Handling Secondary Skill Proficiencies and Checks
While I was reading through the DMG, I noticed there is no
definite system for handling skill. But then I realized I was wrong, there
always has been a way, when I remembered the Thief class skills. So, I decided
to write up a basic guide for handling secondary skills and checks derived from
the thief skills table. All skill checks should be done with a percentile
die, and work just like doing checks for Thief Skills, the goal to roll less
than or equal to the total target score.
The standard Thief skills; Pick Pockets, Open Locks, Find/Remove
Traps, Move Silently, Hide in Shadows, etc; are also now considered Secondary skills
(with some restrictions), and also use the new skill table.
Secondary Skill Proficiency, Table I
Skill
Proficiency
|
Bonus
|
Target
Score
|
Odds
|
0, Unskilled
|
+0%
|
5%
|
1/20
|
1 (skill*)
|
+15%
|
20%
|
1/5
|
2 (skill**)
|
+30%
|
35%
|
~1/3
|
3 (skill***)
|
+45%
|
50%
|
1 out of 2
|
4 (skill****)
|
+60%
|
65%
|
~2/3
|
5(skill*****)
|
+75%
|
80%
|
4/5
|
Additional Modifiers:
- +5%
for each circumstantial benefit, ie top dollar equipment, safe or
beneficial location, etc
- -10%
for each circumstantial hazard
- +5%
for being eligible for the Prime Requisite XP bonus
Character Creation Errata
Each Non Thief-type character begins at level 1 with 1d4+1+INT
(2-5+INT mod) proficiency points to allocate to any desired skills. Thief
skills are an exception, can only be selected if the character has a DEX of at
least 13, and then only a single skill may be chosen can only have 1 point
added to it to begin with.
Thief-type classes work the same way, only they use the DEX mod instead
of INT. Thief types have reversed selection options, being allowed to pick from
all thief skills (Except Read Languages, explained below), but restricted from
Secondary skills unless the character has an INT or WIS of at least 13, and then only a single skill may be chosen
can only have 1 point added to it to begin with.
There is a max limit of skill** for all skills selected during
character creation, regardless of class or skill type. This is for maintaining
balance between new characters. They can be improved further upon earning new
levels. Depending on what skills are chosen, this can be used for a source of
background history on the character, such as his normal blacksmith job, or to
explain that is good with animals because he lived on a farm growing up or is a
druid, for example.
The original DEX-Thief Skill Target% modifier
table [PHB p12, Dexterity Table II] still applies, in the following manner: Penalties
apply to all characters but bonuses apply only for Thief-types. This keeps competent,
well trained thief-types at the top of their game, while penalizing anyone
logically incapable, as even if they're trained, they have a natural
incompetence or clumsiness that keeps them from being very good at Thieving.
Non Thief-types have a maximum level limit of
skill*** on Thief Skills; or, for a Non Thief-type character who happens to
have 18+ DEX, the limit is raised to skill****.
As noted with the table, Characters also receive a +5% bonus if
they are eligible for the Prime Requisite Experience Bonus (PREB), and any
circumstantial benefits can add a +5% bonus (+5% for each factor
significant enough to make a difference). If the character has access to
superior alchemy equipment (+5%), AND a library of knowledge regarding
resources (+5%), he gains a total +10% circumstantial bonus. Likewise,
circumstantial hazards can reduce the chance of success. Each hazard reduces
the Target Score by -10%. These can include many things and oftentimes failure
under hazardous conditions can result in dangerous, harmful, or deadly
situations, such as distractions affecting concentration, poor quality
equipment, climbing a wall or cliff during high winds or a rainstorm (risking potentially
severe fall damage or death if you drop too far.)
A character who has is absolutely unskilled, has no training in a skill
whatsoever has a base 5% chance of succeeding the check (Lucky break). The
maximum limit for a target score is 95%, there is always a 5% chance of failure
(Unlucky strike).
The Thief skill "Read Languages", for
all intents and purposes, will never count as a Secondary Skill. It is a unique
ability learned during a Thief-type’s career (4th level standard, 10th level
they also get "read magic”, see below) and not a skill. By the Books, a “read
language secondary skill” would simply be defined as the standard Character
Languages rule [PHB p34]
“Read Magic", By the Books, is a spell. Why
do thief-types get read magic then? They don’t. They just get clever enough to
decipher arcane texts like regular languages; although not without potential
consequences of shoddy comprehension.
Example: Gerrick the Crook’s ability to read and understand magic
is unclear. The Fireball scroll blows up in his hand before he even finishes
reading it!
Example: 3rd
level Alchemy could be written as “Alchemy***”; 5th level Carpentry
as “Carpentry*****”; 2nd level Hunter or 1st level Fisher
as “Hunter**” or “Fisher*”
Example: A Cleric who
has 18 Wisdom, and Alchemy***, which means the character has 3 proficiency
points in Alchemy; gets a +50% to his base alchemy skill target score. +5% from
his Wisdom meeting Prime Requisite bonus eligibility, and +45% from his Alchemy
Proficiency, added to the base of 5%, totals a 55% chance of success, not
including any potential circumstantial modifiers.
Optional Rule – Action Skills: Under this rule, Climb Walls and Hear
Noise are not restricted as thief
skills or a secondary skills, thus can
be chosen freely as either; although thief-types do receive a natural +10% to
both of them if trained, in addition to the standard proficiency bonuses. They
are now considered “action skills”, which include other potential skills like
Swimming or Acrobatics. These are generalized skills that can be applied in a
wide range of situations. They follow a slightly different set of rules with a
limit of skill*** and a different table, detailed on Table II. Otherwise, action skills are checked in the same
universal way. Action skills have a Base Target Score of 20%, and the same
maximum limit of 95%. In some cases, however certain measures can increase the
95% success rate to 99%, such as using ropes and other safety equipment when
climbing. This is up to DM discretion on a per-case basis. It is also up to the
DM whether or not to use this rule – it is entirely optional.
Action Skill Proficiency, Table II
Skill Proficiency
|
Bonus
|
Target Score
|
Odds
|
0, Unskilled
|
+0%
|
20%
|
1/5
|
1 (skill*)
|
+15%
|
35%
|
~1/3
|
2 (skill**)
|
+30%
|
50%
|
1/2
|
3 (skill***)
|
+45%
|
65%
|
~2/3
|
Additional Modifiers:
- +5%
for each circumstantial benefit, ie safety equipment, swimming in calm
waters
- -10%
for each circumstantial hazard
- +5%
for being eligible for the Prime Requisite XP bonus
- +10%
initial training bonus if a thief-type