Reins of Darkness
A Few Notes:
- Skills work as described in the Pathfinder Core Rules. Summarized here:
- Characters receive only the normal number of skill points at 1st level (as opposed to the 4x at 1st level in 3.5).
- Characters gain a +3 bonus on any Class skill that they have at least 1 rank in.
- Characters do not have to spend extra skill points to gain a rank in a non-class skill. 1 skill point always = 1 rank.
- For the sake of simplicity we’ll stick with the Pathfinder rule of 1 language per point of intelligence bonus, plus 1 language for every rank in the Linguistics skill.
- Concentration is not a skill. All characters (regardless of class) make Concentration checks using their Character level plus this Wisdom modifier. These otherwise work as described in the Pathfinder Core Rulebook.
- Any feat or prestige class that calls for Concentration as a prerequisite should be ignored.
- Since there are no Planes, knowledge of outsiders and similar creatures is covered by the Knowledge (spirits) skill.
- Since there are no gods other than the Dark Lord, there is no Knowledge (religion) skill. Knowledge of the Dark Lord, his servants, his armies, the government, etc. is covered by the Knowledge (shadow) skill. Knowledge of the old religions is covered under Knowledge (history)
List of Skills
|Skill||Source||Untrained||Armor Penalty||Key Ability|
|Sleight of Hand||PFCRB||No||Yes||Dex|
|Use Magic Device||PFCRB||No||Cha|
|Binder||Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana, history, spirits, shadow), Linguistics, Profession, Sense Motive|
|Champion1||Acrobatics, Climb, Craft, Diplomacy, Heal, Knowledge (all), Perception, Ride, Swim|
|Channeler2||Craft, Fly, Handle Animal, Heal, Knowledge (arcana, spirits), Linguistics, Perception, Profession, Ride, Spellcraft|
|Crusader||Acrobatics, Craft, Diplomacy, Intimidate, Knowledge (history, shadow), Martial Lore, Ride|
|Defender||Acrobatics, Bluff, Climb, Craft, Escape Artist, Handle Animal, Knowledge (local, shadow), Linguistics, Perception, Profession, Ride, Sense Motive, Stealth, Swim|
|Gourmand||Appraise, Craft, Heal, Intimidate, Knowledge (arcana, nature), Perception, Profession, Spellcraft, Survival|
|Greenbond||Craft, Diplomacy, Handle Animal, Heal, Knowledge (arcana, geography, nature, spirits), Linguistics, Perception, Spellcraft, Survival, Swim|
|Mage Blade||Acrobatics, Climb, Craft, Intimidate, Knowledge (all), Linguistics, Perception, Spellcraft, Swim|
|Magister||Craft, Fly, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft|
|Magus||Climb, Craft, Fly, Intimidate, Knowledge (arcana, dungeoneering, spirits), Profession, Ride, Spellcraft, Swim, Use Magic Device|
|Oathsworn||Acrobatics, Climb, Craft, Escape Artist, Heal, Intimidate, Perception, Sense Motive, Stealth, Survival, Swim|
|Runethane||Appraise, Craft, Diplomacy, Disable Device, Knowledge (all), Linguistics, Perception, Spellcraft|
|Shadow Caster||Craft, Intimidate, Knowledge (arcana, spirits, shadow), Perception, Profession, Spellcraft, Stealth|
|Swordsage||Acrobatcs, Climb, Craft, Fly, Heal, Intimidate, Knowledge (history, local, nature, nobility), Martial Lore, Perception, Profession, Ride, Sense Motive, Stealth, Swim|
|Totem Warrior3||Acrobatics, Climb, Craft, Knowledge (nature), Perception, Ride, Survival, Swim|
|Truenamer||Craft, Knowledge (all), Linguistics, Perform, Truespeak, Use Magic Device|
|Unfettered||Acrobatics, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge (nobility), Linguistics, Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim|
|Warblade||Acrobatics, Climb, Craft, Diplomacy, Intimidate, Knowledge (history, local), Martial Lore, Swim|
|Warmain||Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (engineering, history, nobility), Ride, Swim|
|Wildlander||Acrobatics, Climb, Craft, Handle Animal, Heal, Knowledge (geography, nature), Linguistics, Perception, Profession, Ride, Stealth, Survival, Swim|
|Witch4||Bluff, Craft, Disguise, Heal, Knowledge (all), Liguistics, Perception, Sense Motive, Spellcraft, Use Magic Device|
1 Certain kinds of Champions gain additional class skills.
Light: Sense Motive
Magic: Spellcraft, Use Magic Device
Freedom: Disable Device
2 Channelers gain additional class skills based on their tradition:
Charismatic: Bluff, Diplomacy, Intimidate, Sense Motive
Hermetic: Knowledge (all skills)
Spiritual: Diplomacy, Knowledge (nature), Sense Motive, Survival, Swim
3 Certain kinds of Totem Warriors gain additional class skills.
Hawk: Fly, Knowledge (geography), Perception
Wolf: Knowledge (geography), Stealth
4 Witches gain additional class skills based on their specialization:
Iron: Disable Device
Available Skill Tricks
All skill tricks are from Complete Scoundrel.
|Assume Quirk||Interaction||Disguise 2 ranks|
|Group Fake-Out||Interaction||Bluff 5 ranks|
|Never Outnumbered||Interaction||Intimidate 5 ranks|
|Second Impression||Interaction||Bluff 2 ranks, Disguise 2 ranks|
|Social Recovery||Interaction||Bluff 5 ranks, Diplomacy 2 ranks|
|Timely Misdirection||Interaction||Bluff 5 ranks|
|Clever Improviser||Manipulation||Disable Device 2 ranks|
|Conceal Spellcasting||Manipulation||Sleight of Hand 2 ranks, Spellcraft 1 rank|
|Easy Escape||Manipulation||Escape Artist 5 ranks, Medium or smaller|
|False Theurgy||Manipulation||Bluff or Sleight of Hand 5 ranks, Spellcraft 5 ranks|
|Healing Hands||Manipulation||Heal 2 ranks|
|Hidden Blade||Manipulation||Sleight of Hand 2 ranks, Quick Draw|
|Mosquito’s Bite||Manipulation||Sleight of Hand 9 ranks|
|Opening Tap||Manipulation||Disable Device 9 ranks|
|Quick Escape||Manipulation||Escape Artist 9 ranks|
|Shrouded Dance||Manipulation||Stealth 5 ranks, Perform (dance) 2 ranks|
|Sudden Draw||Manipulation||Sleight of Hand 5 ranks, Quick Draw|
|Whip Climber||Manipulation||Climb 2 ranks, Whip proficiency|
|Clarity of Vision||Mental||Perception 9 ranks|
|Collector of Stories||Mental||Knowledge (any) 2 ranks|
|Listen to This||Mental||Perception 2 ranks|
|Magical Appraisal||Mental||Spellcraft 9 ranks, Appraise 2 ranks, Knowledge (arcana) 2 ranks|
|Point it Out||Mental||Perception 5 ranks|
|Spot the Weak Point||Mental||Perception 9 ranks|
|Swift Concentration||Mental||Spellcraft 9 ranks|
|Acrobatic Backstab||Movement||Acrobatics 9 ranks|
|Back on Your Feet||Movement||Acrobatics 9 ranks|
|Corner Perch||Movement||Climb 5 ranks|
|Dismount Attack||Movement||Ride 2 ranks|
|Escape Attack||Movement||Escape Artist 5 ranks|
|Extreme Leap||Movement||Acrobatics 2 ranks|
|Leaping Climber||Movement||Acrobatics 2 ranks, Climb 2 ranks|
|Nimble Charge||Movement||Acrobatics 2 ranks|
|Nimble Stand||Movement||Acrobatics 2 ranks|
|Quick Swimming||Movement||Swim 2 ranks|
|Slipping Past||Movement||Acrobatics 2 ranks, Escape Artist 2 ranks|
|Speedy Ascent||Movement||Climb 2 ranks|
|Tumbling Crawl||Movement||Acrobatics 2 ranks|
|Twisted Charge||Movement||Acrobatics 2 ranks|
|Up the Hill||Movement||Acrobatics 2 ranks|
|Walk the Walls||Movement||Climb 9 ranks, Acrobatics 2 ranks|
|Wall Jumper||Movement||Acrobatics 2 ranks, Climb 2 ranks|
|Aklo||Inhuman or otherworldly monsters, Subteranean monsters|
|Black Tongue8||Servants of the Dark Lord|
|Draconic||Mojh, Lizardfolk, Drakes|
|Giant||Giants, Sibeccai, “good guys”|
|Jungle Mouth||Danisil Elves, Elflings|
|Old Dwarven||Dwarven elders and scholar|
|Dwarven Clan Dialects||Dwarves|
|Snow Elf Patrol Sign6||Erunsil Elves|
|The Sundered Tongue7||Outsiders|
|Sylvan||Fey creatures, Intelligent plants|
|Trader’s Tongue5||Gnomes, Everyone else as a common pidgin|
|The True Language9||Gods, Truespeakers|
5 The Gnomish tongue shares a common root with Old Dwarven, but then Gnomish also shares vocabulary, slang, and idioms with almost every other language as well. Gnome culture is characterized by its adaptability, which seems to be reflected in its language. A history of widespread trading concerns has not only made gnomes Eredane’s finest practical linguists, it has also transformed their own language into a universal pidgin that most simply call Trader’s Tongue. If there is a common language in Eredane, it is Gnomish. Because most races recognize many of their own words and linguistic elements in Trader’s Tongue, they find it unusually easy to learn. Any race that lists “Common” as a bonus starting language instead learns Trader’s Tongue.
6 This is a form of sign language.
7 Since the planes were sundered, the outsiders and spirits that remain in the world have developed this pidgin for communicating with each other. Any monster that speaks Abyssal, Auran, Aquan, Celestial, Ignan, Infernal, or Terran, also speaks the Sundered Tongue. Even the most learned of elven scholars cannot speak these root languages from which the Sundered Tongue is derived.
8 The evil monsters that serve of the Dark Lord all speak the Black Tongue. Some, such as Goblins and Ogres have adopted it as their native tongue. Almost all evil creatures speak this language. Any race that has Goblinoid as its native language uses the Black Tongue instead.
9 The True Language cannot be learned normally. Characters who put ranks in the Truespeak skill learn the rudiments of this tongue, but must make skill checks to speak it (see the Tome of Magic for details).