Skill Specialist (Feat): Difference between revisions
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| title=Barter | | title=Barter | ||
| Choose either a weapon, armor, shield, or implement you possess. That item adds +1 to the [[Enhancement Bonus]] it already possesses, without altering the cost of the item, or any future enhancement bonuses. This ability allows the chosen item to reach a +10 enhancement bonus (instead of a maximum of +9). Once selected, you can only change which item this ability applies when you gain a new character level, or via the [[reselection]] rules, though you may upgrade the item at any time. | | Choose either a weapon, armor, shield, or implement you possess. That item adds +1 to the [[Enhancement Bonus]] it already possesses, without altering the cost of the item, or any future enhancement bonuses. This ability allows the chosen item to reach a +10 enhancement bonus (instead of a maximum of +9). Once selected, you can only change which item this ability applies to when you gain a new character level, or via the [[reselection]] rules, though you may upgrade the item at any time. | ||
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|title=Divinity (Bailiwick) | |title=Divinity (Bailiwick) | ||
| Once per day as a [[standard action]], you can bless all player characters in your party (including yourself) that you can perceive within 30 feet of your space, granting them a +1 [[circumstance bonus]] to a single die roll of their choice. This blessing can be applied outside of combat. Blessed character must use the bonus before their next [[Full Night's Rest]] or within 24 hours (whichever is sooner), or the bonus expires. The blessing used as a [[free action]] after the die is rolled, but before the results of the roll are determined. This bonus '''''does not''''' lay a divine or arcane charge. | | Once per day as a [[standard action]], you can bless all player characters in your party (including yourself) that you can perceive within 30 feet of your space, granting them a +1 [[circumstance bonus]] to a single die roll of their choice. This blessing can be applied outside of combat. Blessed character must use the bonus before their next [[Full Night's Rest]] or within 24 hours (whichever is sooner), or the bonus expires. The blessing is used as a [[free action]] after the die is rolled, but before the results of the roll are determined. This bonus '''''does not''''' lay a divine or arcane charge. | ||
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|title=Handle Animal | |title=Handle Animal | ||
| '''''Totemic Weapon''''' — As part of a [[Full Night's Rest]], you can apply totemic iconography to a weapon you possess. As a [[free action]] you can break this totem to grant yourself a bonus [[attack action]] that you must use before the end of the current round. This bonus attack action can be used for anything that requires an attack action, but it cannot be traded down to a [[move action|move]] or [[swift action|swift]] action (since it is not a [[standard action]]). Once broken, the totem requires part of another full night's rest to re-apply (i.e., the ability is usable once per day). | | '''''Totemic Weapon''''' — As part of a [[Full Night's Rest]], you can apply totemic iconography to a single weapon you possess. As a [[free action]] you can break this totem to grant yourself a bonus [[attack action]] that you must use before the end of the current round. This bonus attack action can be used for anything that requires an attack action, but it cannot be traded down to a [[move action|move]] or [[swift action|swift]] action (since it is not a [[standard action]]). Once broken, the totem requires part of another full night's rest to re-apply (i.e., the ability is usable once per day). | ||
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|title=Linguistics | |title=Linguistics | ||
| '''''His Name Is A Killing Word''''' — Once per encounter as an [[attack action]], you can pronounce a single word of OM, against a single target you can perceive within 30 feet of your space, inflicting an amount of {{dmg|psychic}} damage equal to your character level times the experience tier of your character. For example, a level | | '''''His Name Is A Killing Word''''' — Once per encounter as an [[attack action]], you can pronounce a single word of OM, against a single target you can perceive within 30 feet of your space, inflicting an amount of {{dmg|psychic}} damage equal to your character level times the experience tier of your character. For example, a level 11 character, who is tier 3, would inflict 33 points, while a level 16 character, who has just entered tier 4, would inflict 64 points. | ||
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|title=Stealth | |title=Stealth | ||
| Once per round, you may declare that a single enemy you can perceive does not have line of sight to you until the | | Once per round during your turn as a [[free action]], you may declare that a single enemy you can perceive does not have line of sight to you until the end of your current turn. This can be used to initiate stealth against that creature (and any other creatures who do not have line of sight to you). | ||
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Latest revision as of 01:56, 31 July 2024
You have a singular focus for perfecting your ability with a particular skill.
Prerequisites: Level 11, Skill Expert (Feat), and at least 11 ranks in the chosen skill
Related: Skill Prodigy (Feat), Skill Virtuoso (Feat)
Benefit: Choose one skill that meets the prerequisites. You gain an additional +2 feat bonus on all checks involving the chosen skill. Unlike normal feat bonuses, this bonus stacks with the +2 you gained from the Skill Expert feat. In addition, your critical success chance increases by an additional +1 when making skill checks with the chosen skill (you now achieve a critical skill success on a die result of 18-20, instead of 19-20). The bonus you receive when you critically succeed on a skill check with this skill is now +7 (instead of +5).
Note that this bonus does not stack with any other feat that provides a feat bonus to this skill, except for the Skill Expert and Skill Prodigy feats.
In addition, you gain one of the following benefits, based on the skill you are modifying with this feat:
Acrobatics
Barter
Bluff
Diplomacy
Disable Device
Disguise
Divinity (Bailiwick)
Escape Artist
Handle Animal
Heal
Intimidate
Knowledge: Arcana
Knowledge: Deep History
Knowledge: Dungeoneering
Knowledge: Engineering
Knowledge: Geography
Knowledge: History
Knowledge: Local
Knowledge: Logic
Knowledge: Nature
Knowledge: Nobility
Knowledge: Planes
Knowledge: Religion
Linguistics
Might
Movement
Naturalism (Bailiwick)
Perception
Perform
Profession
Reason (Bailiwick)
Ride
Sense Motive
Sleight of Hand
Spellcraft (Bailiwick)
Spycraft (Bailiwick)
- all of your (remaining) attacks are resolved as though you are flanking your target(s) —OR—
- all of your (remaining) attacks are resolved as though none of your allies are threatening your target(s)
Stealth
Survival
Use Magic Device
Warfare
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.