Skill Prodigy (Feat)

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You are a true master of a particular skill.

Prerequisites: Level 21, Skill Expert (Feat), Skill Specialist (Feat), and at least 21 ranks in the chosen skill

Related: Skill Virtuoso (Feat)

Benefit: Choose one skill that meets the prerequisites. You gain an additional +1 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, and the +2 you gained from the Skill Specialist 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 17-20, instead of 18-20). The bonus you receive when you critically succeed on a skill check with this skill is now +10 (instead of +7).

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 Specialist feats.

In addition, you gain one of the following benefits, based on the skill you are modifying with this feat:

Acrobatics

You gain a Vaulting speed equal to your Walk speed.

Barter

Choose one magic item you own. That item no longer occupies a magic item slot (it becomes slotless). Once selected, you cannot change which item this ability applies to (though you may upgrade that item) unless you use the reselection rules to do so.

Bluff

That Other Time Was Just Practice — Choose one ability you know that can only be used once per day. That ability can now be used once per encounter. Once selected, you cannot change which ability this applies to unless you use the reselection rules to do so.

Diplomacy

Once per encounter, you can convince a foe that a creature of your choice is either an ally or an enemy (your choice) to that foe until the start of your next turn. You must be able to perceive all creatures involved in this choice in order to select them.

Disable Device

Once per encounter as an immediate action, you can change the origin space of a trap to a different space within 25 feet of its present location. You must be aware of the location of the trap's origin space prior to using this ability.

Disguise

You can apply the Glamered magic weapon property to any weapon you are wielding. This costs nothing and does not reduce the total number of magic properties your weapon may otherwise have. Can also be applied to an implement, rod, staff, or wand, if you aren't wielding a weapon. You can change what weapon this effect is applied to as part of a full night's rest, but it can only be applied to something you are wielding.

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 +1d6+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. This ability can be used in the same day as the ability granted by the Skill Specialist feat for Divinity, and may even be used for the same die roll, if the player wishes.

Escape Artist

You can always use Escape Artist to escape any status condition, even if it is not normally allowed. However, if there is no DC listed, it defaults to an Impossible DC versus the CR of the monster, trap, or environment which inflicted the condition. If there is no action type listed, it requires a swift action for a lesser condition, an attack action for a moderate condition, and a standard action for a strong condition. As always, this ability cannot be used to escape any of the special conditions (i.e., injured, bloodied, staggered, unconscious, dying, or dead).

Handle Animal

Advanced Totemic Weapon — While the totemic symbols on your weapon (from the Skill Specialist feat) are not broken, they apply a +1 circumstance bonus to all of that weapon's to-hit rolls, as well as adding +1 to the weapon's base weapon damage. As soon as the totem is broken, these bonuses are lost until the totem is restored (as part of a full night's rest).

Heal

You become immune to any condition which can reduce or prevent healing on yourself. This includes Wisdom Dilution, Wisdom Damage, Wisdom Drain, Bruised, Bleed, and Ruptured, as well as any other condition that the GM agrees would reduce or prevent healing on yourself.

Intimidate

Once per encounter, you can perform a demoralize combat maneuver as an immediate action. Doesn't count against the 'one maneuver per round' limit, since it is performed outside of your turn.

Knowledge: Arcana

Choose one spell you are able to cast (the spell can even come from a rod you possess). That spell no longer lays an arcane charge when you cast it. The maximum spell level of this spell must be equal to or less than your character level / 10 (dropping fractions; i.e. a 1st level spell if you are between levels 10 to 19, a 2nd level spell if you are between levels 20 to 29, and a 3rd level spell if you are level 30+).

Knowledge: Deep History

You may use this skill in place of any other knowledge skill when performing a lore check, but you do so at a -3 penalty. If you also have the Skill Prodigy feat bonus for the Knowledge (History) skill (or gained it through the Skill Virtuoso feat), you may instead use either this skill or History to perform any lore check, and do so with a +3 bonus to the check.

Knowledge: Dungeoneering

You gain the ability to cast the Greater Teleport spell, but only if the starting point or the destination of the spell is inside of a dungeon. This spell is a ritual, requiring multiple hours to cast, but it can be a very useful way to leave or return to a dungeon, without all the hassle of actually walking places.

Knowledge: Engineering

Once per encounter, after you successfully perform a Neutralize Trap maneuver against a trap that can distinguish friends from foes, you can alter that trap to switch the friend or foe status of one creature present in the encounter that you can perceive. If the trap cannot distinguish friend from foe, you can instead alter the trap to be unable to target one creature of your choice that you can perceive. These alterations remain in place until the trap is repaired or destroyed, or until the end of the encounter (whichever comes first).

Knowledge: Geography

You are so accustomed to taking advantage of terrain features, it has become second nature to you. All of your movement speeds increase by 10 feet, and when determining the Overland Travel speed of your party, you increase everyone's speed by 10 feet (but only for overland travel).

Knowledge: History

You may use this skill in place of any other knowledge skill when performing a lore check, but you do so at a -3 penalty. If you also have the Skill Prodigy feat bonus for the Knowledge (Deep History) skill (or gained it through the Skill Virtuoso feat), you may instead use either this skill or Deep History to perform any lore check, and do so with a +3 bonus to the check.

Knowledge: Local

You can reduce the downtime required to perform any downtime action by 1 day, after the check result is determined, but the minimum time to perform any downtime action remains 1 day.

Knowledge: Logic

choose one Alchemist extract you are able to prepare. That extract no longer lays an arcane charge when you activate it. The maximum extract level of this extract must be equal to or less than your character level / 10 (dropping fractions; i.e. a 1st level extract if you are between levels 10 to 19, a 2nd level extract if you are between levels 20 to 29, and a 3rd level extract if you are level 30+).

Knowledge: Nature

You gain the ability to prepare one Ranger Poultice that you do not already know, once per day. The poultice level must be equal to or less than your character level / 10 (dropping fractions; i.e. poultice level 1 for character level 10 to 19, poultice level 2 for character level 20 to 29, and poultice level 3 for character level 30+). The chosen poultice does not lay an arcane charge when used on yourself (though it will lay an arcane charge if used by anyone other than you, assuming it lays a charge to begin with).

Knowledge: Nobility

You gain the Lesser Nobility lifestyle for free, forever, and the title to go with it, in a kingdom of your choosing. You must have spent at least a week (7 full days) in a settlement at least the size of a Large City within the chosen kingdom in order to choose it. Once chosen, this location cannot be changed except through the Reselection Process.

Knowledge: Planes

You have sipped from the Well of Power, breathed the infinite purity of the Nascent Seed, and stood in the presence of the Outer Madness. You no longer need to breathe, eat, or drink, unless you want to.

Knowledge: Religion

Choose one spell you are able to cast (the spell can even come from a rod you possess). That spell no longer lays a divine charge when you cast it. The maximum spell level of this spell must be equal to or less than your character level / 10 (dropping fractions; i.e. a 1st level spell if you are between levels 10 to 19, a 2nd level spell if you are between levels 20 to 29, and a 3rd level spell if you are level 30+).

Linguistics

For he IS the kwisa, quizatch, kiwi, ah whatever — You can now use 'his name is a killing word' up to once per round (instead of once per encounter), and it can be used as either a swift action or as an attack action (instead of just an attack action). Target can now be up to two creatures you can perceive within 120 feet of your space (instead of one creatures within 30 feet).

Might

All of your melee or ranged weapon attacks (includes rays) are now treated as having the Sunder weapon quality. If you can cast a spell that uses rays, these spells may now be used to perform the Sunder combat maneuver (by expending the spell and rolling a Might check against the target's Maneuver Defense, or the object's Sunder DC). The damage dealt by the ray when used as a Sunder maneuver is just the base damage listed in the spell (modified by your caster level) without any adders, such as from your ability scores, implements, or magic items.

Movement

You gain a Lesser Flight speed equal to your Walk speed. If you already have a source of flight speed (any of Lesser Flight, Greater Flight, or Hover), that speed increases by 30 feet, instead.

Naturalism (Bailiwick)

Once per encounter (or once per day if there are no encounters that day), you can resolve a single skill check as though you rolled a natural 20 result.

Perception

Up to once per round, you may perform a Spot check (an active perception check) as a free action (instead of a move action).

Perform

Are You Not Entertained? — When you cast a spell or use an ability that grants one or more numerical bonuses to one or more target creatures, you may choose one of the numerical bonuses applied, and increase it by +1 for the duration of the spell or ability. This is performed as part of the same action as casting the spell or using the ability, and the increase applies to all recipients of the selected bonus. This effect cannot be used on more than one spell or ability at a time (using it again while an affected bonus is still in place will replace all instances of the older bonus).

Profession

Learn From Your Mistakes — You can permanently increase all three of your saves (Fort, Refl, and Will) by +1, --OR-- you can increase all of your to-hits by +1. You may only pick one of these, unless you have two or more professions with at least 21 ranks each, in which case you gain both. You cannot take the same benefit again, no matter how many professions you have 21 ranks in, however.

Reason (Bailiwick)

Any potion you consume is treated as having a creator level equal to your character level, instead of its actual creator level. Potions you purchase must still meet the minimum creator level required to cast the spell that the potion is providing, as always.

Ride

A mount you possess immediately increases its CR by 2 at no cost, and uses both increases to its CR to gain two more mount special abilities from among those available to any mount in the game (for a total of 4 special abilities: 1 base, 1 from Skill Specialist feat, and two from this feat). You may use this ability to gain the same special ability more than once, 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.

Sense Motive

You can now use the Predict Behavior ability granted by the Skill Specialist feat up to once per encounter (instead of once per day), and on up to two non-role creatures (instead of just one). In addition, you can use it even during a surprise round, as long as you can perceive the creature you wish to affect.

Sleight of Hand

Sleight of Being — The first time each encounter that you would be successfully hit by an attack (that includes a to-hit roll that equals or exceeds your AC), the attack is resolved as a miss. This ability can never be used more than once per encounter, even with the use of action points, and it must always be used against the first successful attack made against you (i.e., you can't save it up for a worse attack later).

Spellcraft (Bailiwick)

Any scroll you read is activated as though it has a caster level equal to your character level, instead of the creator level of the scroll.

Spycraft (Bailiwick)

Move Through The Shadows — Once per encounter, you can perform a Lesser Teleport up to your Walk speed as an immediate action. You can activate this ability to interrupt an action another creature is performing (such as an attack being made against you), but doing so allows that creature to change any remaining actions they were going to take (including the interrupted one). Actions they've already taken (such as a move or a 5-foot step) are not 'reset', however.

Stealth

You can initiate a stealth stance and move up to half your speed up to once per round as a free action. However, this ability cannot be used during any round in which you broke a stealth stance for any reason (either voluntarily or due to discovery).

Survival

You gain Hardened (half damage) against all environmental damage and damage caused by the environment. Hardened is applied before any ER or DR reduces the remaining damage.

Use Magic Device

You can issue a command word (e.g. to trigger a rod) as an attack action instead of a standard action.

Warfare

Once per round, you may declare that an enemy you just hit with an attack is now flanked by any of your allies that can threaten that creature before the start of your next turn. You, or someone in your party, must have Full Lore knowledge of the creature in order to use this ability.


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.