For all intents and purposes, skills remain the same as far as skill ranks gained per level and class skills. (the later is still under consideration)
New Class skills:
Pilot - allows for the driving or piloting of vehicles (boats, planes cars) in any way other than just normal transportation. Checks will be similar to Ride checks (DC Chart to follow). Those who start with the class skill - Ride also count Pilot as a Class Skill
Repair: Allows for fixing simple and complex machines or damaged firearms. (DC chart to follow)
Knowledge Science: allows for identifying chemicals, elements and the use of scientific equipment.
Knowledge Medicine: allows for basic medical and surgical knowledge. This is a prerequisite for the Feat:Surgery (to be explained below).
Knowledge Dungeoneering will now be folded into Science and Engineering.
Knowledge Engineering: You may also make checks to determine how to repair complex machines. DC 20 (lowers difficulty of some Repair checks)
Knowledge Nobility: also now allows for knowing the elites in any society, not just the vanishing numbers of actual nobles and the like.
Feat: Surgery - Prerequisite: 5 Ranks in Knowledge Medicine
Benefit: You may use your knowledge of medicine and physiology to repair certain types of injuries and afflictions to living beings.
DC Chart:
Repair 1d6 HP - DC: 10 (for each d6 extra, increase DC by 5, MAX: 4d6)
Ability Damage: DC 20 +2 per point restored.
Revive from near death (under 0 Hit Points): DC 25 +1 per point under 0
Recovery from surgery takes time: normal HP damage is equal to normal rest assuming the character does nothing but rest.
Ability damage takes 2 days per point restored to recover from. Being brought back from near death requires one full week of rest per 3 points healed.
Note about this: I'm not pushing for any PC to take any of the surgery stuff. I just wanted to put it out there as an alternative to magical healing (which is still rather rare).
Last edited by whit10 on Fri Aug 15, 2014 7:47 pm; edited 1 time in total