FireLance
Legend
The knacks sub-system addresses an issue that some players have with 4e attributes: the lack of a unique advantage for having a high Intelligence.
Under the knacks sub-system, a character gains one knack for every point of Intelligence bonus. A knack is effectively a "mini-feat", and balance-wise, a knack should be worth approximately a third of a Heroic-tier feat.
Some initial ideas for knacks are as follows:
Under the knacks sub-system, a character gains one knack for every point of Intelligence bonus. A knack is effectively a "mini-feat", and balance-wise, a knack should be worth approximately a third of a Heroic-tier feat.
Some initial ideas for knacks are as follows:
Background
Select a background, such as farmer, blacksmith or sailor. You gain a +2 knack bonus to skill checks related to your background. Your DM may disallow backgrounds that he considers inappropriate for his campaign.
Language Knack
Choose one language. You can speak, read, and write that language fluently.
Special: You can take this knack more than once. Each time you select this knack, choose a new language to learn.
Skill Knack
Choose one untrained skill. You gain a +2 knack bonus to untrained skill checks with that skill.
Special: You can take this knack more than once. Each time you select this knack, choose a different untrained skill.
Weapon Knack
Choose two weapons of the same handedness (one-handed or two-handed) and group (mace, light blade, heavy blade, etc.) that you are proficient with. When you wield one of your chosen weapons, you may adjust your grip (or make some other change to the way in which you wield it) as a minor action and use it as if it was the other weapon instead. For example, a rogue with Weapon Knack (dagger, short sword) may choose to use his dagger as a short sword and gain a damage die of 1d6 instead of 1d4, but would not be able to make ranged attacks with it or gain the bonus to attack rolls from his rogue weapon talent while doing so. Reverting to a weapon's original usage requires another minor action. When you draw one of your chosen weapons or otherwise ready it for usage, you may choose to use it as either weapon as a free action.
Special: You can take this knack more than once. Each time you select this knack, choose two different weapons.
Knack Bonuses and Feat Bonuses
Certain knacks provide a bonus to skill checks. I am not keen on allowing thse bonuses to stack with feat bonuses, as the combination of Jack of All Trades and Skill Knack would result in a net +4 bonus to skill checks for that skill, which is almost as good as Skill Training. On the other hand, (as pointed out by Stalker0 below) if knacks simply provide feat bonuses, Jack of All Trades would make Skill Knack irrelevant. My compromise solution is for knacks to always provide a +2 knack bonus to the relevant skill checks, and when a knack bonus and a feat bonus both apply to a single skill check, the knack bonus is halved to +1. While this is more complicated, it has the effect that Skill Knack by itself provides a +2 bonus to a skill check, and Skill Knack and Jack of All Trades together provide a +3 bonus to a skill check. This seems about right to me, balance-wise.
Thoughts?Select a background, such as farmer, blacksmith or sailor. You gain a +2 knack bonus to skill checks related to your background. Your DM may disallow backgrounds that he considers inappropriate for his campaign.
Language Knack
Choose one language. You can speak, read, and write that language fluently.
Special: You can take this knack more than once. Each time you select this knack, choose a new language to learn.
Skill Knack
Choose one untrained skill. You gain a +2 knack bonus to untrained skill checks with that skill.
Special: You can take this knack more than once. Each time you select this knack, choose a different untrained skill.
Weapon Knack
Choose two weapons of the same handedness (one-handed or two-handed) and group (mace, light blade, heavy blade, etc.) that you are proficient with. When you wield one of your chosen weapons, you may adjust your grip (or make some other change to the way in which you wield it) as a minor action and use it as if it was the other weapon instead. For example, a rogue with Weapon Knack (dagger, short sword) may choose to use his dagger as a short sword and gain a damage die of 1d6 instead of 1d4, but would not be able to make ranged attacks with it or gain the bonus to attack rolls from his rogue weapon talent while doing so. Reverting to a weapon's original usage requires another minor action. When you draw one of your chosen weapons or otherwise ready it for usage, you may choose to use it as either weapon as a free action.
Special: You can take this knack more than once. Each time you select this knack, choose two different weapons.
Knack Bonuses and Feat Bonuses
Certain knacks provide a bonus to skill checks. I am not keen on allowing thse bonuses to stack with feat bonuses, as the combination of Jack of All Trades and Skill Knack would result in a net +4 bonus to skill checks for that skill, which is almost as good as Skill Training. On the other hand, (as pointed out by Stalker0 below) if knacks simply provide feat bonuses, Jack of All Trades would make Skill Knack irrelevant. My compromise solution is for knacks to always provide a +2 knack bonus to the relevant skill checks, and when a knack bonus and a feat bonus both apply to a single skill check, the knack bonus is halved to +1. While this is more complicated, it has the effect that Skill Knack by itself provides a +2 bonus to a skill check, and Skill Knack and Jack of All Trades together provide a +3 bonus to a skill check. This seems about right to me, balance-wise.
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