Skills (D&D 3.5)

This article covers everything involving homebrewn skills.
This also includes existing skills that have been slightly changed or expanded upon.
==Training==
Some skills need training. What I mean by that is also explained in the gameplay rules.
Tables of Skills that need some form of training to be acquired or improved. A trainer can also be a book.
Needs trainer to be acquired
Craft	Disable Device	Forgery	Handle Animal	Heal	Knowledge	Open Lock	Perform	Profession	Ride	Skill Tricks	Speak Language	Spellcraft	Survival	Swim	Use Magic Device
Needs trainer to be improved
Appraise	Craft	Decipher Script	Disable Device	Forgery	Handle Animal	Heal	Knowledge	Open Lock	Spellcraft	Use Magic Device	Use Rope
==New Skills==
===Craft (Gunsmithing)===
Int, trained only
Let's you maintain, repair and craft all kind of black powder related technology. Essential when it comes to guns. (See Firearms)
===Craft (Firearms)===
Int, trained only
Let's you maintain and handle all kind of different firearms. Essential for gun use. (See Firearms)
==Existing Skills==
This section covers skills from the base-game that have been slightly changed or expanded.
===Knowledge (Nature)===
You can use Knowledge (Nature) when planning on brewing a potion. When you are in a forest or the-like you can role a Knowledge (Nature), and per 5 points you roll, you reduce the price of your next potion(s) by 50gp.
Example: Mialee rolls a 17, which reduces the price of her next potion(s) by 150gp. She brews a potion with a cost of 100 gp, which means she does not need to spend any of her gold on materials. Her next potion costs 200 gp which means she has to spend 50 gp discount and has to only spend the remaining 150 gp.
Category:D&D 3.5
Category:D&D 3.5 Homebrewn
Category:D&D 3.5 Rules
Category:D&D 3.5 New Players