| The_Big_Dog |
Crazy idea time. Power up skills for non-casters. This first attempt uses a progressive system that ties skills per level to maximum spell level of a class. This is similar to the way hit die are tied into base attack bonus.
What the new system does currently as written is attempt to power up the non-casters by providing more benefits from skills. Increased options, mobility, and other features that high level characters focused on skills should be able to do. I have added a new skill rank maximum system in order to keep certain classes (I'm looking at you, Wizard) from abusing the new skill bonuses.
Please take a look at these and tell me what you think. I realize I have no bonuses listed for profession and perform. Any ideas would be helpful. I will be back tomorrow to converse and discuss them in depth!
Without further ado, here are the proposed rules:
Skill point per level changes:
Non-caster classes (Barbarian, Fighter, Monk, Rogue, Cavalier) - 8 skill points per level + int mod
4th level casters (Paladin, Ranger) - 6 skill points per level + int mod
6th level casters (Inquisitor, Summoner, Bard) - 4 skill points per level + int mod
9th level casters (Cleric, Druid, Witch, Wizard, Sorceror, Oracle) - 2 skill points per level + int mod
Add skill rank maximums to allow characters weaker at casting to be better at skills. I.E., advanced skill training is offset by magic training.
These new rank maximums do not apply to Appraise, Craft, Fly, Knowledge, Perform, Profession, or Spellcraft skills.
They do apply to all other skills.
New skill maximums:
Non-caster classes (Barbarian, Fighter, Monk, Rogue, Cavalier) - Maximum ranks equal to hit dice (Minimum 1).
4th level casters (Paladin, Ranger) - Maximum ranks equal to 3/4 hit dice (Minimum 1).
6th level casters (Inquisitor, Summoner, Bard) - Maximum ranks equal to 1/2 hit dice (Minimum 1).
9th level casters (Cleric, Druid, Witch, Wizard, Sorceror, Oracle) - Maximum ranks equal to 1/4 hit dice (Minimum 1).
For multiclass characters, simply add the fractional maximums together to obtain current maximum for each skill (minimum 1). Class skill bonuses still apply.
Add additional bonuses and abilities for high skill ranks. All abilities listed below are extraordinary abilities. If no number of uses is given, they are considered to be a constant effect. Unless otherwise noted, your caster level is equal to your ranks in the skill which provided the bonus.
Acrobatics:
10 ranks - +15 feet to all movement speeds. A DC 25 jump check ignores the first 20 feet fallen.
15 ranks - +30 feet to all movement speeds. A DC 35 jump check ignores the first 30 feet fallen, and you no longer end up prone at the end of the fall even if you take damage.
20 ranks - You no longer take falling damage. As long as you would be capable of making a jump check to avoid falling damage, you no longer take damage from falling and never fall prone from a fall unless you want to.
Appraise:
10 ranks – Sell items at 60% value.
15 ranks – Sell items at 75% value.
20 ranks – Sell items at 90% value.
Bluff:
10 ranks - Feinting in combat is a swift action.
15 ranks - Glibness once per day, as the spell. Successfully feinting against your opponent makes him flatfooted against all your attacks until the start of your next turn.
20 ranks - Permanent Nondetection effect, as the spell. A successful feint against your opponent makes him flatfooted to all your allies until the start of your next turn.
Climb:
10 ranks - Spider climb, as the spell, except the climb speed is equal to one quarter your land speed.
15 ranks - Spider climb, as the spell, except the climb speed is equal to one half your land speed.
20 ranks - Spider climb, as the spell, except the climb speed is equal to your land speed.
Craft:
10 ranks - You may craft magic items within your craft skills domain, as if you had a caster level equal to your ranks in the craft skill granting this ability. This bonus applies individually to each craft skill taken.
15 ranks - You craft at half speed.
20 ranks - You can craft any item you are capable of crafting in one day.
Diplomacy:
10 ranks - Once per day, you can use charm person as the spell. The DC is equal to your ranks in diplomacy + your charisma modifier.
15 ranks - Once per day, you can use suggestion as the spell. The DC is equal to your ranks in diplomacy + your charisma modifier.
20 ranks - The charm person spell granted at 10 ranks now becomes Charm Monster, once per day. Once per day, you can use Mass Suggestion, as the spell. The DC is equal to your ranks in diplomacy + your charisma modifier.
Disable Device:
10 ranks - Detect Magic at will, as the spell.
15 ranks - You can use disable device against any trap.
20 ranks - You can use disable device against any ongoing spell or effect cast on an area. The DC for this use of Disable Device is 35 plus the level of the spell or effect.
Disguise:
10 ranks - Disguise Other at will, as the spell.
15 ranks - Alter Self at will, as the spell.
20 ranks - Your disguises can no longer be seen through.
Escape Artist:
10 ranks - Freedom of Movement, as the spell.
15 ranks - You are skilled at escaping with your mind as well. You may make a reflex saving throw instead of a will save against any mind-affecting spell or effect.
20 ranks - Immune to any effects which the Freedom spell would remove.
Fly:
10 ranks - Your flight maneuverability increases by one rank.
15 ranks - Your flight maneuverability increases by another rank.
20 ranks - Your flight maneuverability increases by another rank.
Handle Animal:
10 ranks - Calm Animals at will, as the spell.
15 ranks - Hold Animal at will, as the spell.
20 ranks - Dominate Animal once per day, as the spell.
Heal:
10 ranks - Cure Light Wounds, once per day, as the spell.
15 ranks - Cure Serious Wounds once per day, as the spell.
20 ranks - Heal once per day, as the spell.
Intimidate:
10 ranks - Demoralize now stacks with other shaken conditions to make a creature frightened. Creatures you influence the attitude of will act friendly toward you for a duration of one hour per intimidate rank.
15 ranks - Demoralize now grants the frightened condition, instead of the shaken condition. Creatures you influence the attitude of will act friendly toward you for a duration of one day per intimidate rank.
20 ranks - Using the Demoralize action, you may instead choose to insite your opponent into a rage, as the spell.
Knowledge:
10 ranks - +1 attack and +2 damage against creatures in this field of knowledge.
15 ranks - +2 attack and +4 damage against creatures in this field of knowledge.
20 ranks - +3 attack and +6 damage against creatures in this field of knowledge.
Linguistics:
10 ranks - Comprehend Languages, as the spell.
15 ranks - Tongues, as the spell.
20 ranks - You understand any and all language written or spoken. Even dead languages and secret languages.
Perception:
10 ranks - See Invisibility, as the spell. You may use precision damage against targets with concealment and total concealment.
15 ranks - You may use precision damage and critical hits against creatures that are immune to critical hits. You no longer have a miss change against targets with concealment.
20 ranks - True Seeing, as the spell. You no longer have a miss chance against targets with total concealment.
Perform:
10 ranks -
15 ranks -
20 ranks -
Profession:
10 ranks -
15 ranks -
20 ranks -
Ride:
Ride allows you to select a personal mount. This mount must be standard for its kind, and cannot be an animal companion, familiar, cohort, or similar. It cannot have any class levels or an intelligence greater than 2. This mount is considered your personal mount until it dies or you choose to obtain a new one. Choosing a new special mount requires one week to get familiar with the animal and its capabilities.
10 ranks - Your special mount gains permanent hit points equal its constitution modifier times your ranks in ride. When your ranks in ride or its constitution modifier increase or decrease, so do these permanent hit points.
15 ranks - As long as you are riding your mount, replace any saving throw your mount makes with a ride check. This is a free action.
20 ranks - As long as you are riding your mount, It may replace its fly checks with your ride check.
Sense Motive:
10 ranks - Detect Charm at will, as the spell.
15 ranks - Discern Lies at will, as the spell.
20 ranks - You can sense when individuals are targeting your vital areas and react occordingly. You are immune to precision damage from sneak attack and other sources so long as you are not helpless. This ability cannot be overwritten.
Sleight of Hand:
10 ranks - Quick Draw. Lift slightly larger objects off of a person up to the size of a light weapon of your size (or similar) with a DC 30 sleight of hand check.
15 ranks - Draw hidden weapons as a free action. Lift slightly larger objects off of a person up to the size of a one handed weapon of your size (or similar) with a DC 40 sleight of hand check. Apple sized legerdemain.
20 ranks - Lift slightly larger objects off of a person up to the size of a one handed weapon of your size (or similar) with a DC 40 sleight of hand check. Bowling ball sized legerdemain.
Spellcraft:
10 ranks - Arcane sight, as the spell.
15 ranks - Greater Dispel Magic, once per day, as the spell except the range of the spell is touch.
20 ranks - Greater Dispel Magic, at will, as the spell except the range of the spell is touch.
Stealth
10 ranks - You no longer require cover or concealment to make stealth checks.
15 ranks - Invisibility at will, as the spell.
20 ranks - Greater invisibility at will, as the spell.
Survival:
10 ranks - Blood Biography at will, as the spell.
15 ranks - Locate Creature at will, as the spell.
20 ranks - Discern Location at will, as the spell.
Swim:
10 ranks - You gain a swim speed equal to one quarter your land speed.
15 ranks - You gain a swim speed equal to one half your land speed.
20 ranks - You gain a swim speed equal to your land speed.
Use Magic Device:
10 ranks - You may take 10 on use magic device checks, even if you could not normally do so.
15 ranks - Each time you use an item with limited charges, you use half the charges you would normally use, minimum 0.5 charges. This can leave an item with a fractional number of charges remaining.
20 ranks - You may use any magic item as though you had all prerequisites and a caster level equal to your ranks in use magic device. You may use your charisma modifier for primary attribute modifiers where applicable.