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<blockquote data-quote="Sadrik" data-source="post: 3963661" data-attributes="member: 14506"><p>Very nice.</p><p></p><p>I think second wind should <em>not</em> heal "bloodied" damage but rather only the "luck" portion of HP. Also, how did you figure out how many HP it gives back?</p><p></p><p>Here is some skill stuff. </p><p></p><p>Intimidate was announced as a skill much to my chagrin.</p><p>History was also announced.</p><p></p><p></p><p>I would modify these: </p><p>jump to acrobatics</p><p>ride to athletics</p><p>bluff to streetwise</p><p>gather information to diplomacy</p><p>perform oratory to diplomacy</p><p>appraise, craft and repair magic items to arcana</p><p></p><p></p><p>Then add these skills:</p><p>Finery (appraise, craft and repair art and finery, forgery)</p><p>Build (appraise, craft and repair buildings and such, K: Arch & Eng)</p><p>Craft (appraise, craft and repair armor weapons and such)</p><p>Music (perform instrument, perform sing)</p><p>Act (disguise, perform comedy, perform acting)</p><p></p><p>Dump: </p><p>endurance (concentration) because I hope that concentration is just a level check or something.</p><p>Deception (Bluff, Forgery, Disguise) moved everything to other stuff</p><p></p><p>Arcana (K: Arcana, Spellcraft)</p><p>Acrobatics (Balance, Tumble, Escape Artist)</p><p>Athletics (Swim, Climb, Jump)</p><p>Deception (Bluff, Forgery, Disguise)</p><p>Diplomacy (Diplomacy, Perform, Intimidate)</p><p>Dungeoneering (K: Arch & Eng, K: Dungeoneering)</p><p>Endurance (Concentration)</p><p>Heal</p><p>Insight (Sense Motive, Appraise)</p><p>Initiative</p><p>Nature (K:Nat, Survival, Handle Animal)</p><p>Sleight of Hand (Open Lock, Pick Pocket, Disable Device)</p><p>Perception (Spot, Listen, Search)</p><p>Religion</p><p>Ride</p><p>Stealth</p><p>Streetwise (K: Local, Gather Information)</p><p></p><p>Anyway final skill list looking something like:</p><p>1. Acrobatics (jump, tumble, balance, escape artist)</p><p>2. Act (disguise, perform act, perform comedy)</p><p>3. Arcana (appraise, craft and repair magic, knowledge arcane, spellcraft, alchemy, id dragons, planar creatures, and constructs)</p><p>4. Athletics (climb, swim, ride)</p><p>5. Building (craft and repair buildings and structures, knowledge architecture and engineering)</p><p>6. Craftsmanship (appraise, craft and repair most things, craft arms and armor)</p><p>7. Diplomacy (gather information, diplomacy, perform oratory)</p><p>8. Dungeoneering (nature, handle animal, survival but for underground, id animals, plants and oozes)</p><p>9. Finery (appraise, repair and craft fine things/art- including forgery)</p><p>10. Heal</p><p>11. History (history, local, nobility, royalty, id a religion, and humanoids)</p><p>12. Insight (sense motive)</p><p>13. Intimidate</p><p>14. Language (speak language, decipher script, id a language)</p><p>15. Manipulation (open locks, disable traps, sabotage device, sleight of hand)</p><p>16. Music (perform musical instrument, perform sing)</p><p>17. Nature (nature, handle animal, survival, id animals, plants and fey)</p><p>18. Occult (religion, id undead, and shapchangers)</p><p>19. Perception (spot, listen, search)</p><p>20. Pilot (profession sailing)</p><p>21. Stealth (hide, move silently)</p><p>22. Streetwise (bluff, local)</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3963661, member: 14506"] Very nice. I think second wind should [I]not[/I] heal "bloodied" damage but rather only the "luck" portion of HP. Also, how did you figure out how many HP it gives back? Here is some skill stuff. Intimidate was announced as a skill much to my chagrin. History was also announced. I would modify these: jump to acrobatics ride to athletics bluff to streetwise gather information to diplomacy perform oratory to diplomacy appraise, craft and repair magic items to arcana Then add these skills: Finery (appraise, craft and repair art and finery, forgery) Build (appraise, craft and repair buildings and such, K: Arch & Eng) Craft (appraise, craft and repair armor weapons and such) Music (perform instrument, perform sing) Act (disguise, perform comedy, perform acting) Dump: endurance (concentration) because I hope that concentration is just a level check or something. Deception (Bluff, Forgery, Disguise) moved everything to other stuff Arcana (K: Arcana, Spellcraft) Acrobatics (Balance, Tumble, Escape Artist) Athletics (Swim, Climb, Jump) Deception (Bluff, Forgery, Disguise) Diplomacy (Diplomacy, Perform, Intimidate) Dungeoneering (K: Arch & Eng, K: Dungeoneering) Endurance (Concentration) Heal Insight (Sense Motive, Appraise) Initiative Nature (K:Nat, Survival, Handle Animal) Sleight of Hand (Open Lock, Pick Pocket, Disable Device) Perception (Spot, Listen, Search) Religion Ride Stealth Streetwise (K: Local, Gather Information) Anyway final skill list looking something like: 1. Acrobatics (jump, tumble, balance, escape artist) 2. Act (disguise, perform act, perform comedy) 3. Arcana (appraise, craft and repair magic, knowledge arcane, spellcraft, alchemy, id dragons, planar creatures, and constructs) 4. Athletics (climb, swim, ride) 5. Building (craft and repair buildings and structures, knowledge architecture and engineering) 6. Craftsmanship (appraise, craft and repair most things, craft arms and armor) 7. Diplomacy (gather information, diplomacy, perform oratory) 8. Dungeoneering (nature, handle animal, survival but for underground, id animals, plants and oozes) 9. Finery (appraise, repair and craft fine things/art- including forgery) 10. Heal 11. History (history, local, nobility, royalty, id a religion, and humanoids) 12. Insight (sense motive) 13. Intimidate 14. Language (speak language, decipher script, id a language) 15. Manipulation (open locks, disable traps, sabotage device, sleight of hand) 16. Music (perform musical instrument, perform sing) 17. Nature (nature, handle animal, survival, id animals, plants and fey) 18. Occult (religion, id undead, and shapchangers) 19. Perception (spot, listen, search) 20. Pilot (profession sailing) 21. Stealth (hide, move silently) 22. Streetwise (bluff, local) [/QUOTE]
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