Anyone can learn anything, if they put their mind to it.<br/><br/>Knowledge points - These are points that characters can put *ONLY* into knowledges and Languages. At first level, you get 4x your INT modifier in knowledge points. For every level thereafter, you get your Int mod in knowledge points (Minimum of 1).<br/><br/><br/><span style="font-weight: bold">Knowledge groups</span><br/><br/>~Knowledge Esoteric~<br/>Arcana<br/>The Planes<br/><br/>~Knowledge Education~<br/>History<br/>Religion<br/><br/>~Knowledge Engineering~<br/>Engineering<br/>Architecture<br/>Dungeoneering<br/><br/>~Knowledge Nature~<br/>Geography<br/>Nature<br/><br/>~Knowledge Nobility~<br/>Local<br/>Nobility<br/><br/><span style="font-weight: bold">~Helpless defenders~</span><br/><br/>When a defender is considered helpless, one can 'Vore-de-grace' them. This is much like a 'Coup-de-grace', except the target is not considered to be automatically dead. With a coup-de-grace, defenders must make an save vs a DC set by damage, or be killed instantly. With a vore-de-grace (Just to promote nomming on those helpless folks, rather than killing them outright..which, right now, seems better)...it takes 1 full-round action to perform. The defender is swallowed. Should the defender once more be able to defend themselves normally while inside their predator's stomach, checks to deal damage are made at a -2, and the DC to get out of the predator's stomach is +2.<br/><br/>The reasoning behind this - normally, if you are being swallowed, you will be fighting against the muscular contraction, putting yourself in the very best position you could. When you are unable to fight ,the stomach is going to do what it wants with you - you won't be able to position yourself quite as good on the way down, and it is going to make getting out all the more difficult. More difficult to attack, more difficult to effectively deal damage, more difficult to escape.<br/><br/>Active-digest attacks also automatically hit if they are defenseless.<br/><br/>One is considered helpless when...<br/><br/>They are paralyzed.<br/>They are asleep.<br/>They are unconscious.<br/>They are held.<br/><br/>Helpless defenders will always be subject to maximum digestion damage, until they are no longer helpless.