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List of Potential New Martial Practices
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<blockquote data-quote="NotAYakk" data-source="post: 7181717" data-attributes="member: 72555"><p>Consider stealing martial practices from the 5e "skill feats" article recently.</p><p></p><p>If I wanted to invest in reworking Martial Practices, I'd rebuild them.</p><p></p><p><strong>Martial Practices</strong>:</p><p>Some martial practices can be <strong>Prepared</strong>. <strong>Preparing</strong> a martial practice requires a long rest. You can have 1 martial practice prepared per tier for free; every additional martial practice prepared requires you to invest a healing surge which you cannot regain while you keep it prepared.</p><p></p><p><strong>Lock Savant</strong>: Thievery. By spending a minor action examining a locked device, you can roll 1d20. You can use the result of this roll when unlocking the locks on the lock or checking for traps on the device. You can only do this to a locked device once for each long rest. <strong>Prepared</strong>: You can unlock all locks (magic or not) on a device as a standard action. As a minor action, you can use a single skill check to attempt to unlock all locks on a device.</p><p></p><p><strong>Grasshopper</strong>: Athletics. Your jump distance is doubled. <strong>Prepared</strong>: You can long jump up to 8 squares + athletics bonus/2 + level squares as a standard action. You can high jump up to 10' + athletics bonus/2 + level feet as a standard action.</p><p></p><p><strong>Spider</strong>: Athletics. You climb using your full speed. <strong>Prepared</strong>: Your speed is now a climb speed.</p><p></p><p><strong>Shark</strong>: Athletics. Your swim at your full speed. <strong>Prepared</strong>: Your speed is now a swim speed.</p><p></p><p><strong>Coyote</strong>: Bluff. Feint and Distract are minor actions. <strong>Prepared</strong>: The first time per day an intelligent being notices you fail a check or task, they are convinced you failed on purpose for an innocuous reason (humour, being helpful, etc).</p><p></p><p><strong>Fox</strong>: Diplomacy. Once per day you can reroll a failed diplomacy check. <strong>Prepared</strong>: If you spend a minute talking to a creature who understands your language, you can make an Diplomacy vs their passive Insight check. If you or your allies are fighting the creature this check automatically fails. If you succeed, the creature becomes unable to attack you and you get to roll twice on all social skill checks made against them as the target until they are more than 60' away from you and for 1 minute thereafter. They also view you as friendly, will give your motivations the benefit of the doubt.</p><p></p><p><strong>Bear</strong>: Intimidate. Your Intimidate skill gains a power bonus equal to your Strength when you have a weapon visible you are proficient in. <strong>Prepared</strong>: As a Standard Action you can attempt to Demoralize a target. Make an intimidate check opposed by the target's insight check. If you succeed the creature is unable to attack you and you get to roll twice on all social skill checks against the target. Whenever the creature takes damage or takes a long rest they may make a saving throw against this effect. They also view you as dangerous, and will be cautious when acting against you.</p><p></p><p><strong>Rat</strong>: Streetwise. Secret information no longer recieves an increased DC. <strong>Prepared</strong>: When in an urban area, once per day you can spend an hour scrounging for slipshod equipment. This equipment becomes useless after a week. This equipment otherwise duplicates the effects of an item worth your level or lower. As a focus, you require gold or other valuable items worth 1/10th the price of the item in question; in the hour you barter your way up to the item and manage to break even.</p><p></p><p>But maybe this isn't what you are interested in.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7181717, member: 72555"] Consider stealing martial practices from the 5e "skill feats" article recently. If I wanted to invest in reworking Martial Practices, I'd rebuild them. [b]Martial Practices[/b]: Some martial practices can be [b]Prepared[/b]. [b]Preparing[/b] a martial practice requires a long rest. You can have 1 martial practice prepared per tier for free; every additional martial practice prepared requires you to invest a healing surge which you cannot regain while you keep it prepared. [b]Lock Savant[/b]: Thievery. By spending a minor action examining a locked device, you can roll 1d20. You can use the result of this roll when unlocking the locks on the lock or checking for traps on the device. You can only do this to a locked device once for each long rest. [b]Prepared[/b]: You can unlock all locks (magic or not) on a device as a standard action. As a minor action, you can use a single skill check to attempt to unlock all locks on a device. [b]Grasshopper[/b]: Athletics. Your jump distance is doubled. [b]Prepared[/b]: You can long jump up to 8 squares + athletics bonus/2 + level squares as a standard action. You can high jump up to 10' + athletics bonus/2 + level feet as a standard action. [b]Spider[/b]: Athletics. You climb using your full speed. [b]Prepared[/b]: Your speed is now a climb speed. [b]Shark[/b]: Athletics. Your swim at your full speed. [b]Prepared[/b]: Your speed is now a swim speed. [b]Coyote[/b]: Bluff. Feint and Distract are minor actions. [b]Prepared[/b]: The first time per day an intelligent being notices you fail a check or task, they are convinced you failed on purpose for an innocuous reason (humour, being helpful, etc). [b]Fox[/b]: Diplomacy. Once per day you can reroll a failed diplomacy check. [b]Prepared[/b]: If you spend a minute talking to a creature who understands your language, you can make an Diplomacy vs their passive Insight check. If you or your allies are fighting the creature this check automatically fails. If you succeed, the creature becomes unable to attack you and you get to roll twice on all social skill checks made against them as the target until they are more than 60' away from you and for 1 minute thereafter. They also view you as friendly, will give your motivations the benefit of the doubt. [b]Bear[/b]: Intimidate. Your Intimidate skill gains a power bonus equal to your Strength when you have a weapon visible you are proficient in. [b]Prepared[/b]: As a Standard Action you can attempt to Demoralize a target. Make an intimidate check opposed by the target's insight check. If you succeed the creature is unable to attack you and you get to roll twice on all social skill checks against the target. Whenever the creature takes damage or takes a long rest they may make a saving throw against this effect. They also view you as dangerous, and will be cautious when acting against you. [b]Rat[/b]: Streetwise. Secret information no longer recieves an increased DC. [b]Prepared[/b]: When in an urban area, once per day you can spend an hour scrounging for slipshod equipment. This equipment becomes useless after a week. This equipment otherwise duplicates the effects of an item worth your level or lower. As a focus, you require gold or other valuable items worth 1/10th the price of the item in question; in the hour you barter your way up to the item and manage to break even. But maybe this isn't what you are interested in. [/QUOTE]
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