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.)
  • specialist: tumble maneuver as an attack action
  • prodigy: vaulting speed equal to walk 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)
  • specialist:
  • prodigy:

Bluff

  • specialist: 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
  • prodigy: That other time was just practice -- choose one ability you know that can only be used once per day. That ability can now be used once per encounter. (Choice is permanent, requires reselection to change)

Diplomacy

  • specialist: once per encounter, you can convince a foe to either use or not use their attack of opportunity (your choice) against a creature they consider an enemy, despite what they actually want to do.
  • prodigy: once per encounter, you can convince a foe that a creature of your choice is either an ally or an enemy (your choice) to that foe until the start of your next turn.

Disable Device

  • specialist:
  • prodigy:

Disguise

  • specialist: you can apply the glamered magic armor property to any armor you are wearing. This costs nothing and does not reduce the total number of magic properties your armor may otherwise have. Can also be applied to clothing, if you don't wear armor. You can change what armor this effect is applied to as part of a full night's rest, but it can only be applied to something you are wearing.
  • prodigy: you can apply the glamered magic weapon property to any weapon you are wielding. This costs nothing and does not reduce the total number of magic properties your weapon may otherwise have. Can also be applied to an implement, rod, staff, or wand, if you aren't wielding a weapon. You can change what weapon this effect is applied to as part of a full night's rest, but it can only be applied to something you are wielding.

Divinity

  • specialist:
  • prodigy:

Escape Artist

  • 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
  • specialist: 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.
  • prodigy: 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).

Handle Animal

  • specialist: 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.
  • prodigy: adv. totemic weapon - while totem is unbroken, applies +1 to-hit, and +1 base weapon damage to the weapon.

Heal

  • specialist: you can perform any Heal check that normally requires a standard action as an attack action instead. In addition, you can perform the Subdue maneuver using your Heal skill, if you wish.
  • prodigy: immune to Wisdom dilution/damage/drain, as well as bruised, bleed, and rupture status conditions (basically, things that reduce or prevent heals)

Intimidate

  • specialist: your AC is treated as being 1 higher against any creature that is not immune to fear (you're too scary to attack; this is a circumstance bonus)
  • prodigy: 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

  • specialist: learn one 1st level arcane spell you don't already know, gain three spell slots to cast it (i.e. 3/day). Even non-casters can use this.
  • prodigy: choose one spell you are able to cast (can even be from a rod). That spell no longer lays an arcane charge when you cast it. The maximum spell level of this spell must be equal to or less than your character level / 10 (dropping fractions; i.e. a 1st level spell if you are between levels 10 to 19, a 2nd level spell if you are between levels 20 to 29, and a 3rd level spell if you are level 30+).

Knowledge: Deep History

  • specialist:
  • prodigy:

Knowledge: Dungeoneering

  • specialist:
  • prodigy:

Knowledge: Engineering

  • specialist:
  • prodigy:

Knowledge: Geography

  • specialist:
  • prodigy:

Knowledge: History

  • specialist:
  • prodigy:

Knowledge: Local

  • specialist:
  • prodigy:

Knowledge: Logic

  • specialist:
  • prodigy:

Knowledge: Nature

  • specialist:
  • prodigy:

Knowledge: Nobility

  • specialist:
  • prodigy:

Knowledge: Planes

  • specialist:
  • prodigy:

Knowledge: Religion

  • specialist: learn one 1st level divine spell you don't already know, gain three spell slots to cast it (i.e. 3/day). Even non-casters can use this.
  • prodigy: choose one spell you are able to cast (can even be from a rod). That spell no longer lays a divine charge when you cast it. The maximum spell level of this spell must be equal to or less than your character level / 10 (dropping fractions; i.e. a 1st level spell if you are between levels 10 to 19, a 2nd level spell if you are between levels 20 to 29, and a 3rd level spell if you are level 30+).

Linguistics

  • his name is a killing word
  • specialist:
  • prodigy:

Might

  • specialist: 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 (its weight is treated as 0 lbs).
  • prodigy: all of your melee or ranged weapon attacks (includes rays?) are now treated as having the Sunder quality.

Movement

  • specialist: you can perform an Overrun maneuver as an attack action. You are still limited to one combat maneuver per round, however (as always).
  • prodigy: gain lesser flight equal to your walk speed. If you already have a source of flight speed, it increases by 30 feet, instead.

Naturalism

  • specialist:
  • prodigy:

Perception

  • specialist:
  • prodigy:

Perform

  • specialist:
  • prodigy:

Piloting

  • specialist:
  • prodigy:

Profession

  • specialist: overcome failures - once per encounter, you can reroll a d20 roll you just made. If you have more than one profession with at least 11 ranks, you can use this a number of additional times per encounter equal to that number of qualifying profession skills.
  • prodigy:

Reason

  • specialist: up to once per day, you can gain the full benefits of a potion by drinking only half of it. You must drink the other half of the potion before your next full night's rest (or within 24 hours, whichever is sooner), or it becomes inert and useless.
  • prodigy: any potion you consume is treated as having a creator level equal to your character level, instead of its actual creator level. Potions you purchase must still meet the minimum creator level required to cast the spell that the potion is providing, as always.

Ride

  • specialist: 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.
  • prodigy: 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

  • specialist:
  • prodigy:

Sleight of Hand

  • deceptive quality, stacks with deceptive quality
  • specialist:
  • prodigy:

Spellcraft

  • specialist: Up to once per day, you can cast a spell from a scroll without consuming it, as long as you read it again (and actually consume it) before your next full night's rest (or within 24 hours, whichever is sooner), or the scroll becomes inert and is wasted.
  • prodigy: any scroll you read is activated as though it has a caster level equal to your character level, instead of the creator level of the scroll.

Spycraft

  • specialist:
  • prodigy:

Stealth

  • specialist:
  • prodigy:

Survival

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

Use Magic Device

  • specialist: as part of a full night's rest, you can more completely attune to a single command-word-triggered item you own, allowing you to use that item as long as it is on your person and not in a dimensional space other than your own (i.e. not in a bag of holding, handy haversack, etc.), even if you aren't wielding it.
  • prodigy: you can issue a command word (e.g. to trigger a rod) as an attack action instead of a standard action

Warfare

  • specialist:
  • prodigy: