Skill Groups

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For the most part the nuances of each skill follow standard pathfinder descriptions. I will be using the Fast Skills alternate pathfinder system. Once again, unless specifically noted otherwise, the only rules in green lit for play should be taken from the CRB or the APG… don’t be confused because I may be referencing the website that I’m using all of the rules it contains by default.

Additional Skill points and the inclusion of Skill groups.
Per Pathfinder standard each class gets a specific number of skill points to be spent on skills. I’m not changing that, what I AM doing is granting each class a specific grouping of skills relevant to their class and each class grants access to different set of skill groups. A skill group is a set of connected abilities that have a natural synergy. If you are a strong and athletic swimmer, you can probably climb and jump better than normal as well. Skill groups reflect this fact by allowing you to develop your ability in several skills at once.
Character class determines access to a specific skill groups. Rather than spend points on skills individually, you can spend a point on a skill group to gain 1 rank in each skill within that group. All other skills must be raised individually according to the CRB. Characters who get access to skills inside of skill groups which don’t exist on their class skill list do not receive the +3 ranks attributed to class skills.

ClassSkill groupsClassSkill groups
AlchemistMysticism; PoliticsBarbarianBushcraft; Athletics
BardTheatrics; MysticismBurnMasterPolitcs; Bushcraft
DruidBushcraft; ShamanismWarlordAthletics; Vanguard
InquisitorInsight; CoercionMarksmanSocial; Vanguard
MonkAthletics; InsightPaladinVanguard; Politics
HunterBushcraft; EspionageRogueRobbery; Espionage
MesmeristMysticism; CoercionOccultistAcademics; Shamanism
WitchfinderSocial; Espionage
WitchShamanism; MysticismSkaldShamanism; Bushcraft

Skill groupSkill List
AcademicsKW: (Choose One), Linguistics, Spellcraft
Boot CampAthletics, Acrobatics, Know: (Local)
MysticismLinguistics, Spell craft, Use Magic Device
InsightPerception, Sense Motive, Prof: (pick one – usually Legal)
SocialBluff, Diplomacy, Know: (Local)
RobberyEscape Artist, Disable Device, Sleight of hand
TheatricsBluff, Disguise, Sleight of Hand
BushcraftHandle Animal, Know: (Geography), Survival
CoercionIntimidate, Bluff, Diplomacy
EspionagePerception, Stealth, Athletics
VanguardHandle Animal, Ride, Prof: (Pick One – Usually Protection)
ShamanismKnow: (Nature), Prof: (Pick One – Usually Holistic), Heal
PoliticsProf: (Pick One – Usually Civil Service), Know: (Religion), Know: (Nobility)

SkillsCommon KnowledgeSkill Groups

Fluency Rules
Skill SubstitutionsDefault Rolls

Main Page \\ Shared Houserules \\ Skill Groups

Skill Groups

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