Custom Skill Usage

Classes, feats, spells, items... for making and requesting permission.

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Zanaikin
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Custom Skill Usage

Postby Zanaikin » Sat May 06, 2006 8:50 pm

Custom skills and additional usage for skills...
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Zanaikin
Tsunshun
Posts: 4433
Joined: Fri Apr 28, 2006 2:37 am
Race: Tofu
Class: Strategist 5/Worldforger 3/SW Engineer 5
Location: Lost in my virtual universe
Contact:

Postby Zanaikin » Thu Aug 10, 2006 12:51 am

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CONCENTRATION [Constitution]

Iaijutsu (See Oriental Adventures):
Prerequisites: One Diamond Mind Maneuver, Quick Draw
Concentration replaces all rules for Iaijutsu Focus skill. Bonus damage from Iaijutsu strikes count as precision damage. Iaijutsu may be performed at any time you draw a sword and attack immediately afterwards against a flat-footed character.
DC 15: +1d6 Damage
DC 25: +2d6 Damage
DC 35: +3d6 Damage
DC 45: +4d6 Damage
DC 55: +5d6 Damage
DC +10: +1d6 Additional Damage

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KNOWLEDGE [Intelligence]
Knowledge checks to provide an advantage to combat and adventuring. The type of bonuses gained through a successful knowledge check depends on the object of the check in question. This bonus is usually a competence bonus to either attack rolls, precision damage (d6), AC, a saving throw, or a skill check.

DC 15: +1 bonus
DC 25: +2 bonus
DC 35: +3 bonus

DM’s Discretion: additional modifiers to DC may depend upon opponent and situation. Some checks will simply fail if the opponent has no weakness in the chosen field.

For examples on this ability, read

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KNOWLEDGE (TACTICS) [Intelligence]
Knowledge (Tactics) checks allow a character to understand and determine tactical maneuvers on the battlefield.
Knowledge (Tactics) is a class skill for any class with all knowledge skills, plus Crusader, Fighter, Samurai, Scout, & Warblade.

Synergy:
If you have 5 or more ranks in Knowledge (Tactics), you gain +2 bonus on bluff, intimidate, and sense motive checks made to gain a tactical advantage.

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KNOWLEDGE (TECHNOLOGY) [Intelligence]
Knowledge (Technology) checks allow a character to examine and understand objects of advanced technology.
Knowledge (Technology) is a class skill for any class with all knowledge skills, plus Artificers and Rogues.

DC 15: Identify technology (gaining a rough understanding of functions). For every 5 points you exceed the check DC, you gain additional information regarding the technology.
DC 20: General understanding (gain general knowledge of functions). Allowing you to utilize the general functions of the device (at a –4 nonproficiency penalty).
DC 30: Thorough understanding (gain precise knowledge of functions). Allowing you to disable, disrupt, or bypass an advanced device (disable device), repair the device (appropriate craft skill), or utilize advanced functions of the device.

Modifiers:
Obscure technology (specific to another region or race): –5
Per era of technology gap: –10
Quick examination (1 round): –20

Synergy:
If you have 5 or more ranks in Knowledge (Technology), you gain +2 bonus on Disable Device and Open Lock checks when manipulating mechanical devices.
If you have 1 or more ranks in both Knowledge (Technology) and Disable Device, you may make Critical Strikes and deal sneak attack, sudden strike, skirmish, and other precision damage against mechanical devices with a successful Knowledge (Technology) check (DC 25).

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PERFORM [Charisma]

Synergy:
If you have 5 or more ranks in Perform (Oratory), you gain +2 bonus on Rally checks.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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