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yes, this again: Fighters need more non-combat options
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<blockquote data-quote="Mistwell" data-source="post: 7547620" data-attributes="member: 2525"><p>I have no idea where you are getting this "fact" from, but I don't think it's a player-oriented question, but a fighter-oriented one. Do most players of FIGHTERS use feats? I suspect they do. </p><p></p><p>If instead of gaining an ASI at levels 6 and 14 they instead offerred this power, would it change things because the optics change?</p><p></p><p>Adroit Specialization. At 6th level you gain one Adroit Specialization. You gain a second one at level 14. When you gain an Adroit Specialization, choose one from the list below:</p><p>1) You gain proficiency in any combination of three skills or tools of your choice.</p><p>2) You gain one skill expertise, one skill proficiency, one language proficiency, and one tool proficiency. </p><p>3) You gain +1 Charisma, advantage on Charisma (Deception and Performance) checks when trying to pass yourself off as a different person, and can mimic any speech or sound you've heard for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.</p><p>4) Using a healer’s kit to stabilize a dying creature also graints them 1 hit point. You may also spend an action and a use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points + hit points equal to the targets HD. They can’t regain hit points from this feat again until it finishes a short or long rest.</p><p>5) You gain +1 Intelligence, always know which way is north, the number of hours left before the next sunrise or sunset, and can accurately recall anything you have seen or heard within the past month.</p><p>6) You gain +1 Intelligence, learn three languages, and can ably create written ciphers which otthers can’t decipher unless you teach them it, or they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.</p><p>7) You gain +1 Intelligence, and if you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You also have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 7547620, member: 2525"] I have no idea where you are getting this "fact" from, but I don't think it's a player-oriented question, but a fighter-oriented one. Do most players of FIGHTERS use feats? I suspect they do. If instead of gaining an ASI at levels 6 and 14 they instead offerred this power, would it change things because the optics change? Adroit Specialization. At 6th level you gain one Adroit Specialization. You gain a second one at level 14. When you gain an Adroit Specialization, choose one from the list below: 1) You gain proficiency in any combination of three skills or tools of your choice. 2) You gain one skill expertise, one skill proficiency, one language proficiency, and one tool proficiency. 3) You gain +1 Charisma, advantage on Charisma (Deception and Performance) checks when trying to pass yourself off as a different person, and can mimic any speech or sound you've heard for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. 4) Using a healer’s kit to stabilize a dying creature also graints them 1 hit point. You may also spend an action and a use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points + hit points equal to the targets HD. They can’t regain hit points from this feat again until it finishes a short or long rest. 5) You gain +1 Intelligence, always know which way is north, the number of hours left before the next sunrise or sunset, and can accurately recall anything you have seen or heard within the past month. 6) You gain +1 Intelligence, learn three languages, and can ably create written ciphers which otthers can’t decipher unless you teach them it, or they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. 7) You gain +1 Intelligence, and if you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. You also have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. [/QUOTE]
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Community
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yes, this again: Fighters need more non-combat options
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