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View Full Version : New Feats [Skilled-Based, Pathfinder]



Jane_Smith
2011-03-07, 02:18 AM
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Been making some things for my homebrew setting, mostly massive feat revisions. Just finished the [Skill] type feats. Skill Feats act as general feats, in all respects. The catagory is simply there for indexing/ease of looking up.

A quicky rundown of some homebrew changes you must be keep in mind when reading this feats;

1. Bluff, Diplomacy, and Intimidate have been made into a new skill, Influence (Cha), that has sub-uses/abilities. Some feats and racials only give a bonus to specific aspects to Influence, just like many do Perception (sight/touch/scent-based perception checks and haggle/seduction/intimidation influence checks, etc).

2. Profession and Appraise have been removed and made into a new skill, Knowledge (Trade) (Int). This functions like the old profession and appraise combined, except you dont have to take sub-catagories.

3: Climb, Swim and Ride have been combined into a new skill, Athletics (Str). This functions the same as the old skills in all respects.

Keep in mind most of these feats are simply revisions, some minor, some major, some made from scratch myself.

Anyway, rate em, use em, love em, hate him. Up to you, feedback is enjoyed. Behold - meh featz.





~~~~~~~~~~~~~Skill Feats~~~~~~~~~~~~~

The following feats are open to all characters unless otherwise stated in the prerequisites. If you
wish to select more than your normal allotment of Feats, Flaws must be selected to "purchase" new feats.

Skill Feats are specifically skills that focus on, give bonuses to, or augment the use of a skill.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Able Learner [Skill]
You have begun adapting and mastering skills previously you found difficult to perform.
Prerequisite: Int 13.
Benefit: You gain a +2 bonus in cross-class skills as long as you possess 1 or more rank in that skill.
This bonus is lost if that skill later becomes a class skill, and is replaced with the standard +3 bonus
for possessing 1 or more ranks in a class skill. In addition, you gain a +1 bonus to any class skill
you possess 1 or more ranks in addition to the standard +3 bonus.

Altitude Affinity [Skill]
Through means either mundane or magical, you have hardened your body to the grueling rigors of
surviving at altitudes where the thin air is not conducive to normal life.
Prerequisites: Con 15, Endurance, Survival 3 or more ranks.
Benefit: You are unaffected by altitude fatigue, altitude sickness, lack of oxygen, or any of their
accompanying complications while at high altitudes, including the death zone above 26,000 feet. In
addition, you gain a +4 bonus on all Survival checks made at high altitudes (above 5,000 feet).

Athletic Build [Skill]
Your body is naturally athletic, any further training in such a skill simply makes you even more buff.
Benefit: You gain a +2 bonus to Athletic checks and your maximum number of ranks in the Athletics skill
is increased by 2. You gain 1 hit point for each rank in Athletics you possess or later gain. In
addition, you gain a +1 bonus to Fortitude saves for every 5 ranks in Athletics you possess.

Commanding [Skill]
Your naturally dominate, and others in your pressence quickly fall into line at the rise of your voice.
Benefit: You gain a +2 bonus to Influence checks. When attempting to demoralize enemys in combat, or
rally allies or followers, this bonus increases to +4. In addition, you gain a +1 bonus to your
leadership score for every 5 ranks in Influence you possess.

Cooperative Crafting [Skill]
Your assistance makes item crafting far more efficient.
Prerequisites: 1 rank in any Craft skill.
Benefit: You can assist another character in crafting mundane and magical items. You must both possess
the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites
for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to
making an item for every 5 ranks you possess in that respective skill, and your assistance doubles the
gp value of items that can be crafted each day.

Cosmopolitan [Skill]
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose three
Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Dilettante [Skill]
What some would call dabbling you call a wide range of interests. Your breadth of knowledge offers
unexpected insights in many situations.
Prerequisites: 1 or more ranks in each of 5 different Knowledge skills.
Benefit: You gain a +2 bonus on Knowledge checks if you have 1 or more ranks in that skill. You can make
al Knowledge checks untrained.

Divine Deception [Skill]
You know enough prayers and the right amount lip-service to please most divine items requirements of
being "faithful".
Prerequisites: Cha 13, Use Magic Device 1 or more ranks.
Benefit: You gain a +5 bonus on Use Magic Device with divine items.

Eagle Eyes [Skill]
You can see further then most people you know, and can easily spot the eye color of a person a hundred
feet away.
Prerequisite: Wis 13, Perception 1 or more ranks.
Benefit: You may ignore up to a -5 penalty on visual-based Perception checks based on distance modifiers.

Efficent Crafter [Skill]
You can build anything from scraps. Other peoples trash is now diamonds.
Prerequisite: Int 13.
Benefit: When using the Craft skill to make any object, you only have to expend an amount of gold worth
of materials equal to 1/6th of the items market value. In addition, you may use Intelligence checks to
scavenge materials for crafting from any area where spare parts, trash, or otherwise broken objects
may be obtained. By spending at least one hour searching in such an enviroment, you can lower the amount
you must expend to make objects even further by an amount of copper pieces equal to your Intelligence
check result times twenty.

Elder's Insight [Skill]
You are old enough that you can claim to be a true know-it-all from all your personal experiences.
Prerequisite: Int 15, Able Learner, Old or older age catagory.
Benefit: You gain a +2 bonus on all Knowledge skills, and they become class skills. You may use these
skills untrained.

Experienced Vagabond [Skill]
You spent significant time as a vagabond and know your way around their society.
Prerequisites: Bluff 2 ranks, Knowledge (Local) 2 ranks, member of an underclass.
Benefit: When dealing with criminals, vagabonds, unsavory characters, or other members of a country’s
underclass, you gain a +1 bonus on Bluff, Diplomacy, Knowledge (Local), and Sense Motive checks. When
traveling with at least one other person who has this feat, you gain a +2 circumstance bonus on
Perception checks to avoid being surprised at the start of combat. If you and another person who has
this feat flank the same target, you give each other an additional +1 bonus to attack rolls in addition
to the normal flanking bonuses.

Focused Mind [Skill]
When you have the opportunity to concentrate on a task, you usually do very well at it.
Prerequisite: Int 13.
Benefit: When you take 10 or take 20 on an Intelligence check or any skill check, you gain a +2 or +4
bonus on the check, respectively.

Go Unnoticed
You have learned to slink out of veiw quickly when things get violent.
Prerequisites: Dex 13, Stealth 1 or more ranks.
Benefit: During the first round of combat, flat-footed opponents are considered not to have noticed
you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to
hide from them. In addition, you gain a +2 bonus on that Stealth check.

Legendary Alchemist [Skill]
You can now make alchemical and poison mixtures more potent and longer lasting.
Prerequisite: Int 15, Master Artisan, Craft (Alchemy) 3 or more ranks.
Benefit: You gain a +2 bonus to all Craft (Alchemy) checks. When making alchemical or poison items,
you may choose to take any number of stacking -5 penalties on your check result. If the check succeeds,
increase the market value of the finished item made by 10% for each iterative penalty taken. The DC of
any item made is increased by +1 for each penalty taken, and have there duration increased by 1 of
whatever increment they possess (round, minute, or hour only) for each penalty taken. Lastly, any
damage dealt by such an item is increased by 1 damage dice (if it used damage dice to determine damage)
or 1 damage (if it uses a set amount of damage).

Legendary Arms and Armor [Skill]
Armor and weapons you craft are magnificent to behold, things that rival that of dwarven myths and lore.
Prerequisite: Int 15, Master Artisan, Craft (Weaponsmithing) and Craft (Armorsmithing) 3 or more ranks.
Benefit: You gain a +2 bonus to all Craft checks related to armorsmithing and weaponsmithing. When
making armor, shields, or weapons, you may choose when you begin crafting them to make them average or
masterwork quality as normal. When crafting average quality versions of these items, upon completion
you may apply the masterwork quality to them normally without expanding any extra resources in the act.
Such items gain the market value and benefits normal master work items of the same type possess.
If you decide to make masterwork armor, shields, or weapons and spend the increased cost as normal,
the items are considered unqiue masterwork items. Such items have there market value from being
masterwork doubled, in addition to gaining additional benefits when used. Such unqiue weapons deal an
additional +1 masterwork damage on each successful attack, and armor and shields modified in this way
give an additional +1 armor bonus or shield bonus (respectively) to the wearers armor class. These
bonuses stack with the normal masterwork benefits.

Legendary Trapsmith [Skill]
You love traps and the thrill they bring you working on them and testing them. You love researching
and experimenting with others traps simply to see how they work, regardless of the danger to yourself.
Prerequisite: Int 15, Master Artisan, Craft (Trapmaking) and Disble Device 3 or more ranks.
Benefit: You gain a +2 bonus on all Craft (Trapmaking) checks, and to Disable Device checks made on
traps. You also gain a +2 insight bonus to your AC and to your saving throws against all traps. You
can disable simple objects in a move action instead of a standard action, and complex objects in only
1d4 rounds instead of 2d4 rounds. The effective market value of an trap you build is reduced by 50%
to determine the amount of progress that must be made before the trap is complete. You also gain the
ability to salvage reusable traps by using the disable device skill to dismantle them, to later use
elsewhere at a later time. However, traps made part of a structure or terrain (such as a pitfall trap,
falling ceiling, or flooding room) cannot be removed and reused in this fashion.

Light's Embrace [Skill]
You are difficult to see in the light.
Prerequisites: Skill Focus (Stealth), Stealth 5 or more ranks.
Benefit: You may make Stealth checks in normal or bright light even when observed.

Magic Sensetivity [Skill]
Your sensetive to magic, leylines, or spellcasters weavings, and seemingly know when magical events
take place nearby.
Benefit: Whenever anyone within a reasonable distance uses a spell, spell-like ability, or produces a
supernatural effect, you may immediately make a perception check to sense the action. The DC for this
check is 10 + 1 for every 10 feet away the spell originates from. The DC is lowered by an amount equal
to the spell's level (if any), as stronger magical effects are more senistive to detect. On a successful
check, you can pinpoint the general direction and distance of the magical effect, a sense of its level
of power (creatures or spellcasters caster level), and the number of objects or creatures it targeted,
but not the specifics of the spell or effect other then it was a magic effect. If you fail the check by
5 or less, you can make out the general direction of its origin only. If you fail the check by 6 or
more, you detect nothing. Lastly, you gain a +4 bonus to Perception checks made to find magic objects.

Master Artisan [Skill]
You are skilled in the art of crafting. Your mind goes over every small detail and function of all
items you devote your time to. You go over every texture, every sound, the balance, and design of the
object to the point of being obessed.
Prerequisite: Int 13, two or more craft skills with at least 1 rank each.
Benefit: You gain a +2 bonus to all Craft checks. You may take 20 on Craft checks in the same amount
of time it would take you to take 10 on such a check. When using the Craft skill to make or repair
items, your progress per week is in gold pieces instead of silver pieces, and your progress per day
is in silver pieces instead of copper pieces. You may choose to take a -10 penalty on any craft check
to reduce the effective progress of a day into a single hour. This increase to DC does not augment the
amount of coin pieces of progress you make for that hour, however.

Master Craftsman [Skill]
Your superior crafting skills allow you to create simple magic items.
Prerequisites: Int 15, Master Artisan, two or more craft skills with at least 5 ranks each.
Benefit: Choose one Craft skill in which you possess at least 5 ranks. You receive a +2 bonus on your
chosen Craft skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying
for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these
feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen
skill for the check to create the item. The DC to create the item still increases for any necessary spell
requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any
spell-trigger or spell-activation item.

Merchant Born [Skill]
You were born into a renowned or infamous merchant family, or perhaps your just a master of the trade.
Either way, you are a gold breeder, your every act can cause gold to fall at your feet.
Prerequisite: Int 13.
Benefit: You begin with 300 additional gold at character creation due to your skills with trading,
haggling and influence with merchants. You gain a +4 bonus to all Influence checks used when dealing
with merchants and traders, and a +4 bonus on all Knowledge (Trade) checks. If character creation
is beyond 1st level, you gain an additional 300 gold to spend for every 5 ranks in Influence and
Knowledge (Trade) you possess.

Nimble Hands [Skill]
You are quick and agile with your hands. You can perform risky actions with them much more quickly
with less risk of failure.
Benefit: You gain a +2 bonus on Sleight of Hand checks. You may perform such a check as a move action
with only a -10 penalty to the check (instead of -20), and as a swift action by taking a -20 penalty
to the check.

Pass For Human
You’re easily mistaken for a human rather than a member of your own race.
Prerequisite: Half-elf, half-orc, or halfling.
Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive
the penalty for disguising yourself as a member of another race when you do so. In areas largely
populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to
assume you are human unless given a reason to think otherwise.

Incredibly Perceptive [Skill]
You are naturally perceptive to a fault from either an abnormal birth quality or magical alteration of
your senses.
Benefit: You gain a +4 bonus to Perception checks. For every 5 ranks in Perception you possess, you gain
a +1 bonus to Initiative checks.

Quick Learner [Skill]
You have gained a special insight that allows you to learn more skills and advance in them more quickly.
Prerequisite: Int 13
Benefit: You immediately gain 3 skill points, and an additional skill point for each level you currently
possess and later gain.

Shared Insight [Skill]
You deftly direct others’ attentions where you wish.
Prerequisites: Wis 13.
Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a
+2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).

Skill Focus [Skill]
Select one skill. You have devoted a great deal of time and insight into that skill. You perform that
skill much easier and better then most.
Prerequisite: 1 or more rank in selected skill.
Benefit: The skill becomes a class skill if it was not already. You gain a +3 bonus to that skill. If
you possess or later gain 10 or more ranks in that skill, the bonus to that specific skill increases to
+6.
Special: This feat may be taken multiple times. Each time its selected, a new skill must be selected.

Skill Insight [Skill]
You must select two skills when you take this feat. You gain both the fundamental understanding in how
to use them, and improved effectiveness when you perform them.
Prerequisite: 1 or more ranks in each skill selected.
Benefit: Both skills you select become class skills if they were not already. You gain a +2 bonus to
those skills. If you possess or later gain 10 or more ranks in any of the selected skills, the bonus
to that specific skill increases to +4.
Special: This feat may be taken multiple times. Each time its selected, two new skills must be selected.

Skill Mastery [Skill]
You acheive mastery with the skills you have dedicated your life to. You may use them at any time, even
when under duress without so much as flinching.
Prerequisite: Skill Focus or Skill Insight in 3 or more seperate skills.
Benefit: You may now take 10 on all skills you have selected Skill Focus or Skill Insight with, even if
distracted, threatened, or otherwise would be unable to.

Sociable [Skill]
You have a way of helping others to get along.
Prerequisites: Cha 13.
Benefit: As a move action, you grant all friendly creatures within 30 feet who can see or hear you
(including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma
modifier (minimum 1 round).

Speedy Crafter [Skill]
Your mastery in the craft is so absolete, you can make objects before peoples very eyes in moments.
Prerequisite: Int 15, Master Artisan.
Benefit: You may now make progress by the hour without taking a penalty to your Craft checks. You may
now instead take a -10 penalty to your Craft checks to make progress by the day in only 5 minutes.

Stone-Faced [Skill]
Rocks show more expression than you.
Benefit: You receive a +4 bonus on bluff-based Influence checks to lie or conceal your feelings or
true motives, but not to feint in combat or deliver secret messages. In addition, the DC for Sense Motive
checks to get a hunch about you is 30 rather than 20.

Urban Forager [Skill]
You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities.
Prerequisites: Knowledge (Local) 1 rank, Survival 1 rank.
Benefit: You may use the Survival skill to forage and track in urban locations.

Cieyrin
2011-03-07, 04:41 PM
I see a lot that looks fairly nice, like Athletic Build, but other bits that I can't really see a difference from the original, like Cosmopolitan and Eagle Eyes. Perhaps it's minor tweaks, like how Skill Focus and Stone Faced were treated, were in order, I'm just perhaps missing it, I guess.

Jane_Smith
2011-03-07, 06:48 PM
Some of the effects were not changed - some i only tweaked the prerequisites. Like removing racial-requirements, etc. Dwarves arnt the only stone-faced race. Orcs, stonechildren, etc? It just seems silly to make that kinda social 'trait' into a racial feat when anyone could take it.


Also, Skill Insight? Replaces -all- the old +2/+2 (later +4/+4) feats from pathfinder like athletic, etc.


EDIT: Fyi, i dont intent on removing all racial prerequisites, etc. I just plan on making racial feats less social based, and more actual physically augmenting. Like "Improved Keen Sense" for elves/half-elves, better darkvision for dwarves/half-orcs, so on.