Ferrum corona/Skill focus

From RopeWiki
< Ferrum corona
Revision as of 10:44, 17 September 2008 by Phooka (talk | contribs)
Jump to navigation Jump to search

Used in place of the vanilla Skill focus feats. Two alternative ways to handle, not yet decided..

  1. ) Advancing in the rank you must take new feat. Ie. first you need to take journeyman feat, and then you have to take expert
  2. ) 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


Acrobatics
Journeyman (Heroic tier, Trained in acrobatics)
you no longer provide combat advantage while balancing. You gain a +1 bonus to acrobatics.
Expert (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.
Master (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
Journeyman (Heroic tier, Ritual casting)
counts as 1 higher level for determining what items, weapons, and armor he can craft. You gain a +1 bonus to arcana.
Expert (Paragon tier, Ritual casting, Journeyman armorer)
when you disenchant an item, you now retain 1/4 of its essence in residuum (soul gem). You gain a +2 to arcana.
Master (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.
Athletics
Journeyman (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.
Expert (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.
Master (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.
Hand to Hand
Journeyman (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).
Expert (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.
Master (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.
Mercantile
Journeyman (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.
Expert (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.
Master (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.
Security
Journeyman (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.
Expert (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.
Master (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.
Sneak
Journeyman (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.
Expert (Paragon tier, Trained in stealth, Journeyman sneak)
you gain no penalty to stealth checks when running. You gain a +2 bonus to stealth.
Master (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.
Speechcraft
Journeyman (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.
Expert (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.
Master (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.