kaomera
Explorer
Craft and Performance Skills
Craft and performance cover a wide range of skills. When you learn a craft or performance skill you must choose a particular craft or art that you gain proficiency in. Craft and performance do not count as class skills for any class unless you take the appropriate background. These skills can otherwise be learned as normal, or by taking the appropriate background. Craft would normally be associated with intelligence or wisdom, and performance with dexterity or charisma, but the DM should allow any appropriate ability to be used.
Craft and performance skills serve to supplement the normal 4e skill list, and should not replace existing skills. These skills exist to give a bonus to checks that otherwise would be straight ability checks. There should be circumstances (at the DM's discretion) where they are appropriate for use in a skill challenge, etc. The DM is encouraged to make opportunities for these skills to be used (if a character has one), and has final say over the appropriate use of them (under the guideline of "say 'yes' to the players). However, it is in the end the player's responsibility to find good uses for them.
These skills do not have skill powers associated with them - the player is however encouraged to gain training for her PC in appropriate related skills, and may then take associated skill powers, which may be re-flavored to reflect the craft or performance skill. For roleplay purposes these skills can be used to raise funds, but any gold so earned should be accounted for with the normal wealth mechanics.
Backgrounds
Natural Talent
Campaign Setting: General
You where recognized at an early age as possessing a particular affinity with your chosen craft or performance skill, and have worked since to perfect that art.
Benefit: You gain either one craft or one performance skill as a trained skill.
Apprenticed to a Master
Campaign Setting: General
You have spent many long hours in training your chosen craft or performance skill, under the guidance of an accomplished master of that art.
Benefit: Add either one craft or one performance skill to your list of class skills, and you gain a +2 bonus with that skill.
Feats
Masterwork Item (Craft)
Prerequisite: Any appropriate craft skill.
Benefit: Choose one particular magic item appropriate to your craft skill. You can craft that item as if you knew the appropriate ritual as long as it is no more than two levels above your character level. Once each five levels you may replace the chosen item with an appropriate upgrade, subject to DM approval.
Singular Artistry (Craft or Performance)
Prerequisite: Any appropriate craft or performance skill.
Benefit: Choose one craft or performance skill. The first time you make a check against that skill in a given skill challenge you may count it as two successes if you succeed. In addition you gain a +3 feat bonus to the skill when making opposed skill checks.
Superlative Performance (Performance)
Prerequisite: Any appropriate performance skill.
Benefit: Choose one ritual appropriate to your performance skill (including martial practices) of your level or lower. You master that ritual and can perform it once per day without paying the component cost.
Craft and performance cover a wide range of skills. When you learn a craft or performance skill you must choose a particular craft or art that you gain proficiency in. Craft and performance do not count as class skills for any class unless you take the appropriate background. These skills can otherwise be learned as normal, or by taking the appropriate background. Craft would normally be associated with intelligence or wisdom, and performance with dexterity or charisma, but the DM should allow any appropriate ability to be used.
Craft and performance skills serve to supplement the normal 4e skill list, and should not replace existing skills. These skills exist to give a bonus to checks that otherwise would be straight ability checks. There should be circumstances (at the DM's discretion) where they are appropriate for use in a skill challenge, etc. The DM is encouraged to make opportunities for these skills to be used (if a character has one), and has final say over the appropriate use of them (under the guideline of "say 'yes' to the players). However, it is in the end the player's responsibility to find good uses for them.
These skills do not have skill powers associated with them - the player is however encouraged to gain training for her PC in appropriate related skills, and may then take associated skill powers, which may be re-flavored to reflect the craft or performance skill. For roleplay purposes these skills can be used to raise funds, but any gold so earned should be accounted for with the normal wealth mechanics.
Backgrounds
Natural Talent
Campaign Setting: General
You where recognized at an early age as possessing a particular affinity with your chosen craft or performance skill, and have worked since to perfect that art.
Benefit: You gain either one craft or one performance skill as a trained skill.
Apprenticed to a Master
Campaign Setting: General
You have spent many long hours in training your chosen craft or performance skill, under the guidance of an accomplished master of that art.
Benefit: Add either one craft or one performance skill to your list of class skills, and you gain a +2 bonus with that skill.
Feats
Masterwork Item (Craft)
Prerequisite: Any appropriate craft skill.
Benefit: Choose one particular magic item appropriate to your craft skill. You can craft that item as if you knew the appropriate ritual as long as it is no more than two levels above your character level. Once each five levels you may replace the chosen item with an appropriate upgrade, subject to DM approval.
Singular Artistry (Craft or Performance)
Prerequisite: Any appropriate craft or performance skill.
Benefit: Choose one craft or performance skill. The first time you make a check against that skill in a given skill challenge you may count it as two successes if you succeed. In addition you gain a +3 feat bonus to the skill when making opposed skill checks.
Superlative Performance (Performance)
Prerequisite: Any appropriate performance skill.
Benefit: Choose one ritual appropriate to your performance skill (including martial practices) of your level or lower. You master that ritual and can perform it once per day without paying the component cost.