Talk:Skills: Difference between revisions

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Also, disguise a sword as a wand, or a staff, etc.
Also, disguise a sword as a wand, or a staff, etc.
== Handle Animal ==
* totemic weapon - apply totemic iconography to your weapon as part of a full night's rest. Break totem to grant yourself a bonus attack (1/day); re-apply totem during next full night's rest.
* adv. totemic weapon - while totem is unbroken, applies +1 to-hit, and +1 base weapon damage to the weapon.


== Heal ==
== Heal ==
Nerve Strike: As part of an attack, make a Hard DC Heal check fo the CR of the foe to inflict non-lethal damage
* perform the Subdue maneuver using Heal, and can do it as a swift action (or an attack action, if preferred). Still limited to 1 maneuver per round, though.
* you can perform any Heal check that normally requires a standard action as an attack action instead.
 
== Intimidate ==
* your AC is treated as being 1 higher against any creature that is not immune to fear (you're too scary to attack)
* once per encounter, you can perform a demoralize maneuver as an immediate action. Doesn't count against the 'one maneuver per round' limit, since it is done outside of your turn.


Accupressure: Make a Hard DC check against an ally to remove all non-lethal damage they have taken.
== Might ==
* choose one item you are carrying that weighs less than your light load. This item's weight is no longer counted against your light load (it's weight is treated as 0 lbs).
* all of your melee attacks are now treated as having the Sunder quality.


== Intimidate ==
== Ride ==
Aura of killing intent
* gain access to an additional mount special ability from any mount (you must still advance the mount's CR to actually apply it, of course). You can take the same special ability more than once; if it has limited uses per encounter or day, you gain an additional use, etc.
* gain access to two additional mount special abilities from any mount (for a total of 4 (1 base, 1 from previous feat, 2 from this feat)).


== Survival ==
== Survival ==
* glamping -- an advanced version of 'roughing it', where you make a REALLY nice camp for yourself and your party.
* glamping -- an advanced version of 'roughing it', where you make a REALLY nice camp for yourself and your party.

Revision as of 14:48, 11 July 2021

Skill Bonuses

  • skill basis (automatic/passive) — +1 to +9
  • magic enhancement (item) — +1 to +9 (+1 to +5 pre-epic, +6 to +9 epic)
  • feats:
  • skill expert feat — +2
  • skill specialist feat — +2
  • skill prodigy feat — +1
  • less dedicated feats — +1 to +4
  • tertiary feats — +1
  • racial traits or class feature
  • major trait or major class feature — +1 to +4
  • minor trait or lesser class feature — +1 to +2
  • weapon bonus (from weapon qualities) — +1 to +4 (only for specific combat maneuvers)

Specific Skill Bonuses

  • weapon qualities — +2 to one or more combat maneuvers.


Acrobatics

advanced uses:

  • better mitigation of falling damage (e.g. allowed to make a check even if the falling wasn't intentional; mitigation applies to more than just the first (or second) 10 feet, etc.)

Barter

  • barter roll against challenging DC for CR of a monster generates 10 percent more treasure, failure to make an average roll removes ten percent
  • barter roll can be used for bluff or diplomacy in 'low society' at normal.
  • diplomacy gains a new situation modifier of =/- 5 for 'high or low' society
  • barter roll can be used for bluff and diplomacy in 'high society' at -5 to rolls
  • barter is used for 'quick talk' type skill rolls to talk your way into things. we don't currently have a quick talk skill?
  • barter is used for smuggling and other flim-flam type situations, ie, 'low society' from above
  • barter is a direct swap for bluff or diplomacy vs monsters (low society)

Diplomacy

combat uses:

  • Detante = invite a foe to attack another besides yourself
  • Leading Discourse = Make target think an idea is its own

Epic:

  • False Flag = a foe treats you as an ally in combat for one round
  • Overtures = reduce a foe's initiative

Disguise

Note: define a use that allows you to deceive about your gear, not your identity. IE, pretend you're wearing armor when you're not, or even worse, make it look like you're not wearing armor when you really are.

Also, disguise a sword as a wand, or a staff, etc.

Handle Animal

  • totemic weapon - apply totemic iconography to your weapon as part of a full night's rest. Break totem to grant yourself a bonus attack (1/day); re-apply totem during next full night's rest.
  • adv. totemic weapon - while totem is unbroken, applies +1 to-hit, and +1 base weapon damage to the weapon.

Heal

  • perform the Subdue maneuver using Heal, and can do it as a swift action (or an attack action, if preferred). Still limited to 1 maneuver per round, though.
  • you can perform any Heal check that normally requires a standard action as an attack action instead.

Intimidate

  • your AC is treated as being 1 higher against any creature that is not immune to fear (you're too scary to attack)
  • once per encounter, you can perform a demoralize maneuver as an immediate action. Doesn't count against the 'one maneuver per round' limit, since it is done outside of your turn.

Might

  • choose one item you are carrying that weighs less than your light load. This item's weight is no longer counted against your light load (it's weight is treated as 0 lbs).
  • all of your melee attacks are now treated as having the Sunder quality.

Ride

  • gain access to an additional mount special ability from any mount (you must still advance the mount's CR to actually apply it, of course). You can take the same special ability more than once; if it has limited uses per encounter or day, you gain an additional use, etc.
  • gain access to two additional mount special abilities from any mount (for a total of 4 (1 base, 1 from previous feat, 2 from this feat)).

Survival

  • glamping -- an advanced version of 'roughing it', where you make a REALLY nice camp for yourself and your party.