| Post/Author/DateTime | Post |
|---|---|
| Solian06-12-07, 04:38 PM | I was looking through complete scoundrel today and was thinking to myself that Skill Tricks are a fantastic concept and pure genius for those of us that need to use them often. The only trouble is that their aren't enough in the book at all, and more are needed. To that extent, i thaught i'd ask weather anybody out there has any skill tricks that they had made? just post them on here for easy reference for the rest of us because i think we need a lot more of them than there is out there. |
| lord_xarallon06-12-07, 09:11 PM | I was looking through complete scoundrel today and was thinking to myself that Skill Tricks are a fantastic concept and pure genius for those of us that need to use them often. The only trouble is that their aren't enough in the book at all, and more are needed. Agreed. Just remember to keep low power, otherwise they should be feats. |
| immortal_fighter06-13-07, 01:45 PM | hmmm. yes |
| Breetai06-13-07, 06:16 PM | I agree love the concept but there are some tricks that are easily comparable to feats if not some that already are. The trick that allows a spot check vs the targets AC to allow your next single attack to be a touch attack already is a feat, the trick that makes your Open lock check a swift action is pretty potient, the trick that requires you make a minimum horizontal jump of 10ft to add 10ft to your movement is IMO better than the Dash feat. That's just a few off the top of my head and probobly the most potient of the lot but you get the idea. Like I said I love the idea but I think they should NOT be as powerful as feats. |
| InkBlot06-13-07, 07:10 PM | Breetai, there is a large difference between those skill tricks and the feats they resemble. The feats can be used whenever you want. The skill tricks are once per encounter. That difference makes the feats much much more powerful and useful. Anyway, I'm stumped for new skill tricks, but here's some feats to allow you to recover uses of skill tricks. TRICK OF THE MIND [PSIONIC] Your strong mind can quickly recover after performing a trick. Prerequisites: Autohypnosis 4 ranks Benefit: In order to use this feat, you must expend psionic focus. Choose a number of skill tricks equal to your highest mental ability bonus. You can use those skill tricks again in the current encounter, as if you hadn't already used them. Normal: You can only use a skill trick once per encounter, unless otherwise stated. Special: This feat does not give you additional uses of skill tricks which have a usage limit other than once-per-encounter. For example, you can not use this feat in conjunction with Magical Appraisal. MARTIAL TRICKSTER [FIGHTER] You incorporate a variety of tricks into your fighting style. Prerequisites: Two or more martial maneuvers Benefits: When you recover one or more expended maneuvers, you also recover an equal number of skill tricks. You can use the skill tricks again in the current encounter, as if you hadn't already used them. If you are a crusader, you recover one skill trick each time you are granted a maneuver. Normal: You can only use a skill trick once per encounter, unless otherwise stated. Special: This feat does not give you additional uses of skill tricks which have a usage limit other than once-per-encounter. For example, you can not use this feat in conjunction with Magical Appraisal. |
| Neutronium_Dragon06-13-07, 08:29 PM | Also, keep in mind that just because they were presented as feats doesn't necessarily mean that they're particularly good feats; it's just that making a feat out of it was the only option at the time, even if it's only fractionally as powerful as a feat should be. |
| Rowangar06-13-07, 10:19 PM | Wall Runner Bal 12, climb 5 Run along wall horizontally. You can run along a wall each square costs 4x movement, you can move vertically no more than 5ft. Special: this can be used in conjunction with "up the walls" skill trick. Up and over Jump 12, tumble 5 Use a jump check rather than tumble to move through an opponents square of your size or smaller at a DC of 25. |
| Solian06-14-07, 05:18 PM | Nice Rowanger, i can see the Up and Over feat coming in very handy. I also like the feats you came up with Inkblot, nicely done. Any body got any more they'd like to add? |
| arjomanes06-14-07, 05:32 PM | In response to the argument that skill tricks are as powerful as many feats: Another point to remember is that many of these skill tricks require lots of ranks in a skill and must be used at rather high levels--higher levels than many of the feats they somewhat overlap with. I think the investment of skill points necessary, the minimum levels needed to take the skill tricks, the limit on the number of skill tricks you get (1/2 level rounded up), the requirement to roll a skill check to succeed at the skill trick, and the fact they they are usable only once per encounter are enough balancing factors. |
| Rowangar06-14-07, 08:04 PM | MARTIAL TRICKSTER [FIGHTER] You incorporate a variety of tricks into your fighting style. Prerequisites: Two or more martial maneuvers Benefits: When you recover one or more expended maneuvers, you also recover an equal number of skill tricks. You can use the skill tricks again in the current encounter, as if you hadn't already used them. If you are a crusader, you recover one skill trick each time you are granted a maneuver. Normal: You can only use a skill trick once per encounter, unless otherwise stated. Special: This feat does not give you additional uses of skill tricks which have a usage limit other than once-per-encounter. For example, you can not use this feat in conjunction with Magical Appraisal.[/indent] I like the concept but it could be overpowered for a warblade since he can recover all his maneuvers as a swift action, allowing for a powerful combo to tumble through someone's square and treat then treat them as flatfooted, they can recover all maneuvers and skill tricks while doing this. You could take one level in warblade then go rogue or ninja and sneak attack/sudden strike like crazy... and this is just one abuse I immediately thought of, there may or may not be others. Perhaps making it so you can recover a number of skill tricks in place of maneuvers or not allowing to recover a trick in the same round in which it is used would make it more balanced. This next one may be better as a feat but I'm gonna "throw" it out there anyway: Human Catapult Tumble 12, Escape artist 8 Throw a grappled opponent will a successful tumble check: When in a grappling an opponent no more than one size catagory larger than you, as a move action make a tumble check DC 30 you begin a roll with your opponent. If you can beat your opponent with an escape artist vs their grapple check you throw them 5 feet for every 5 points you beat their check by. If you fail your escape artist you are both prone but still grappling. |
| Breetai07-02-07, 05:59 PM | The skill tricks are once per encounter. Really?! Okay that evens things out. |
| Arniha07-06-07, 01:19 AM | Just wanted to get this back to the front, i have some written down somewhere, so i'll post later. - |
| FponkDamn07-06-07, 01:48 AM | Haven't used these in my game, but thought up a few you might like. "Push the Button and Run" Manipulation Disable Device 12 Ranks, Jump 9 Ranks When you perform a Disable Device check, you may also make a Jump check. Move the distance the Jump check enables you to move (noting the doubling of DCs for not having a running start) before resolving the effect of your Disable Device check. "That Pebble Trick" Movement Move Silently 5 Ranks, Bluff 1 Rank If your Move Silently check is beaten by a listener's Listen check, you may make a single Bluff check as an immediate action with a DC of 10 +5 for each listener that heard you. If you succeed, the listeners know that they heard something, but believe it to be any square within 30 feet of you that you have line of effect to (your choice). This trick can only be performed if you have some small object to throw. Obviously this trick won't be much help if the listeners can also just see you, so it works best in conjunction with hiding. "Moment of Opportunity" Movement Tumble 12 Ranks, Evasion When you make a Reflex save, if you threaten an opponent who was also forced to make a Reflex save against the same effect (regardless of either of your success) you may make a Tumble check as an immediate action, with a DC equal to that opponent's AC. If you succeed, that opponent is considered flat-footed against the next attack you make against that opponent within one round. "Rakshasa's Hands" Interaction Spot 6 Ranks, Sense Motive 6 Ranks If you suspect that someone may be disguised, but the situation calls for tact and you can't just leap at them clawing at their face, you may instead use this trick. If the suspect eats anything, drinks anything, or touches another person, you may make a second Spot check versus their Disguise check, even if you failed the first (this check is in addition to the 1 per hour everyone gets). If you succeed, you may point out the opponent's slip (perhaps they tried to shake someone's hand with the wrong side of their own, hence the name) and all present also get the bonus Spot check. "Scientific Method" Mental Appraise 6 Ranks, Spellcraft 1 Rank As a full-round action, you may make a special Appraise check on any item that you know to be magical, and is currently on your person. The DC is equal to 5 + the item's Caster Level. If the item has a constant effect (such as +2 to Dex or Fire Resist 10) that is affecting you, you learn it. If the item does not have a constant effect, this trick fails. - Johnny |
| Jeweler07-06-07, 10:18 AM | I would suggest bumping up the DC for "Scientific Method" to 10+caster level, as this makes a little more challenging for the characters. Other than that these tricks look pretty good, I like "Push the button and run", it has a very cartoony feel. Good job. |