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Double Skill Maxima
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<blockquote data-quote="Steverooo" data-source="post: 762176" data-attributes="member: 9410"><p><strong>Here's a Fix:</strong></p><p></p><p>First, "Featify" all the Rogue Abilities... Each D6 of Sneak Attack, Evasion, Improved Evasion, Uncanny Dodge (bonus to AC), Uncanny Dodge (Unflankable), Slippery Mind, Skill Mastery, etc.</p><p></p><p>Next, allow the Rogue a choice from the "Rogue-Only" list at each level where they would ordinarily get a new or increased Rogue ability. Note that at some levels, they will get two Feats.</p><p></p><p>Next, add some new Rogue-Only Feats to the list. My rule for this is: Bonuses to skills is limited to +2/2 (ala Alertness) or +4 to one, with perhaps a minor bonus.</p><p></p><p>Here are some examples to get you started:</p><p></p><p>Alertness: +2 to Spot/Listen (as in PHB).</p><p>Stealthy: +2 Hide/Move Silently.</p><p>Improved Trapwisdom: +2 Search/Disable Device.</p><p>Perceptive: +2 Sense Motive/Read Lips.</p><p>Roughshod: +2 Intimidate/Bluff.</p><p>Face-Man: +2 Diplomacy/Gather Information.</p><p>Harper: +4 Perform (Harp).</p><p>Improved Stability: +4 Balance and against all Trip attempts.</p><p>Multilingually Well-Read: +4 Decipher Script.</p><p>Language Talent: Learn new languages you encounter at twice the usual rate (as a Class Skill, in game terms).</p><p>Magically Intuitive: +4 to Use Magic Device.</p><p>Knot Mastery: +2 to Use Rope, and all attacks with a Lasso, or grapnel use (Prerequisite: Rope Use 5+).</p><p>Escape Artist: +4 to... ah, you guessed! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Unbindable: +2 to Use Rope/Escape Artist.</p><p></p><p>Etc., etc., ad nauseum! (Note here that "Scott Free", famous Escape Artist, could have +6 to his skill, and +2 Use Rope at second level, if he maxed out Use Rope and took both Escape Artist and Knot Mastery!)</p><p></p><p>Now, PCs can bump up multiple skills at the expense of other Rogue abilities. Thus, you may have a Stealthy, Perceptive Rogue with no Sneak Attack, or a high-wire walker with no Evasion. That would certainly be different! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Also, allow Rogues to take these as normal Feats at levels one, three, six, etc. With the exception of Alertness, Improved Stability, and perhaps Roughshod, however, either make most of these Feats Rogue-only, or set the requirements such that only Rogues will be likely to have them... Requiring Ranks in Disable Device and Search will make Trapwise rare for anyone else, etc. Rangers, Rogues, and Monks might take Stealthy.</p><p></p><p>By allowing Rogues to trade away ordinary Roguish abilities for a permanent skill increase, you will certainly have variety! If you wanted to, you could also set up a "Professional List" of Feats (mostly Rogue-only) and ADD one Feat/5 levels, just like Mages get.</p></blockquote><p></p>
[QUOTE="Steverooo, post: 762176, member: 9410"] [b]Here's a Fix:[/b] First, "Featify" all the Rogue Abilities... Each D6 of Sneak Attack, Evasion, Improved Evasion, Uncanny Dodge (bonus to AC), Uncanny Dodge (Unflankable), Slippery Mind, Skill Mastery, etc. Next, allow the Rogue a choice from the "Rogue-Only" list at each level where they would ordinarily get a new or increased Rogue ability. Note that at some levels, they will get two Feats. Next, add some new Rogue-Only Feats to the list. My rule for this is: Bonuses to skills is limited to +2/2 (ala Alertness) or +4 to one, with perhaps a minor bonus. Here are some examples to get you started: Alertness: +2 to Spot/Listen (as in PHB). Stealthy: +2 Hide/Move Silently. Improved Trapwisdom: +2 Search/Disable Device. Perceptive: +2 Sense Motive/Read Lips. Roughshod: +2 Intimidate/Bluff. Face-Man: +2 Diplomacy/Gather Information. Harper: +4 Perform (Harp). Improved Stability: +4 Balance and against all Trip attempts. Multilingually Well-Read: +4 Decipher Script. Language Talent: Learn new languages you encounter at twice the usual rate (as a Class Skill, in game terms). Magically Intuitive: +4 to Use Magic Device. Knot Mastery: +2 to Use Rope, and all attacks with a Lasso, or grapnel use (Prerequisite: Rope Use 5+). Escape Artist: +4 to... ah, you guessed! ;) Unbindable: +2 to Use Rope/Escape Artist. Etc., etc., ad nauseum! (Note here that "Scott Free", famous Escape Artist, could have +6 to his skill, and +2 Use Rope at second level, if he maxed out Use Rope and took both Escape Artist and Knot Mastery!) Now, PCs can bump up multiple skills at the expense of other Rogue abilities. Thus, you may have a Stealthy, Perceptive Rogue with no Sneak Attack, or a high-wire walker with no Evasion. That would certainly be different! ;) Also, allow Rogues to take these as normal Feats at levels one, three, six, etc. With the exception of Alertness, Improved Stability, and perhaps Roughshod, however, either make most of these Feats Rogue-only, or set the requirements such that only Rogues will be likely to have them... Requiring Ranks in Disable Device and Search will make Trapwise rare for anyone else, etc. Rangers, Rogues, and Monks might take Stealthy. By allowing Rogues to trade away ordinary Roguish abilities for a permanent skill increase, you will certainly have variety! If you wanted to, you could also set up a "Professional List" of Feats (mostly Rogue-only) and ADD one Feat/5 levels, just like Mages get. [/QUOTE]
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