Player's Handbook, Chapter Four
Chapter Four is all about skills. They used to be called 'nonweapon proficiencies', which is an awkward name to say the least, and they were optional (although in 2e they were pretty much ubiquitous, especially when kits came along). In 3rd edition, they aren't optional; they're integral.
Every class gets a certain number of skill points per level, and add their Intelligence bonus to that number. At first level, they multiply that total by four to get their final total. These can be distributed however the character wants; one point per skill is permitted, which will give the character a broad range of skills but not much of a chance to succeed. You can put up to four points per skill at 1st level if you prefer, so that you're better at fewer things. Most examples I've seen, such as the starting packages, assume the maximum points per skill.
Success is based on a d20 roll plus their number of ranks in a skill, plus their ability modifier, plus any other modifiers that might apply. So skills work just like attacks and saving throws do. This is part of that 'standardization' thing that they were going for. Again, sometimes it's a good idea; other times, it's not. In this case, it just makes it easier for players to get how the concept works so they can get on with actually playing.
Some skills can be used even you don't have ranks in them, such as Swim or Move Silently. You just don't get any ranks to add to your roll, although your ability bonus (if any) still applies. Some skills are only available to certain classes, such as Animal Empathy (druids and rangers only), or Use Magic Device (bards and rogues only). Every class has a list of 'class skills' which are skills they can use to full effect (maximum ranks = 4 at 1st level); any skill that's not on that list (or restricted as above) is considered 'cross-class', and it costs double the points to raise that skill a rank. For example, Gather Information is a class skill for bards and rogues, who pay one skill point per rank. For all other classes, however, this is a cross-class skill, in which case they must pay two skill points per rank, and they can only spend four points at first level (meaning they can only get two ranks total).
There are quite a few skills; I'm going to list them, but I'm not going to detail class/cross-class for them. There's a comprehensive table in the book to take care of that.
So, we have Alchemy, Animal Empathy, Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Knowledge (various types), Listen, Move Silently, Open Lock, Perform, Pick Pocket, Profession, Read Lips, Ride, Scry, Search, Sense Motive, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device, Use Rope, and Wilderness Lore. Only one of these skills is a universal class skill (any class can take it at full effect), and that's 'Craft'.
The book explains how skills are used, what sorts of modifiers can go in, Taking 10 or 20 (as discussed in the last Countdown article), and characters working together to improve their chances of success. There's also something called 'Skill Synergy', which means certain skills can affect other skills once you have 5 ranks in a particular skill (so you have to be at least 2nd level to achieve this). Synergistic skills get a +2 bonus just for having that 5 ranks in a different skill. That's a nice bonus, and it makes sense.
We then get 14 pages of descriptions of the various skills and how they work, and no, I'm not going to go into each of them. I'll note that Wilderness Lore is used for tracking, Heal is a very useful skill, Concentration is a spellcaster's best friend since it allows you to possibly ignore distractions while casting. Things like getting hit for damage, riding a galloping horse, casting in a wind-driven hailstorm, etc. It doesn't always work, but it's a very handy thing to have.
So, my half-orc ranger needs some skills. He gets 4, plus a bonus point due to his higher Intelligence, making for a total of 5. At 1st level, he multiplies that by 4 to get a total of 20. Going back to the starting package, there are some pretty obvious 'rangerish' skills there, so I'll just draw from that list. I'm going to max out each skill to get the most out of them, so they'll all have 4 ranks...which means I only get 5 skills. Here we go.
Wilderness Lore: 4 ranks
Animal Empathy: 4 ranks
Intuit Direction: 4 ranks
Listen: 4 ranks
Spot: 4 ranks
That looks like a good 'ranger' list. Heal would be nice, but I would have to take points from another skill to make it happen. Well, it's a game of trade-offs, isn't it? I'll leave it as it is. I'll also note that Intuit Direction gives a synergy bonus to Wilderness Lore, so once my character hits second level he'll get that bonus. As a ranger, I'll also get a bonus to some of these skills when using them on ogres (for example, Wilderness Lore, Listen and Spot) in addition to the combat bonuses. I think we're off to a pretty decent start.
Next up...the wonderful new Feats.
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