The following are the ways in which skills in the Threads setting are modified or handled differently from skills in standard D&D 3.5

First of all, bonus skill ranks will not be awarded at level 1. Classes will receive the same number of skill ranks at level 1 as they would at any other level. Also, maximum skill ranks will be equal to a character’s total hit dice instead of their hit dice + 3.

Class Skills
Class skills and cross-class skills will no longer be purchased at different values. Instead, all skills will cost one point per rank, and class skills will receive a + 3 miscellaneous bonus to skill checks. Note that this bonus is not to skill ranks, merely to skill checks. So for the purposes of skills such as Linguistics, having the skill as a class skill does not provide knowledge of three extra languages.

Altered or Added Skills
Some skills are added or altered. Below is a table of those skills, and below that a table of what classes treat the altered skills as class skills.

Skill Description / Alteration
Acrobatics (Dex) Includes the old Balance and Tumble skills.
Athletics (Str) Includes the old Climb, Jump, and Swim skills.
Craft(Int) Same function, new rules. See page for details.
Diplomacy (Cha) Includes the old Diplomacy and Gather Information skills.
Disable Device (Int) Includes the old Disable Device and Open Lock skills.
Fly (Dex) Is the skill of controlling your flight. Has DC’s as per Pathfinder skill of the same name. Cannot be learned if the character has no access to the ability to fly, even if it is a class skill.

Example: A wizard cannot put points int he Fly skill before gaining access to the fly spell. However a character who naturally has the ability to fly can put points in the skill from birth.
Heal (Wis) New Function: Surgery
Linguistics (Int) Includes the old Speak Language and Decipher Script skills.
Perception (Wis) Includes the old Spot and Listen skills.
Warfare (Int) The act of strategizing, analyzing, and executing battlefield tactics and maneuvers.
Class Acro Athl Diplo DisDiv Ling Perc Stea Fly War
Barbarian Y Y
Bard Y Y Y Y Y
Cleric Y Y
Druid Y Y Y
Fighter Y Y Y
Monk Y Y Y Y Y
Paladin Y Y Y
Ranger Y Y Y Y
Rogue Y Y Y Y Y Y Y
Sorcerer Y Y
Wizard Y Y

Preferred Skill
Every character has a Preferred Skill, some one skill that they treat as a class skill even though it normally wouldn’t be for their class. A character’s preferred skill is chosen at character creation and cannot be changed once it is chosen.

Synergy Bonuses
Any skill that, according to standard D&D 3.5 rules provides a synergy bonus, still provides that bonus, but upon achieving 3 ranks in the skill (max ranks for level 3 instead of level 2). The bonus provided is still a + 2 miscellaneous bonus to skill checks.

However, there are two synergy bonuses which must be reworded for the new skill system.

Use Magic Device and Spellcraft:
The synergy bonus between Use Magic Device and Spellcraft regarding the use and identification of Scrolls apply to any spell-completion item (essentially, any item that is activated like a scroll is).

Jump and Tumble:
The synergy bonuses between “Jump” and “Tumble” – now Athletics and Acrobatics – still apply, but only when Athletics is being used for purposes of jumping and when Acrobatics is being used for purposes of tumbling (negating damage from a fall, avoiding AoO’s, etc.)

Full Descriptions:
The following are full skill descriptions of all altered or new skills.

Acrobatics (DEX; Armor Check Penalty)
The acrobatics skill can be used to balance on a precarious place, move along narrow ledges, avoid damage from falling, avoid attacks of opportunity while moving through threatened area, and move freely on uneven surfaces.

Acrobatics DC’s
12 – 20 inches wide DC 5
7 – 12 inches wide DC 10
2 – 7 inches wide DC 15
Less than 2 inches wide DC 20
Running / Charging on
Uneven Flagstone or
Hewn Stone or
Sloped Floor
DC 10
Subtract 10 feet
From fall damage
Provoke no AoO’s
and Move 1/2 speed
Move through Occupied space
and provoke no AoO’s
and at 1/2 speed
Increased DC’s
Lightly Obstructed + 2
Severely Obstructe + 5
Lightly Slippery + 2
Severely Slippery + 5
Lightly Sloped + 2
Severely Sloped + 5
When moving through enemy spaces:
For every extra enemy space
+ 2

No. Acrobatics checks are made either reflexively or as part of normal movement.

Try Again:

If you have 3 tanks in Acrobatics you receive a + 3 bonus to AC from fighting defensively instead of the normal + 2. You also receive a + 6 bonus to AC from a full defensive action instead of the normal + 4.

If you have 3 ranks in Acrobatics you receive a + 2 bonus on all Athletics checks made to jump.

If you have 3 ranks in Athletics you receive a + 2 bonus on all Acrobatics checks made to tumble.

Athletics (STR; Armor Check Penalty)
Athletics is used to climb, jump, and swim. This includes checks such as jumping to clear a gap, attempting to scale a wall, and resisting currents under water.

For the purpose of determining DC’s for Athletics skill checks, see the Climb, Jump, and Swim skill entries for standard D&D 3.5 rules.

Generally part of a movement action.

Try Again:
Generally no.

Diplomacy (CHA)
Diplomacy is used to influence the attitudes of others, to gather information from a large group of people, and generally to be persuasive in a positive fashion.

For DC’s associated with Diplomacy checks, see the standard D&D 3.5 Diplomacy and Gather Information skills.

Attempting to influence someone’s attitude takes at least 1 minute of discussion.

Attempting to gather information takes at least 1 hour of work.

Try Again:
A character may attempt to influence someone’s attitude repeatedly, but repeated failures may impose a penalty per GM’s discretion.

Attempts to gather information may always be re-tried.

Possessing 3 or more ranks in Bluff, Sense Motive, and Knowledge (Nobility) provides a + 2 synergy bonus on Diplomacy checks each.

Disable Device (INT; trained only)
Disable Device is used to disable traps, rig or jam mechanical devices, and open locks.

For the purpose of determining DC’s for Disable Device checks, see the standard D&D 3.5 Disable Device and Open Lock skills.

Usually standard. Some cases may call for a more elaborate action.

Try Again:
Yes and No. Attempting to open locks may always be tried again if convenient, however when attempting to disable traps and other moving or trigger-able devices the character generally does not know if their attempt was successful.

Fly (DEX; Armor Check Penalty)
This skill is used to maneuver while flying, resist strong winds, and otherwise perform feats of an aerial nature.

For the purpose of determining DC’s of Fly checks, see the skill of the same name in the standard Pathfinder rules.

Fly checks are either made reflexively or as part of a move action.

A character may not put ranks in the fly skill prior to gaining the ability to fly or practice flying. A human wizard without the fly spell cannot learn to maneuver mid-air, but a half-celestial elven barbarian can – even though it may not be a class skill.

Heal (WIS)
Perform Surgery (Trained Only):
A trained physician can attempt to perform surgery on a patient for a number of reasons using the Heal skill. The DC’s and other rules for surgery are detailed here. As stated on the surgery page, you may never take 10 while performing surgery.

Special Synergy (Surgery Only):
As detailed on the Surgery page, a character with 3 or more ranks in the appropriate knowledge skill for their patient (e.g. Knowledge (Local) for humanoids, Knowledge (Arcana) for dragons) receives a + 2 bonus on heal checks made during surgery).

Linguistics (INT)
Linguistics checks are rolled to analyze writing, decipher riddles, interpret meanings, and perform other tasks related to language generally.

Try Again:
Generally no. Attempting a new check against the same material would require new sources of reference or new ranks in Linguistics.

Depends. In some circumstances a Linguistics check is made reflexively to try to understand a conversation in a strange or foreign dialect, sometimes a Linguistics check is made to carefully analyze an entire work of literature. The length of the action depends on the circumstances of the check.

For every rank in the Linguistics skill and for an amount equal to their natural intelligence modifier a character may learn one new language which they have been properly exposed to and had an appropriate amount of time to pick up in full.

Characters cannot make Linguistics checks untrained. However characters untrained in linguistics still possess the ability to learn bonus languages equal to their total intelligence modifier.

Perception (WIS)
This skill is used for taking notice of things per the Spot or Listen skills of standard D&D 3.5 It does not include the use of the Search skill.

For the purpose of determining DC’s for this skill, see the Spot and Listen skill entries in standard D&D 3.5 rules. Generally if a single source would normally warrant both a spot and listen check it should be considered to have only a single Perception DC to notice it and only one Perception roll should be made.

Perception checks are often made reflexively, however a character may make an “active perception” check as a move action on any turn to attempt to carefully look and listen for anything around them they may not have noticed yet.

Try Again:
Only as an active perception check if any.

Spellcraft (VARIES)
VARIES: This skill uses intelligence, or if you have levels of a spellcasting class which relies on (i.e. is limited by having a sufficiently high) mental ability score other than intelligence, you may use that ability modifier for spellcraft rolls instead of intelligence.

This skill is used for various magic-related tasks. Except as noted below, all DC’s are as presented in the D20 SRD.

Check DC Description
15 + Spell Level Scribe a spell from a spellbook or spell completion item that you have already deciphered (wizard only).
15 + 2x(Spell Level) Decipher a spell in a spellbook or spell completion item. Takes number of hours equal to (Spell Level + 1) squared, divided in half for every 5 points by which your spellcraft result exceeds the DC.
In the case of deciphering from a spellbook you must be able to read the language the text is written in.
In the case of deciphering from a spell completion item you must have the crafting technique feat that was used to create the item
May be attempted only one time per day.
20 + 2x(Spell Level) Prepare a spell you have already deciphered from the borrowed spell book or spell completion item (wizard only).
15 + Caster Level Identify the quality of a magic item using Detect Magic. If you have the same crafting technique feat that was used to create the item, you may instead roll the related skill and do not require the use of Detect Magic to achieve these same results.
Requires about 10 minutes of work.
May take 10, may take 20.
20 + Caster Level Identify the properties of any magic item using Detect Magic. If you have the same crafting technique feat that was used to create the item, you may instead roll the related skill and do not require the use of Detect Magic to achieve these same results. Requires about 10 minutes of work.
May take 10, may not take 20, may only attempt 1 time per day.

As specified above or on the D20 SRD.

Try Again:
As specified above or on the D20 SRD.

As specified in the Synergy section earlier on this page, and on the D20 SRD.

Stealth (DEX)
This skill is used for avoiding detection. Except in rare scenarios it is always opposed by a Perception check.

For further details on use of the Stealth skill, see the Pathfinder standard rules for the skill of the same name.

Stealth checks are made as part of other, generally move, actions.

Try Again:
No. A character who does a poor job of hiding themself generally doesn’t realize it until it’s too late. However an ally may notice how poorly hidden someone is and – if it is not too late – instruct them to try harder, allowing a single re-roll.

Warfare (INT)
Warfare checks can be made to identify a battlefield maneuver in use (such as identifying a false retreat), in this case the DC of the check is 10 or the number of the opposed roll if appropriate.

Warfare can also be used to size up an army, navy, or other large fighting force. In the case of recognizing battlefield maneuvers the check DC is either 10 or opposed by a roll from another source. In the event of sizing up a battle force the check DC is 10 for a close inspection, 15 for a cursory inspection, and 25 for inspecting at a distance. If you are unable to see the force clearly (either because of being too far away or inspecting under the cover of darkness) the DC increases by + 10.

A successful inspection of a fighting force will tell you which units are their most powerful, which units are their weakest, then range in power between the two, and whether or not they have any special units or major support capabilities. If the forces are already formed up into their units, the DC of inspection checks is at a – 5 DC.

Finally, Warfare can be used to execute battlefield maneuvers and to aid allies in battlefield combat. The skill can be used to execute special battlefield maneuvers and to aid battlefield units directly in combat. For more information on this use of the skill, see Battlefield Combat.

Try Again:
A failed check to identify a battlefield maneuver cannot be re-tried.
A failed check to inspect a fighting force can be repeated if time allows, and you can take 20 if able.
A failed check to execute a battlefield maneuver can only be tried again on a new turn.

Using Warfare to notice and identify battlefield actions and maneuvers is reflexive and takes no action.

Inspecting a fighting force takes at least 1 minute per 9 fighting units. By increasing this to 2 minutes per 9 fighting units you receive a + 4 bonus on your check.

Executing Battlefield Maneuvers with this skill takes place as part of the Leader Action of a unit’s battlefield round.

This skill cannot be used untrained.


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