| Post/Author/DateTime | Post |
|---|---|
| DIESCUMDIE07-05-06, 09:11 AM | To make all skills more useful I have added these generic uses to the various skills. Infiltrate skills Gain surprise round Bluff Disguise Hide Forgery Move silently Open lock Information skills Gain all information about the next opponent, you may choose to avoid the next opponent. Decipher script Gather information Intimidate Knowledge Listen Search Sense Motive Spellcraft Spot Advantage skills Appraise - Gain 20% of value in transaction Craft - Gain 10% of value of nonmagic items per hour invested Diplomacy - Gain allies of cr1 x hrs invested for next encounter max of 1/4 your skill mod Handle animal - Gain skill mod x 20xp for each day with your animal Heal - Gain skill mod x 100xp for each day without an encounter Perform - Gain skill mod x 10xp for each encounter Profession - Gain skill mod x 100gps per day from business owned Sleight of Hand - Gain skill mod x 100gps per day from opportunistic theft when in society Survival - Gain skill mod xp per day Special Balance - use instead of strength check for bull rush and trip (take down) attempts and defence Climb - Use instead of grapple check against opponent two size catagories larger. You may not pin them. Disable device - Use instead of grapple check against opponents of the same size when attempting a pin Escape Artist - End combat in your turn, full round action triggers aoo Jump - Use instead of strength check for bull rush and trip (take down) attempts and defence Heal - Use instead of fortitude dc's during surprise round Ride - Use instead of attack roll on mounted charge Swim - Use instead of grapple checks against opponents of the same size, may not be used for pinning attempts Use Rope - Use instead of grapple check against opponents of the same size when attempting a pin None Already usefull enough Concentration Tumble Use Magic device |