Thrilling Adventures d20 RPG

NEW CLASS SKILLS


NEW CLASS SKILLS:
I've added a few skills that appeared originally in the D&D Player's Handbook, but weren't included in the Pulp Heroes game. These skills are italized for quick reference on the table below. New skills are linked to their descriptions. The standard Classes gain the following additional class skills:
      Explorer: Animal Empathy, Appraise, and Intuit Direction.
      Gangster: Appraise, and Read Lips.
      Martial Artist: Intuit Direction.
      Mystic: Animal Empathy, Intuit Direction, Read Lips, and Ventriloquism.
      Private Eye: Appraise, and Read Lips.
      Scientist: None.
      Soldier: Intuit Direction.


TABLE 3.1: SKILLS
Skill Acd Exr Dar Gmn Gng Mar Mys Pri Sci Sol Untrained? Key Ability
Animal Empathy x
 
x x x x
 
x x x No Cha
Appraise x
 
x x
 
x x
 
x x Yes Int
Balance x x
 
x x
 
x x x x Yes Dex
Bluff x x
 
 
 
x x
 
x x Yes Cha
Climb x
 
 
x x
 
x x x x Yes Str
Concentration
 
x x x x
 
x x x x Yes Con
Craft
 
 
 
 
 
 
 
 
 
 
Yes Int
Decipher Script
 
x x x x x x x x x No Int
Diplomacy
 
 
x
 
 
x x
 
 
x Yes Cha
Disable Device x
 
 
x x x x
 
x x Yes Int
Disguise x x x x
 
x x
 
x x Yes Cha
Escape Artist x x
 
x
 
 
x x x x Yes Dex
Forgery x x x x
 
x x x x x No Int
Gather Information
 
 
x
 
 
x x
 
x x Yes Cha
Handle Animal x
 
x x x x
 
x x x No Cha
Hide x
 
x x
 
x x x x x Yes Dex
Intimidate x x x
 
 
x x
 
x
 
Yes Cha
Intuit Direction x
 
x x x
 
 
x x
 
Yes Wis
Jump x
 
 
x x
 
x x x x Yes Dex
Knowledge See Table 3.2: Knowledge Subskills Yes Int
Listen x
 
 
x x x x
 
x x Yes Wis
  Acd Exr Dar Gmn Gng Mar Mys Pri Sci Sol    
Move Silently x x
 
 
 
x x x x x Yes Dex
Open Lock x x
 
x
 
x x
 
x x No Dex
Perform x x x x x x x x x x Yes Cha
Pilot x
 
 
x x x x x x
 
No Dex
Profession
 
 
 
 
 
 
 
 
 
 
No Int
Read Lips x x x x
 
x
 
 
x x No Int
Repair x x x x x x x x
 
 
No Int
Ride x
 
 
x x x x x x x Yes Dex
Search
 
x
 
 
x x x
 
x x Yes Int
Sense Motive x
 
x
 
 
 
 
 
 
x Yes Wis
Sleight of Hand x
 
x x
 
x x x x x No Dex
Speak Language
 
x
 
x x x x x
 
x No Int
Spot
 
 
 
 
x
 
x x x x Yes Wis
Swim x
 
 
x x
 
x x x x Yes Str
Treat Injury
 
x x x x x x x
 
 
Yes Int
Tumble x
 
x x x
 
x x x x No Dex
Use Invention x x x x x x x x
 
x No Int
Ventriloquism x x x x x x
 
x x x No Cha
Wilderness Lore x x
 
x x x
 
x x x Yes Wis
 
Class skill
  x   Cross-class skill

KNOWLEDGE SKILLS:
Since the Knowledge skill consists of many subskills, I have included a few of the most common entries for quick reference.


TABLE 3.2: COMMON KNOWLEDGE SUBSKILLS
Subskill Acd Exr Dar Gmn Gng Mar Mys Pri Sci Sol Untrained? Key Ability
Any
 
 
x x x x x x
 
x No Int
Arcana x x x x x x
 
x x x No Int
Far East x x x x x
 
x x x x No Int
Investigations x x x x x x x
 
x x No Int
Law x x x
 
x x x x x x No Int
Religion x x x x x x
 
x x x No Int
Stunts x x
 
x x x x x x x No Int
Underworld x x x x
 
x x x x x No Int

NEW CLASS SKILLS

VENTRILOQUISM (Cha; Trained Only)
You can 'throw' your voice to make it appear that it is originating from someplace else (i.e. across the room, coming from a statue or animal, from behind a door, etc.). You can speak in any language that you know.
      Check: You generally must be within 30 feet of the location where you wish to 'throw' your voice. All those within hearing distance who make their Will save (DC = Ventriloquism check roll) will still hear the 'illusion' but will recognize it as a trick. i.e. If a character gets a Ventriloquism skill check of 16, then the Will Save DC is 16. It takes 1 round to 'throw' your voice.
      Retry: No, though an additional save is needed with each use of this skill.
      Special: Once a person makes a successful Will save, he gains a +2 bonus against further Ventriloquism attempts within the same encounter.


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Pulp Heroes, Dungeon & Dragons, Psionics Handbook are trademarks owned by Wizards of the Coast. Pulp Heroes was written by David Noonan. All text on this page is considered Open Game Content.

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