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  Chapter 5: Characters
Skills

[Master Skill Table] [Class Skill Table, Part 1]
[Class Skill Table, Part 2 (Wizards)] [New and Revised Skills]

What’s New?
          Dungeons & Dragons 3.5: Skills function much as they always have. The amount of time using a skill takes and the ability to retry a task are clearly quantified. Synergy between skills expanded. Some skills, such as Perform and Ride changed in specialization. Other narrow, niche skills such as Innuendo and Intuit Direction folded into broader skills such as Bluff and Survival. A new skill, Knowledge (dungeoneering), appears.
The manner in which creatures gain skills changed to resemble the way in which characters gains skills. For many monsters, this generally resulted in more skill points.
Old Skill Name New Skill Name Folded Into Notes
Alchemy Craft (alchemy) n/a Requires 1 spellcaster level to make alchemical items
Animal Empathy [wild empathy] n/a Not a skill; class feature of druid, ranger
Innuendo n/a Bluff  
Intuit Direction n/a Survival Automatic with 5 ranks of Survival
Perform (type, type, type) Perform (category) n/a Perform works like Craft or Profession
Read Lips n/a Spot  
Ride (mount) Ride n/a Doesn’t indicate a particular type of mount
Pick Pocket Sleight of Hand n/a  
Scry n/a n/a Spells now require Will saves
Wilderness Lore Survival n/a  

          Feyworld: The Heal skill was upgraded to balance out the rarity of healing spells in Feyworld and a new skill, Urban Lore, was added to the list of skills.

[Master Skill Table] [Class Skill Table, Part 1]
[Class Skill Table, Part 2 (Wizards)] [New and Revised Skills]

Master Skill Table

Skill Untrnd Key Ability Action Synergy from Location
Appraise Yes Int 1 minute Appraise PHB 67
Balance Yes Dex* None Tumble PHB 67
Bluff Yes Cha Varies N/A PHB 67-9
Climb Yes Str* Move action Use Rope PHB 69
Concentration Yes Con None N/A PHB 69-70
Craft Yes Int Days or weeks N/A PHB 70-1
Decipher Script No Int 1 minute/ page N/A PHB 71
Diplomacy Yes Cha 1 minute or more Bluff, Knowledge (nobility and royalty) or Sense Motive PHB 71-2
Disable Device No Int Varies N/A PHB 72
Disguise Yes Cha 1d3 x 10 minutes Bluff PHB 72-3
Escape Artist Yes Dex* Varies Use Rope PHB 73
Forgery Yes Int 1 minute or more N/A PHB 74
Gather Information Yes Cha 1d4+1 hours Knowledge (local) PHB 74
Handle Animal No Cha Varies N/A PHB 74-5
Heal Yes Wis Standard action N/A PHB 75-6
Hide Yes Dex* None N/A PHB 76
Intimidate Yes Cha Varies Bluff PHB 76-7
Jump Yes Str* None Tumble PHB 77
Knowledge (arcana) No Int Usually none N/A PHB 78
Knowledge (religion) No Int Usually none N/A PHB 78
Knowledge (nature) No Int Usually none Survival PHB 78
Knowledge (all skills**) No Int Usually none N/A PHB 78
Listen Yes Per Varies N/A PHB 78-9
Move Silently Yes Dex* None N/A PHB 79
Open Lock No Dex Full-round action N/A PHB 79
Perform Yes Cha Varies N/A PHB 79-80
Profession No Wis N/A N/A PHB 80
Ride Yes Dex Varies Handle Animal PHB 80
Search Yes Per Full-round action Knowledge (architecture and engineering) PHB 81
Sense Motive Yes Wis 1 minute or more N/A PHB 81
Sleight of Hand No Dex* Standard action Bluff PHB 81-2
Speak Language No Int N/A N/A PHB 82
Spellcraft No Int Varies Knowledge (arcana), Use Magic Device PHB 82-3
Spot Yes Per Varies N/A PHB 83
Survival Yes Wis*** Varies Knowledge (dungeoneering), Knowledge (nature), Knowledge (geography), Knowledge (planes), Search PHB 83-4
Swim Yes Str Move or Full-Round Action N/A PHB 84
Tumble No Dex N/A Jump PHB 84-5
Urban Lore Yes Wis *** N/A Knowledge (cities), Search NEW
Use Magic Device No Cha N/A Spellcraft, Decipher Script PHB 85-6
Use Rope Yes Dex Varies Escape Artist PHB 86
* Your armor check penalty, if any, also applies
** Bards, druids, nobles and wizards buy all Knowledge skills as individual class skills
*** Survival and Urban Lore instead use Perception when Tracking

[Master Skill Table] [Class Skill Table, Part 1]
[Class Skill Table, Part 2 (Wizards)] [New and Revised Skills]


Class Skill Table, Part 1

Skill Bbn Brd Chm Clr Drd Ftr Nob Rgr Rog Sor
Appraise x Y x x Y x Y x Y x
Balance x x x x x x x x Y x
Bluff x Y x x x x Y x Y Y
Climb Y x x x x Y x Y Y x
Concentration x Y Y Y Y x x Y x Y
Craft Y Y Y Y x Y x Y Y Y
Decipher Script x Y x x Y x x x Y x
Diplomacy x Y Y Y Y x Y x Y Y
Disable Device x x x x x x x x Y x
Disguise x x x x x x x x Y x
Escape Artist x x x x x x x x Y x
Forgery x x x x x x x x Y x
Gather Information x Y x x Y x Y x Y x
Handle Animal Y Y Y x Y Y x Y x x
Heal x Y Y Y Y x x Y x x
Hide x x x x x x x Y Y x
Intimidate Y Y x x x Y Y x Y x
Jump Y x x x x Y x Y Y x
Knowledge (arcana) x Y x Y Y x Y x x Y
Knowledge (geography) x Y x x Y x Y Y x x
Knowledge (history) x Y x Y Y x Y x x x
Knowledge (local) x Y x x Y x Y x Y x
Knowledge (nature) x Y x x Y x Y Y x x
Knowledge (nobility and royalty) x Y Y x Y x Y x x x
Knowledge (religion) x Y Y Y Y x Y x x x
Knowledge (the planes) x Y x x Y x Y x x Y
Knowledge (other)** x Y x x Y x Y x x x
Listen Y x x x x x Y Y Y x
Move Silently x x x x x x x Y Y x
Open Lock x x x x x x x x Y x
Perform x Y x x x x Y x Y x
Profession x Y Y Y Y x x Y Y Y
Ride Y Y Y x Y Y Y Y x x
Search x x x x Y x x Y Y x
Sense Motive x Y Y x Y x Y x Y x
Sleight of Hand x x x x x x x x Y x
Speak Language x Y x x Y x Y x x x
Spellcraft x Y x Y Y x x x x Y
Spot x x x x Y x x Y Y x
Survival Y Y x x Y x x Y x x
Swim Y x x x x Y x Y Y x
Tumble x x x x x x x x Y x
Urban Lore x Y x Y x x Y x Y x
Use Magic Device x x x x x x x x Y x
Use Rope x x x x x x x Y Y x

[Master Skill Table] [Class Skill Table, Part 1]
[Class Skill Table, Part 2 (Wizards)] [New and Revised Skills]


Class Skill Table, Part 2 (Wizards)

Skill Apo Aug Dir Her Mag Myr Phi Reg The Ren
Appraise x x x x x x x Y x x
Balance x x x x x x x x x x
Bluff Y x Y x x x x Y x x
Climb x x x x x x x x x x
Concentration Y Y Y Y Y Y Y Y Y Y
Craft Y x x Y Y Y Y x Y Y
Decipher Script x x x x x x x x x Y
Diplomacy x x x x x x x Y x x
Disable Device x x x x x x x x x x
Disguise x x x x x x x x Y x
Escape Artist x x x x x x x x x x
Forgery x x x x x x x x x x
Gather Information x Y x x x x x Y Y x
Handle Animal x x x Y x Y x x x x
Heal x x x x x x x x x x
Hide x x x x x x x x Y x
Intimidate x x Y x x Y x x Y x
Jump x x x x x x x x x x
Knowledge (arcana) Y Y Y Y Y Y Y Y Y Y
Knowledge (geography) Y Y Y Y Y Y Y Y Y Y
Knowledge (history) Y Y Y Y Y Y Y Y Y Y
Knowledge (local) Y Y Y Y Y Y Y Y Y Y
Knowledge (nature) Y Y Y Y Y Y Y Y Y Y
Knowledge (nobility and royalty) Y Y Y Y Y Y Y Y Y Y
Knowledge (religion) Y Y Y Y Y Y Y Y Y Y
Knowledge (the planes) Y Y Y Y Y Y Y Y Y Y
Knowledge (other)** Y Y Y Y Y Y Y Y Y Y
Listen x x x x x x x x x x
Move Silently x x x x x x x x x x
Open Lock x x x x x x x x x x
Perform x x x x x x x x x x
Profession Y Y Y Y Y Y Y Y Y Y
Ride x x x Y x Y x x x x
Search x x x x x x x x x x
Sense Motive x Y Y x x x x Y x x
Sleight of Hand x x x x x x x x x x
Speak Language x x x x x x x x x x
Spellcraft Y Y Y Y Y Y Y Y Y Y
Spot x x x x x Y x x x x
Survival x x x Y x x x x x x
Swim x x x Y x x x x x x
Tumble x x x x x x x x x x
Urban Lore x x x x x x x Y x x
Use Magic Device x x x x x x x x Y x
Use Rope x x x x x x x x x x

[Master Skill Table] [Class Skill Table, Part 1]
[Class Skill Table, Part 2 (Wizards)] [New and Revised Skills]


New and Revised Skills

Heal (Wis)
          The Heal skill works the same as in the PHB for First Aid; Long-term Care; Treat Wound from Caltrop, Spike Growth or Spike Stones; Treat Poison; and Treat Disease, but also has the additional feature described below
          Check: Bind Wounds: For each physical wound that a person has received, the character may attempt to bind that wound, preventing further bleeding and returning usability. The DC for a check is 15 + the total damage done when the wound was created. A success in this check results in healing the wounded character 1d6 points of damage, up to a maximum equal to the total damage done when the wound was created. This ability works for spells that have obvious damaging effects, like Fireball and Blade Barrier, but not for those that rely on magical force to do damage, such as Magic Missile. This use of Heal will not assist a character who has been reduced to less than 0 hit points. In such a case, only First Aid, followed by Long-Term care will help the character.
          For example, Lasiriven Starshadow is hit by a Gargoyle in a fight for 4, 6, and 12 points of damage, creating three wounds. Lydja attempts to Bind those wounds. She makes a Heal check at 19, 21 and 27, respectively. As she has a total Heal skill of +6, she can attempt to Bind the first and second wound, but the DC of 27 is too high for her to even attempt to bind the third wound without assistance. She succeeds in both of the two lesser rolls and rolls to determine how much damage is healed. She rolls a 6 and a 3, respectively. The first wound did only 4 points of damage, so Lasiriven only receives 4 hit points as a result of that first Heal check. He receives 3 hit points on the second check. If Lasiriven had taken enough damage to have gone into negative hit points, Binding the wounds would not have helped…Lydja would have to make a check to to First Aid, then administer to him with a Long-Term care roll to return him to full health.

Urban Lore (Wis or Per)
          Use this skill to avoid trouble areas in urban environments, shadow a person through crowded city streets and avoid crossing the local guard and/or criminal elements. With the Track feat, you can also use this skill to track foes through cities, though with much more difficulty than someone with Wilderness Lore tracking in untraveled forests.
          Check: You can keep yourself and others safe in an urban environment.

DC Task
10 Get along in a city, avoiding trouble areas and finding appropriate lodgings.
15 Gain +2 to Spot and Gather Information checks when used in an Urban environment.
15 Avoid getting lost and hazards such as speeding wagons and good ambush areas.

[Master Skill Table] [Class Skill Table, Part 1]
[Class Skill Table, Part 2 (Wizards)] [New and Revised Skills]