Ferrum corona/Skill focus: Difference between revisions
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*Master - epic feat | *Master - epic feat | ||
== Skills & rank benefits == | |||
{| border="0" cell-spacing="5" style="border-collapse:collapse; background-color:#ffffff;" | |||
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|style="padding-left: 5px; font-weight:bolder;text-transform:uppercase; vertical-align:top; background-color:#000000; color:#ffffff;"|Acrobatics|| | |||
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|||you no longer provide combat advantage while balancing. You gain a +1 bonus to acrobatics. | |||you no longer provide combat advantage while balancing. You gain a +1 bonus to acrobatics. | ||
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|||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. | |||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. | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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. | ||
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|- 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;"|Armorer|| | |||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||counts as 1 higher level for determining what items, weapons, and armor he can craft. You gain a +1 bonus to arcana. | |||counts as 1 higher level for determining what items, weapons, and armor he can craft. You gain a +1 bonus to arcana. | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||when you disenchant an item, you now retain 1/4 of its essence in residuum (soul gem). You gain a +2 to arcana. | |||when you disenchant an item, you now retain 1/4 of its essence in residuum (soul gem). You gain a +2 to arcana. | ||
|} | |} | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||When you enchant an item, you can use 1/10th (or 10%) less residuum (soul gem). You gain a +3 to arcana. | |||When you enchant an item, you can use 1/10th (or 10%) less residuum (soul gem). You gain a +3 to arcana. | ||
|} | |} | ||
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|- 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|| | |||
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|||you can swim your movement speed when you succeed an athletics check to swim. You also gain a +1 bonus to athletics. | |||you can swim your movement speed when you succeed an athletics check to swim. You also gain a +1 bonus to athletics. | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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. | ||
|} | |} | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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. | ||
|} | |} | ||
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|- 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|| | |||
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;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). | ;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). | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||Your unarmed strike gains the high critical weapon feature. You also gain a +2 proficiency bonus to attack rolls. | |||Your unarmed strike gains the high critical weapon feature. You also gain a +2 proficiency bonus to attack rolls. | ||
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|||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. | |||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. | ||
|} | |} | ||
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|- 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|| | |||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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. | ||
|} | |} | ||
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| | | | ||
|- 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|| | |||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||if you fail as a part of a skill challenge, you count as having one fail less. You gain +1 with all thievery. | |||if you fail as a part of a skill challenge, you count as having one fail less. You gain +1 with all thievery. | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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. | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||When performing thievery as a part of a skill challenge, you count as having 2 failures less. You gain +3 with all thievery. | |||When performing thievery as a part of a skill challenge, you count as having 2 failures less. You gain +3 with all thievery. | ||
|} | |} | ||
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|- 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|| | |||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||you gain no penalty to stealth checks when moving more than 2 squares. You gain a +1 bonus to stealth. | |||you gain no penalty to stealth checks when moving more than 2 squares. You gain a +1 bonus to stealth. | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||you gain no penalty to stealth checks when running. You gain a +2 bonus to stealth. | |||you gain no penalty to stealth checks when running. You gain a +2 bonus to stealth. | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||If you attack a target who is unaware of you, you can attack their Reflex defense instead. You gain a +3 bonus to stealth. | |||If you attack a target who is unaware of you, you can attack their Reflex defense instead. You gain a +3 bonus to stealth. | ||
|} | |} | ||
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|- 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|| | |||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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. | ||
|} | |} | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" | ||
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|||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. | |||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. | ||
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|- style="background-color:#cc0000; color:#ffffff;" | |- style="background-color:#cc0000; color:#ffffff;" |
Revision as of 11:11, 17 September 2008
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
Acrobatics |
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Armorer |
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Athletics |
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Hand to Hand |
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Mercantile |
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Security |
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Sneak |
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Speechcraft |
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