Talk:Skills
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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)
Advanced Skill Feats
- Skill Expert (Feat) - level 1 - +2 to skill check, +1 to skill crit range (19-20), no bonus to skill crit bonus
- Skill Specialist (Feat) - level 11 - +2 to skill check (+4 total), +1 to crit range (18-20), +2 to crit bonus (+7 on crit), bonus ability
- Skill Prodigy (Feat) - level 21 - +1 to skill check (+5 total), +1 to crit range (17-20), +3 to crit bonus (+10 on crit), bonus ability
- Skill Virtuoso (Feat) - level 31 - apply benefits of Skill Expert, Skill Specialist and Skill Prodigy feats to two other skills in which you have at least 31 ranks.
Acrobatics
- 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.)
- tumble maneuver as an attack action
- vaulting speed
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)
Bluff
- Yeah, I TOTALLY know how to do that! -- once per day, you can perform a skill check using your bluff skill in place of any other skill
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
Disable Device
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.
Divinity
Escape Artist
- Once per day, you can perform an escape artist check to escape a status condition (that allows an escape artist check) as an immediate action.
- You can always use escape artist to escape any status condition, even if it is not normally allowed. However, if there is no DC listed, it defaults to an Impossible DC versus the CR of the monster, trap, or environment which inflicted the condition. As always, this cannot be applied to special conditions (i.e., injured, bloodied, staggered, unconscious, dying, or dead).
- Escape Death - once per day, you may attempt an Escape Artist check to escape death itself. The target DC is an Impossible DC, versus the CR of the monster, trap, or environment
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.
- immune to Wisdom dilution/damage/drain, as well as bruised, bleed, and rupture status conditions (basically, things that reduce or prevent heals)
- once per day, raise dead (1 minute ritual, no components?); once per encounter, remove a status condition on an adjacent creature (or yourself) as a swift action.
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.
Knowledge: Arcana
Knowledge: Deep History
Knowledge: Dungeoneering
Knowledge: Engineering
Knowledge: Geography
Knowledge: History
Knowledge: Local
Knowledge: Logic
Knowledge: Nature
Knowledge: Nobility
Knowledge: Planes
Knowledge: Religion
Linguistics
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 or ranged weapon attacks (includes rays?) are now treated as having the Sunder quality.
Movement
Naturalism
Perception
Perform
Piloting
Profession
Reason
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)).
Sense Motive
Sleight of Hand
Spellcraft
Spycraft
Stealth
Survival
- glamping -- an advanced version of 'roughing it', where you make a REALLY nice camp for yourself and your party.