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    Ogre in the Playground
     
    qwertyu63's Avatar

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    Default Some class skill feats

    Social Adept:
    Prereq: Cha 13
    Benefit: Add Bluff, Diplomacy, Intimidate and Sense Motive to the class skill list for all of your classes. This applies retroactively.

    Well Studied:
    Prereq: Int 13
    Benefit: Add Knowledge (any) to the class skill list for all of your classes. This applies retroactively.

    Infiltrator:
    Prereq: Dex 13
    Benefit: Add Climb, Hide, Move Silently and Tumble to the class skill list for all of your classes. This applies retroactively.
    Last edited by qwertyu63; 2014-09-21 at 06:03 PM.
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    Barbarian in the Playground
     
    Extra Anchovies's Avatar

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    Default Re: Some class skill feats

    By "this applies retroactively", do you mean that any half-ranks in those skills immediately become 1-to-1 ranks? If so, these feats are good. May want to specify that in the rules text, though.

    However, with three skills each I don't know if I'd be too inclined to use Social Adept of Infiltrator. Maybe four skills?

    Social Adept: Bluff, Diplomacy, Intimidate, Sense Motive
    Well Studied: this is essentially a non-setting-specific version of the Educated feat from the ECS; I like I like
    Infiltrator: Climb, Hide, Move Silently, Tumble

    Suggestions for more:
    Outdoorsman (requires Wis 13): Heal, Knowledge (Nature), Knowledge (Geography), Survival
    Magically Inclined (requires Int 13): Knowledge (Arcana), Knowledge (The Planes), Spellcraft (only three skills here because Spellcraft is powerful and giving it in the same feat as UMD is too much; if they want UMD they're taking Skill Knowledge)
    Last edited by Extra Anchovies; 2014-09-21 at 04:39 PM.
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    Ogre in the Playground
     
    qwertyu63's Avatar

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    Default Re: Some class skill feats

    Quote Originally Posted by Extra Anchovies View Post
    By "this applies retroactively", do you mean that any half-ranks in those skills immediately become 1-to-1 ranks? If so, these feats are good. May want to specify that in the rules text, though.
    That is exactly what I mean.

    However, with three skills each I don't know if I'd be too inclined to use Social Adept of Infiltrator. Maybe four skills?

    Social Adept: Bluff, Diplomacy, Intimidate, Sense Motive
    Well Studied: this is essentially a non-setting-specific version of the Educated feat from the ECS; I like I like
    Infiltrator: Climb, Hide, Move Silently, Tumble
    Perhaps... I like this idea.

    Suggestions for more:
    Outdoorsman (requires Wis 13): Heal, Knowledge (Nature), Knowledge (Geography), Survival
    Magically Inclined (requires Int 13): Knowledge (Arcana), Knowledge (The Planes), Spellcraft (only three skills here because Spellcraft is powerful and giving it in the same feat as UMD is too much; if they want UMD they're taking Skill Knowledge)
    I also like these. I'll come back later.
    If one of my table's is borked, PM me.

    "The only difference between homebrew and third-party content is a price tag." -Me, just now.

    Estote clementes, et numquam desinete discere.

    My Homebrew-Sirius Black is neither serious or black.

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