Skill Specialist (Feat): Difference between revisions
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|title=Acrobatics | |title=Acrobatics | ||
| You may perform the [[Tumble]] combat maneuver as an [[Attack Action]] instead of a [[Standard Action]]. | | You may perform the [[Tumble]] combat maneuver as an [[Attack Action]] instead of a [[Standard Action]]. You are still limited to one combat maneuver per round, however (as always). | ||
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|title=Knowledge: Engineering | |title=Knowledge: Engineering | ||
| | | When you perform a [[Sunder]] combat maneuver, you inflict 1 additional point of durability damage if you successfully equal or exceed the target's Maneuver Defense. When you perform a [[Disable Device#Neutralize Trap|Neutralize Trap]] maneuver, you inflict 1d6 points of additional durability damage to the target trap, as long as you equal or exceed the trap's Disarm DC. | ||
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|title=Knowledge: Geography | |title=Knowledge: Geography | ||
| | | You are highly skilled at determining the natural swells and dips of various terrain types. Once per encounter as a [[free action]], when in a [[Glossary of Terms#Wilderness|Wilderness]], you can declare one unoccupied, unblocked square of the battlefield to be higher ground. Any creature making a melee attack from that space gains the higher ground circumstance bonus (+1 to hit). | ||
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|title=Knowledge: History | |title=Knowledge: History | ||
| | | Up to once per day, when in a library, you may perform a library check as a free action (normally, they require hours or days to perform). | ||
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|title=Knowledge: Local | |title=Knowledge: Local | ||
| | | While in a settlement, you are always treated as having a workshop or appropriate workspace for purposes of [[Creator (Feat)|crafting magic items]]. | ||
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|title=Knowledge: Logic | |title=Knowledge: Logic | ||
| | | Learn one 1st level [[Alchemist_Extracts#Level_1_Alchemist_Extracts|Alchemist Extract]] that you do not already know. You are able to prepare and use three of these extracts per day. Even non-alchemists can use this, but it follows the same restrictions that Alchemists must follow with regards to extracts (i.e. you can only use it yourself, unless you have the appropriate discovery; it expires unless used within 24 hours of its creation, etc.). See [[Alchemist#Alchemist_Extracts_.28Sp.29|Alchemist]] for details. Alchemists (and only Alchemists) who gain this ability may use these additional extracts with their [[mana burning]] class feature (if they have it), instead, if they wish. | ||
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|title=Knowledge: Nature | |title=Knowledge: Nature | ||
| | | Up to once per day when in the [[Glossary of Terms#Wilderness|Wilderness]], you can create a campsite that is completely safe from random encounters, preventing all encounters for up to 24 hours, as long as no allied creatures leave the campsite for any reason. The campsite you can create has a radius equal to your ranks in the Knowledge: Nature skill in feet, rounded down to the nearest 5-foot increment. | ||
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|title=Knowledge: Nobility | |title=Knowledge: Nobility | ||
| | | Learn one 1st level [[Paladin Spells#Level_1_Paladin Spells|Paladin spell]] that you do not already know, and you gain three spell slots per day to cast it. Even non-casters may use this ability. You may only use these spell slots to prepare or cast this spell, or you can use the spell slots with your [[mana burn]]ing class feature (if you have it) to improve the circle damage of a different spell. | ||
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|title=Knowledge: Planes | |title=Knowledge: Planes | ||
| | | You have studied the secrets of the infinite planes of the multiverse. You can ignore an amount of environmental damage equal to your ranks in Knowledge: Planes (this counts as ER or DR of the appropriate type(s), but only for environmental damage). | ||
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|title=Knowledge: Religion | |title=Knowledge: Religion | ||
| | | Learn one 1st level [[Cleric Spells#Level_1_Cleric Spells|Cleric spell]] that you do not already know, and you gain three spell slots per day to cast it. Even non-casters may use this ability. You may only use these spell slots to prepare or cast this spell, or you can use the spell slots with your [[mana burn]]ing class feature (if you have it) to improve the circle damage of a different spell. | ||
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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 10 character, who is tier 2, would inflict 20 points, while a level 11 character, who has just entered tier 3, would inflict 33 points. | ||
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|title=Might | |title=Might | ||
| | | Choose one item you are carrying that weighs less than your light load. This item's weight is no longer counted against your light load (i.e., it is treated as weighing 0 lbs). | ||
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|title=Movement | |title=Movement | ||
| | | You can perform an Overrun maneuver as an [[attack action]] instead of a [[standard action]]. You are still limited to one combat maneuver per round, however (as always). | ||
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|title=Naturalism (Bailiwick) | |title=Naturalism (Bailiwick) | ||
| | | Once per encounter, when you hit a creature with type or subtype of 'Humanoid', you can resolve your hit as a critical hit. | ||
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|title=Perception | |title=Perception | ||
| | | You may perform a [[Perception#Spot|Spot check]] (an active perception check) as an [[attack action]] (instead of a [[move action]]). During a full attack action, the attack action used by this ability can be any of your remaining attack actions, including your worst, and it may be performed during any part of your full attack action (i.e. it doesn't need to be done when you would normally roll your worst attack action in sequence). | ||
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|title=Perform | |title=Perform | ||
| | | '''''Simply Enchanting''''' — Learn one 1st level [[Bard Spells#Level_1_Bard Spells|Bard spell]] that you do not already know, and you gain three spell slots per day to cast it. Even non-casters may use this ability. You may only use these spell slots to prepare or cast this spell, or you can use the spell slots with your [[mana burn]]ing class feature (if you have it) to improve the circle damage of a different spell. | ||
}} | }} | ||
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|title=Profession | |title=Profession | ||
| | | '''''Overcome Failures''''' — Once per encounter, you can reroll a d20 roll you just made. If you have more than one profession with at least 11 ranks, you can use this a number of times per encounter equal to the number of qualifying profession skills. | ||
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|title=Reason (Bailiwick) | |title=Reason (Bailiwick) | ||
| | | Up to once per day, you can gain the full benefits of a potion by drinking only half of it. You must drink the other half of the potion before your next [[full night's rest]] (or within 24 hours, whichever is sooner), or the remaining half of the potion becomes inert and useless. | ||
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|title=Ride | |title=Ride | ||
| | | A mount you possess immediately increases its CR by 1 at no cost, and uses that increased CR to gain any one mount special ability (not necessarily from this mount, but any available mount in the game). You may use this ability to gain the same special ability a second time, if you prefer, in which case, the effects stack additively (for example, if it has a limited number of uses per day, you gain an additional use, etc.). The GM is the final arbiter of odd cases, as always. | ||
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|title=Sense Motive | |title=Sense Motive | ||
| | | '''''Predict Behavior''''' — Once per day, before the start of an encounter, you may alter the starting location of a single enemy creature, placing it into any unblocked, unoccupied space that is no more than 50 feet away from another enemy creature. This ability may not be used on creatures with Roles that make them worth more XP than a single creature (i.e. it still works on minions and skirmishers, but not on heavies, tanks, threats, etc.) You must be aware of, and able to perceive, the creature you wish to affect with this ability (so it cannot be used if you are ambushed, or are surprised). | ||
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|title=Sleight of Hand | |title=Sleight of Hand | ||
| | | Any weapon you wield (including a ray) is treated as having the [[Deceptive (Quality)|Deceptive]] weapon quality. If the weapon already has the Deceptive quality, this ability has no effect. | ||
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|title=Spellcraft (Bailiwick) | |title=Spellcraft (Bailiwick) | ||
| | | Up to once per day, you can cast a spell from a scroll without consuming it. However, you must read it again (and actually consume it) before your next [[full night's rest]] (or within 24 hours, whichever is sooner), or the scroll becomes inert and is wasted. | ||
}} | }} | ||
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|title=Spycraft (Bailiwick) | |title=Spycraft (Bailiwick) | ||
| | | '''''Depends On How You Look At It''''' — Once per round as a [[free action]], choose one ally you can perceive. You can declare one of the following: | ||
:* the ally is granting you a flank against one enemy they threaten (even if you aren't in a flanking position) | |||
:* the ally is threatening a creature they are adjacent to (even if they aren't wielding a weapon that threatens) | |||
:* the ally is not threatening a creature within their melee reach (even if they actually are threatening that creature) | |||
The chosen effect is only applicable to your own attacks, and only until the end of your current turn. | |||
}} | }} | ||
Revision as of 21:37, 26 September 2021
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)
- the ally is granting you a flank against one enemy they threaten (even if you aren't in a flanking position)
- the ally is threatening a creature they are adjacent to (even if they aren't wielding a weapon that threatens)
- the ally is not threatening a creature within their melee reach (even if they actually are threatening that creature)
The chosen effect is only applicable to your own attacks, and only until the end of your current turn.
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.