Ferrum corona/Skill focus
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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
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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Paragon Feats
Acrobatics Expert - trained in 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. - Armorer Expert - ritual casting - when you disenchant an item, you now retain 1/4 of its essence in residuum (soul gem). You gain a +2 to arcana. - Athletics Expert - trained in 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. - Hand to Hand Expert - Hand to Hand Journeymen - Your unarmed strike gains the high critical weapon feature. You also gain a +2 proficiency bonus to attack rolls. - Mercantile Expert - trained in 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. - Security Expert - trained in 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. - Sneak Expert - trained in stealth - you gain no penalty to stealth checks when running. You gain a +2 bonus to stealth. - Speechcraft Expert - trained in diplomacy - 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.
Epic Feats
Acrobatics Master - trained in 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 - ritual casting - When you enchant an item, you can use 1/10th (or 10%) less residuum (soul gem). You gain a +3 to arcana. - Athletics Master - trained in 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 Master - Hand to Hand Expert - 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 Master - trained in 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. - Security Master - trained in thievery - When performing thievery as a part of a skill challenge, you count as having 2 failures less. You gain +3 with all thievery. - Sneak Master - trained in 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. - Speechcraft Master - trained in diplomacy - 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.