Ferrum corona/Skill focus: Difference between revisions
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Used in place of the vanilla Skill focus feats. Two alternative ways to handle, not yet decided.. | Used in place of the vanilla Skill focus feats. Two alternative ways to handle, not yet decided.. | ||
#) Advancing in the rank you must take new feat. Ie. first you need to take journeyman feat, and then you have to take expert | #) Advancing in the rank you must take new feat. Ie. first you need to take journeyman feat, and then you have to take expert | ||
#) Feat needs to be taken only once. Advancing from journeyman to expert is then automatic when one reaches paragon tier | #) <del>Feat needs to be taken only once. Advancing from journeyman to expert is then automatic when one reaches paragon tier</del> | ||
;Ranks: | |||
*Novice - untrained | |||
*Apprentice - trained | |||
*Journeyman - heroic feat | |||
*Expert - paragon feat | |||
*Master - epic feat | |||
== Skills & rank benefits == | |||
{| border="0" cell-spacing="5" style="border-collapse:collapse; background-color:#ffffff;" | |||
|- style="background-color:#ffffff; color:#000000; border:1px solid #cccccc; padding-bottom:10px;" | |||
|style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Acrobatics|| | |||
== | {| | ||
|- style="background-color:#cc0000; color:#ffffff;" | |||
|style="width:100px;"|'''Journeyman'''||style="width:500px;"| (''Heroic tier, Trained in acrobatics'') | |||
|- | |||
|||you no longer provide combat advantage while balancing. You gain a +1 bonus to acrobatics. | |||
|} | |||
{| | |||
|- style="background-color:#990000; color:#ffffff;" | |||
|style="width:100px;"|'''Expert'''||style="width:500px;"| (''Paragon tier, Trained in acrobatics, Journeyman acrobatics'') | |||
|- | |||
- | |||now you must fail by 10 or more to fall from balancing. Failing by 9 or less means you stop moving. You gain a +2 bonus to acrobatics. | ||
|} | |||
{| | |||
|- style="background-color:#660000; color:#ffffff;" | |||
== Epic | |style="width:100px;"|'''Master'''||style="width:500px;"| (''Epic tier, Trained in acrobatics, Journeyman acrobatics, Expert acrobatics'') | ||
|- | |||
|||If you make a DC 30 acrobatic stunt, you can jump off the surface of water (or other fluid the Dm allows). This must be part of your movement and if you end your movement over a liquid you fall in. You gain a +3 bonus to acrobatics. | |||
|} | |||
- | |- | ||
Armorer Master | | | ||
- | |- style="background-color:#ffffff; color:#000000; border:1px solid #cccccc; padding-bottom:10px;" | ||
Athletics Master | |style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Armorer|| | ||
- | {| | ||
Hand to Hand Master | |- style="background-color:#cc0000; color:#ffffff;" | ||
- | |style="width:100px;"|'''Journeyman'''||style="width:500px;"| (''Heroic tier, Ritual casting'') | ||
Mercantile Master | |- | ||
- | |||counts as 1 higher level for determining what items, weapons, and armor he can craft. You gain a +1 bonus to arcana. | ||
Security Master | |} | ||
- | {| | ||
Sneak Master | |- style="background-color:#990000; color:#ffffff;" | ||
- | |style="width:100px;"|'''Expert'''||style="width:500px;"| (''Paragon tier, Ritual casting, Journeyman armorer'') | ||
Speechcraft Master | |- | ||
|||when you disenchant an item, you now retain 1/4 of its essence in residuum (soul gem). You gain a +2 to arcana. | |||
|} | |||
{| | |||
|- style="background-color:#660000; color:#ffffff;" | |||
|style="width:100px;"|'''Master'''||style="width:500px;"| (''Epic tier, Ritual casting, Journeyman armorer, Expert armorer'') | |||
|- | |||
|||When you enchant an item, you can use 1/10th (or 10%) less residuum (soul gem). You gain a +3 to arcana. | |||
|} | |||
|- | |||
| | |||
|- style="background-color:#ffffff; color:#000000; border:1px solid #cccccc; padding-bottom:10px;" | |||
|style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Athletics|| | |||
{| | |||
|- style="background-color:#cc0000; color:#ffffff;" | |||
|style="width:100px;"|'''Journeyman'''||style="width:500px;"| (''Heroic tier, Trained in athletics'') | |||
|- | |||
|||you can swim your movement speed when you succeed an athletics check to swim. You also gain a +1 bonus to athletics. | |||
|} | |||
{| | |||
|- style="background-color:#990000; color:#ffffff;" | |||
|style="width:100px;"|'''Expert'''||style="width:500px;"| (''Paragon tier, Trained in athletics, Journeyman athletics'') | |||
|- | |||
|||now you must fail by 10 or more to sink from swimming. Failing by 9 or less means you stop moving. You also gain a +2 bonus to athletics. | |||
|} | |||
{| | |||
|- style="background-color:#660000; color:#ffffff;" | |||
|style="width:100px;"|'''Master'''||style="width:500px;"| (''Epic tier, Trained in athletics, Journeyman athletics, Expert athletics'') | |||
|- | |||
|||If you make a DC 30 athletic stunt, you gain either a swim speed or a climb speed equal to your speed. You can run or charge during this movement. You also gain a +3 bonus to athletics. | |||
|} | |||
|- | |||
| | |||
|- style="background-color:#ffffff; color:#000000; border:1px solid #cccccc; padding-bottom:10px;" | |||
|style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Hand to Hand|| | |||
{| | |||
|- style="background-color:#cc0000; color:#ffffff;" | |||
|style="width:100px;"|'''Journeyman'''||style="width:500px;"| (''Heroic tier'') | |||
|- | |||
|||Unarmed strike damage increase to 1d8. You also gain a +1 proficiency bonus to attack rolls. You can make unarmed attacks as a basic melee attack. | |||
;Special:When you take this feat choose Closed Fist Style or Open Palm Style, this does not change once you choose the feat unless you retrain the feat. | |||
;Closed Fist:Use strength as your relevant ability score for attack and damage. Also, your unarmed strike counts as a club ONLY for determining use in powers and class features (not other feats). | |||
;Open Palm:Use dexterity as your relevant ability score for attack and damage. Also, your unarmed strike counts as a light blade ONLY for determining use in powers and class features (not other feats). | |||
|} | |||
{| | |||
|- style="background-color:#990000; color:#ffffff;" | |||
|style="width:100px;"|'''Expert'''||style="width:500px;"| (''Paragon tier, Journeyman hand to hand'') | |||
|- | |||
|||Your unarmed strike gains the high critical weapon feature. You also gain a +2 proficiency bonus to attack rolls. | |||
|} | |||
{| | |||
|- style="background-color:#660000; color:#ffffff;" | |||
|style="width:100px;"|'''Master'''||style="width:500px;"| (''Epic tier, Journeyman hand to hand, Expert hand to hand'') | |||
|- | |||
|||Unarmed strike damage increase to 2d8 (natural progression for epic). You also gain a +3 proficiency bonus to attack rolls. You also critical on a natural roll of a 19 or 20. | |||
|} | |||
|- | |||
| | |||
|- style="background-color:#ffffff; color:#000000; border:1px solid #cccccc; padding-bottom:10px;" | |||
|style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Mercantile|| | |||
{| | |||
|- style="background-color:#cc0000; color:#ffffff;" | |||
|style="width:100px;"|'''Journeyman'''||style="width:500px;"| (''Heroic tier, Trained in diplomacy'') | |||
|- | |||
|||If you succeed a diplomacy check, you lower the price by 5%. If you fail, you raise it 5%. You cannot try again (fail or succeed). Add the item level to the DC. You also gain +1 to diplomacy. | |||
|} | |||
{| | |||
|- style="background-color:#990000; color:#ffffff;" | |||
|style="width:100px;"|'''Expert'''||style="width:500px;"| (''Paragon tier, Trained in diplomacy, Journeyman mercantile'') | |||
|- | |||
|||If you succeed a diplomacy check, you lower the price by 10%. If you fail, you raise it 10%. You cannot try again (fail or succeed). Add the item level to the DC. You also gain +2 to diplomacy. | |||
|} | |||
{| | |||
|- style="background-color:#660000; color:#ffffff;" | |||
|style="width:100px;"|'''Master'''||style="width:500px;"| (''Epic tier, Trained in diplomacy, Journeyman mercantile, Expert mercantile'') | |||
|- | |||
|||If you succeed a diplomacy check, you lower the price by 15%. If you fail, you raise it 5%. You can try again (fail or succeed). Add the item level to the DC. You also gain +3 to diplomacy. | |||
|} | |||
|- | |||
| | |||
|- style="background-color:#ffffff; color:#000000; border:1px solid #cccccc; padding-bottom:10px;" | |||
|style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Security|| | |||
{| | |||
|- style="background-color:#cc0000; color:#ffffff;" | |||
|style="width:100px;"|'''Journeyman'''||style="width:500px;"| (''Heroic tier, Trained in thievery'') | |||
|- | |||
|||if you fail as a part of a skill challenge, you count as having one fail less. You gain +1 with all thievery. | |||
|} | |||
{| | |||
|- style="background-color:#990000; color:#ffffff;" | |||
|style="width:100px;"|'''Expert'''||style="width:500px;"| (''Paragon tier, Trained in thievery, Journeyman security'') | |||
|- | |||
|||now you must fail by 10 or more to trigger a trap or become noticed when pickpocketing. Failing by 9 or less means you simply fail. You gain +2 with all thievery. | |||
|} | |||
{| | |||
|- style="background-color:#660000; color:#ffffff;" | |||
|style="width:100px;"|'''Master'''||style="width:500px;"| (''Epic tier, Trained in thievery, Journeyman security, Expert security'') | |||
|- | |||
|||When performing thievery as a part of a skill challenge, you count as having 2 failures less. You gain +3 with all thievery. | |||
|} | |||
|- | |||
| | |||
|- style="background-color:#ffffff; color:#000000; border:1px solid #cccccc; padding-bottom:10px;" | |||
|style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Sneak|| | |||
{| | |||
|- style="background-color:#cc0000; color:#ffffff;" | |||
|style="width:100px;"|'''Journeyman'''||style="width:500px;"| (''Heroic tier, Trained in stealth'') | |||
|- | |||
|||you gain no penalty to stealth checks when moving more than 2 squares. You gain a +1 bonus to stealth. | |||
|} | |||
{| | |||
|- style="background-color:#990000; color:#ffffff;" | |||
|style="width:100px;"|'''Expert'''||style="width:500px;"| (''Paragon tier, Trained in stealth, Journeyman sneak'') | |||
|- | |||
|||you gain no penalty to stealth checks when running. You gain a +2 bonus to stealth. | |||
|} | |||
{| | |||
|- style="background-color:#660000; color:#ffffff;" | |||
|style="width:100px;"|'''Master'''||style="width:500px;"| (''Epic tier, Trained in stealth, Journeyman sneak, Expert sneak'') | |||
|- | |||
|||If you attack a target who is unaware of you, you can attack their Reflex defense instead. You gain a +3 bonus to stealth. | |||
|} | |||
|- | |||
| | |||
|- style="background-color:#ffffff; color:#000000; border:1px solid #cccccc; padding-bottom:10px;" | |||
|style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Speechcraft|| | |||
{| | |||
|- style="background-color:#cc0000; color:#ffffff;" | |||
|style="width:100px;"|'''Journeyman'''||style="width:500px;"| (''Heroic tier, Trained in diplomacy'') | |||
|- | |||
|||as a part of skill challenges where you use diplomacy, you count as having one failure less for diplomacy only. You gain a +1 bonus to diplomacy. | |||
|} | |||
{| | |||
|- style="background-color:#990000; color:#ffffff;" | |||
|style="width:100px;"|'''Expert'''||style="width:500px;"| (''Paragon tier, Trained in diplomacy, Journeyman speechcraft'') | |||
|- | |||
|||as a part of skill challenges where you use bluff or intimidate, you count as having one failure less for bluff or intimidate only. You gain a +1 bonus to bluff and intimidate. | |||
|} | |||
{| | |||
|- style="background-color:#660000; color:#ffffff;" | |||
|style="width:100px;"|'''Master'''||style="width:500px;"| (''Epic tier, Trained in diplomacy, Journeyman speechcraft, Expert speechcraft'') | |||
|- | |||
|||as a part of skill challenges where you use bluff, intimidate, or diplomacy you count as having two failures less. You gain a +2 bonus to diplomacy, bluff and intimidate. | |||
|} | |||
|} |
Latest revision as of 09:41, 5 April 2009
Used in place of the vanilla Skill focus feats. Two alternative ways to handle, not yet decided..
- ) Advancing in the rank you must take new feat. Ie. first you need to take journeyman feat, and then you have to take expert
- )
Feat needs to be taken only once. Advancing from journeyman to expert is then automatic when one reaches paragon tier
- Ranks
- Novice - untrained
- Apprentice - trained
- Journeyman - heroic feat
- Expert - paragon feat
- Master - epic feat
Skills & rank benefits[edit]
Acrobatics |
| ||||||||||||
Armorer |
| ||||||||||||
Athletics |
| ||||||||||||
Hand to Hand |
| ||||||||||||
Mercantile |
| ||||||||||||
Security |
| ||||||||||||
Sneak |
| ||||||||||||
Speechcraft |
|