SKILLS

  These are 4th edition skills that are usable in the Live Ars Magic System. The 3.5E and 5E   Skills and languages may be used as well. Skills are many though, so if you think make up your own skill then give it a name, a good description and put the skill with a core stat, like (Int), (Wis) or (Cha). Then your done, if the DM/Gm agrees. This is where you decide to have a skill called good demeaner, you describe the skill as this allows a good demeaner or appearance no matter the point. Then you put it to the core stat of charisma, otherwise (Cha). So you would list this skill in your class skills with the skill points you assign in the ranks as example you have 10 points to assign to it: Good demeaner (Cha) 10 ranks.

3.5 and 4th Edition Skills

UNIVERSAL CLASS SKILLS

Each class gets to choose them, but they’re not necessarily trained. Acrobatics, Athletics, Insight, Perception, Stealth. Static Skills Insight and Perception are used as static "defenses" against Bluff and Stealth respectively. To calculate, add 10 to your Insight and Perception skill modifiers. For example, if you’re trying to use Stealth to sneak past a group of orcs, you roll against their passive Perception scores.

Race Skill Modifiers

Human None
Dragonborn +2 History, +2 Intimidate
Dwarf None
Eladrin +2 History
Elf +2 Nature, +2 Perception
Half-Elf +2 Insight, +2 Diplomacy
Halfling +2 Acrobatics, +2 Thievery
Tiefling +2 Bluff, +2 Stealth

LANGUAGES

  Spend a skill training point to learn a language.

  Languages: Common, Supernal, Elven, Goblin, Dwarven, Draconic, Abyssal, Giant

  Theres even more languages you can learn, using the language list in the language chart of 3.5E.

3.5E Language Chart

Common Languages and Their Alphabets

Language

Typical Speakers

Alphabet

Abyssal

Demons, chaotic evil outsiders

Infernal

Aquan

Water-based creatures

Elven

Auran

Air-based creatures

Draconic

Celestial

Good outsiders

Celestial

Common

Humans, halflings, half-elves, half-orcs

Common

Draconic

Kobolds, troglodytes, lizardfolk, dragons

Draconic

Druidic

Druids (only)

Druidic

Dwarven

Dwarves

Dwarven

Elven

Elves

Elven

Giant

Ogres, giants

Dwarven

Gnome

Gnomes

Dwarven

Goblin

Goblins, hobgoblins, bugbears

Dwarven

Gnoll

Gnolls

Common

Halfling

Halflings

Common

Ignan

Fire-based creatures

Draconic

Infernal

Devils, lawful evil outsiders

Infernal

Orc

Orcs

Dwarven

Sylvan

Dryads, brownies, leprechauns

Elven

Atleantian magic language

Sea elves, Atleantians

Symbolic

Terran

Xorns and other earth-based creatures

Dwarven

Undercommon

Drow

Elven


JUMPING

  Jumping is a straight check, with 1 square jumped per 10 rolled, so for the 2-square jump, you need a 20 Athletics check. Running for four squares before the jump will half the DC.

SKILL Descriptions - (3.5 skill equivilent in itallics)

Acrobatics* (DEX)

(Balance, Escape Artist, Tumble) Use this skill to test your balance on narrow or unstable surfaces, to escape from a grab or from restraints, and (if you’re trained) to reduce your damage when you fall.

Arcana (INT)

(Knowledge Arcane, Spellcraft) You have knowledge about magic and magical effects, and (if you’re trained) you know how to detect a persistent magical effect.

Athletics* (STR)

(Climb, swim, jump) Use this skill to climb, swim, or jump.

Bluff (CHA)

(Bluff) Use this skill to make what’s false appear to be true, fast-talk a guard, con a merchant, or tell lies.

Diplomacy (CHA)

(Diplomacy) Use this skill to influence other with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith.

Dungeoneering (WIS)

(Knowledge Dungeoneering) You have knowledge about forging a path through a dungeon complex, recognizing dungeon hazards, and finding food in the Underdark.

Endurance (CON)

Use this skill to stave off ill effects and to push beyond normal physical limits.

Heal (WIS)

(Heal) Use this skill to administer first aid, stabilize ad dying character, grant a saving throw, or treat a disease.

History (INT)

(Knowledge History) You have knowledge about history, including significant events, legends, customs, and traditions.

Insight (WIS)

(Sense Motive) Use this skill to discern intent and decipher body language, making a best guess as to a target’s motives, attitudes, and truthfulness.

Intimidate (CHA)

(Intimidate) Use this skill to influence others through hostile actions and overt threats.

Local (INT)

(Knowledge: Local) This is where you know all of the local area that can be known. This includes people, places and things.

Nature (INT)

(Knowledge Nature) You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.

Perception (WIS)

(Listen, Search, Spot) Use this skill to notice clues, spots imminent dangers, and location hidden objects.

Religion (INT)

(Knowledge Religion) You have knowledge of religious traditions.

Stealth* (DEX)

(Hide, Move Silently) Use this skill to hide and move silently.

Streetwise (CHA)

You know how to get the lay of the land in an urban setting.

Technician (INT)

Use this skill to be able to perfom tasks with any non-magic device.

Thievery (DEX)

(Disable Device, Open Lock, Slight of Hand) Use this skill to disable traps, open locks, pick pockets, and perform other slight of hand.


The 3.5E Skillset is here.
The 5e Skillset is at the 5E resource page and that includes invokations as listed below.

Skill: invokations (Wis)
Action: This skill allows you to do spells easier, that means it's a point added to the total you have for casting a spell. See that is the effect roll that indicates if you have a success or not.

High bartering (Cha)
Action: Use this skill to barter and trade. This is a skill that uses charisma means you can bribe instead of rolling speech and give merchants tips on how to improve their business. There was one quest where you have to get a ghoul that is doing standup and you recommend to the barkeep that he is probably driving away more customers than he brings in with a mercantile check. If you fail the barter check then he will politely decline your sorry wisdom. If you fail a charisma check to sense if the merchant doesn't like you, then he or she could boot you out of the store.

Languages: Additional languages are from the Hammercoast area, with this article. Also there is the Atleantian magic language..its spoken by sea elves and Atleantians. This language can create what you want it to create if you intend it to make magic with the words or symbols. Its based off of symbols you understand on sight, that once translated are words that you know..