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Alternative feats for cross-class skills
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<blockquote data-quote="Li Shenron" data-source="post: 2670424" data-attributes="member: 1465"><p>I'd like to find an alternative to giving a feat to add "any 2 skills" into your class skill list.</p><p>I don't know what Complete Adventurer has to increase your number of class skills, but anyway I'm focused on a 3.0 campaign at the moment.</p><p></p><p>If a feat granted a number of skills to be always class skills for you, but the exact skills were fixed, how many would you think it'd be the right amount? And how would you divide the skills into groups?</p><p></p><p>Using the 3.0 list of skills, I was considering the following possibility:</p><p></p><p><strong>ADEPT</strong></p><p>Benefit: Alchemy, Knowledge(Arcana) and Spellcraft are always treated as class skills for you.</p><p></p><p><strong>ACROBAT</strong></p><p>Benefit: Balance, Escape Artist and Tumble are always treated as class skills for you.</p><p></p><p><strong>ATHLET</strong></p><p>Benefit: Climb, Jump and Swim are always treated as class skills for you.</p><p></p><p><strong>STALKER</strong></p><p>Benefit: Hide and Move Silently are always treated as class skills for you.</p><p></p><p><strong>FOCUSED</strong></p><p>Benefit: Concentration, Listen and Spot are always treated as class skills for you.</p><p></p><p><strong>SCHOLAR</strong></p><p>Benefit: All Knowledge and Speak Language are always treated as class skills for you.</p><p></p><p><strong>SCOUT</strong></p><p>Benefit: Heal, Intuit Direction, Knowledge(Nature) and Wilderness Lore are always treated as class skills for you.</p><p></p><p><strong>EASY-GOING</strong></p><p>Benefit: Diplomacy, Gather Information, Innuendo and Sense Motive are always treated as class skills for you.</p><p></p><p><strong>CAT BURGLAR</strong></p><p>Benefit: Search, Disable Device and Open Lock are always treated as class skills for you.</p><p></p><p><strong>ANIMAL TRAINER</strong></p><p>Benefit: Handle Animal, Ride and Use Rope are always treated as class skills for you.</p><p></p><p><strong>PERFORMER</strong></p><p>Benefit: Bluff, Disguise and Perform are always treated as class skills for you.</p><p></p><p>They all give 3 skills as class skills, except a couple which give 4 (but one skill is weak and 3.5 wrapped it into something else), and except Stalker which is anyway quite strong as is.</p><p>The Animal Trainer feat is definitely the weakest group in concept and I may just get rid of it.</p><p>Finally, some feats didn't make it in, and I wonder if/how to do that: Intimidate, Pick Pocket, Forgery and Appraise.</p><p></p><p>What do you think, too weak? Too good? Is there a better combination? I prefer groups that makes sense together than just "any 2".</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2670424, member: 1465"] I'd like to find an alternative to giving a feat to add "any 2 skills" into your class skill list. I don't know what Complete Adventurer has to increase your number of class skills, but anyway I'm focused on a 3.0 campaign at the moment. If a feat granted a number of skills to be always class skills for you, but the exact skills were fixed, how many would you think it'd be the right amount? And how would you divide the skills into groups? Using the 3.0 list of skills, I was considering the following possibility: [B]ADEPT[/B] Benefit: Alchemy, Knowledge(Arcana) and Spellcraft are always treated as class skills for you. [B]ACROBAT[/B] Benefit: Balance, Escape Artist and Tumble are always treated as class skills for you. [B]ATHLET[/B] Benefit: Climb, Jump and Swim are always treated as class skills for you. [B]STALKER[/B] Benefit: Hide and Move Silently are always treated as class skills for you. [B]FOCUSED[/B] Benefit: Concentration, Listen and Spot are always treated as class skills for you. [B]SCHOLAR[/B] Benefit: All Knowledge and Speak Language are always treated as class skills for you. [B]SCOUT[/B] Benefit: Heal, Intuit Direction, Knowledge(Nature) and Wilderness Lore are always treated as class skills for you. [B]EASY-GOING[/B] Benefit: Diplomacy, Gather Information, Innuendo and Sense Motive are always treated as class skills for you. [B]CAT BURGLAR[/B] Benefit: Search, Disable Device and Open Lock are always treated as class skills for you. [B]ANIMAL TRAINER[/B] Benefit: Handle Animal, Ride and Use Rope are always treated as class skills for you. [B]PERFORMER[/B] Benefit: Bluff, Disguise and Perform are always treated as class skills for you. They all give 3 skills as class skills, except a couple which give 4 (but one skill is weak and 3.5 wrapped it into something else), and except Stalker which is anyway quite strong as is. The Animal Trainer feat is definitely the weakest group in concept and I may just get rid of it. Finally, some feats didn't make it in, and I wonder if/how to do that: Intimidate, Pick Pocket, Forgery and Appraise. What do you think, too weak? Too good? Is there a better combination? I prefer groups that makes sense together than just "any 2". [/QUOTE]
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