New Fangled Thingies

UnDfind

First Post
So, I was thinking of adding a new skill to the line-up just for fun. I've got a couple feats to go with it also. These work for all D20 thingies, but is posted here for D+D. What do ya' think?


Meditation [Wis] (Class Skill: Cleric, Monk, Wizard) (Cannot be used untrained)
A trained mind is capable of many feats that may seem impossible or mystic to those who do not understand it. By clearing the mind of all thought and focusing on a single image or problem, insight and understanding may come easier. Meditation requires at least one full hour of uninterrupted silent reflection; many also find that certain positions (I.E. Lotus position, Indian style, etc) help the process of clearing the mind of all unnecessary thoughts. Through meditation and deep contemplation, much can be learned and attained, as well as the benefits of gaining a settled mind focused on the task at hand. Due to the length of time required for Meditation, this skill may not be attempted in combat. Meditation may not be retried for any specific purpose.

Meditation may be used for the following purposes:

Effect____________________________________Meditation DC

+2 Competency bonus to any Knowledge check* - - - - - - 18

+2 Competency bonus to any Wisdom-based skill * - - - - -18

+2 Competency bonus to any Dexterity-based skill*- - - - 20

Ignore the effects of hit point loss at or below 0** - - - - 25

*Note that skills that may only be tried once may not be reattempted through Meditation. The bonuses gained through Meditation must be used for the first attempt in the case of these skills.
**Any character attempting to ignore hit point loss effects must be conscious when attempting to meditate. If the Meditation check is successful, the character automatically stabilizes himself. The Meditation check replaces the percentile roll to stabilize, and upon a failed meditation check, the character suffers all penalties that would normally affect him if he had failed the stabilization roll.


Also got some feats for the skill:


Dreamer [General]

You gain insight from your dreams.

Prerequisite: Wisdom 13+; Meditation Skill 3 ranks

Benefit: The character believes that dreams are glimpses into events from other places and other times. Whenever the character sleeps for eight uninterrupted hours, he may choose to make a Meditation skill check, attempting to interpret his dreams. The information learned is usually vague and heavy with metaphors, but a wise individual may gain invaluable insight from his dreams. The amount and quality of information gained is determined by the Meditation skill check.

Information Gained_______Meditation DC

No information - - - - - - - - - - 19 or less

Vague impressions of
present events - - - - - - - - - - 20

Specific impressions of
present events; or vague
impressions of past or
future events - - - - - - - - - - - 25

Detailed impressions of
present events; or specific
impressions of past or
future events - - - - - - - - - - - 30

Detailed impressions of
present and either past
or future events - - - - - - - - - 35

Detailed impressions of
past, present and future
events with a spirit guide
to explain what is seen - - - - 40+




Sixth Sense [General]

A focused mind leads to a joined body and mind, allowing almost mystical senses and reactions.

Prerequisite: Wis 15+; Meditation skill 12 Ranks

Benefit: By focusing inward and meditating, the character may temporarily gain a ‘Sixth Sense,’ gaining the ability to respond to things a split second before they happen. The character must meditate for a full hour, making no actions or movements. At the end of the hour, the character then rolls a Meditation skill check. The result of the check determines how long and what bonuses are attained. The effects of Sixth Sense are cumulative, and when a Meditation skill check is rolled, the benefits of all DCs less than and equal to the Meditation results are gained.

Sixth Sense Bonus_________________Meditation DC

+2 competency bonus to reflex saves
for 1d4 hours - - - - - - - - - - - - - - - - - - - - - 20

+1 dodge bonus to AC for 1d4
hours - - - - - - - - - - - - - - - - - - - - - - - - - - 25

+1 competency bonus to hit with all
weapons for 1d4 hours - - - - - - - - - - - - - - 30

+10 to the character’s next
1d4 initiative rolls- - - - - - - - - - - - - - - - - - 35



Well, there it is. Sixth Sense still needs a little work I think, but I kinda like it. What are your thoughts?

(((Yeah, I know it looks all sloppy and dashy and stuff...new to the post thing (first day). Well, I plan on posting all sorts of new stuff all the time, most likely here, so if you like then come on back))))
 

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Some alternate skill uses

Alternate Uses For Old Skills:

Pick Pocket à Sleight of Hand

While some use their dexterity and nimble fingers to cut purses and steal pouches, some decide to follow a less common path. The Pick Pocket skill may be used to perform small feats of sleight of hand. This is useful for things ranging from street performances to cheating at cards. When used in conjunction with the Quick Draw feat, daggers and other light weapons may be drawn from seemingly nowhere, suddenly appearing in the character’s hand as if by magic.


Appraise and Sense Motive à Games of Chance

Cards and Dice, horse races and dogfights, gambling is the second oldest profession in the world. Many lose fortunes and find themselves penniless after a night of gambling, but those lucky few with the right knack can make fortunes if they play their cards right. Games of chance come in two forms: Games where the disposition and attitudes of the other participants are as important as the game itself, and games where only the outcome of the cards, dice, horses, or whatever are the only things that matter. For the first type, where the players matter equally, if not more than the subject of gambling (such as poker and many other card games), a Sense Motive check by all those around the table may be used to determine the outcome. For more random-seeming games (Dice, horse racing, etc) an Appraise check may determine if the character bids right or wrong.


And of course the feat:

Games of Chance [General]

The character is adept at playing games that rely on chance (such as poker, and most other gambling ventures).

Prerequisite: None

A +3 bonus is applied to all rolls pertaining to a game of chance. If the character has gained information or is acting in a way that will sway the outcome to his advantage (cheating), this bonus may not be applied.
 

The Void Use feat in Rokugan seems to fill the same niche, although it's limited in how many times you can use it per day.
 



Iajutsu wha?

Here's a new feat. It kinda gives a little flair to higher level fighters.


Unsheathing Attack [General]

You may attack while drawing a weapon.

Prerequisite: Dex 15+; Quick Draw feat; Power Attack feat; Base Attack Bonus +7

Benefit: The character may attack an opponent within five feet of him when unsheathing a melee slashing weapon he is proficient with. The player rolls the attack as normal, but the opponent may make a reflex save (DC 10+ attacker’s Dex modifier) to halve the damage taken. An unsheathing attack is a free action that does not provoke an attack of opportunity.


It's a decently easy dodge, but hey it's a free attack!
 

Grrrarrrr

>>>>>This one is powerful, but it takes 2 temp con points to use, so you decide whether it's worth it or not ;)


Draining Strike [General]

You may make an attack that is considered a threat automatically.

Prerequisite: Power Attack, Cleave, Great Cleave; Base Attack Bonus +6

Benefit: Once per day the character may make an attack that is considered to be a threat. If the attack hits the target, then critical damage is rolled instead of standard damage. If the attack roll lands in the critical region, then another attack roll is made and damage is multiplied as if the critical roll was made on a threat attack roll (x2 damage becomes x3 damage, etc).

Special: Using this feat is draining for the character and causes two points of temporary constitution damage to be taken by any character using this feat.


>>>>>Here's one for the jockeys.


Equestrian [General]

You may apply your Jump skill modifier to your mount’s Jump skill.

Prerequisite: Ride skill 8 ranks

Benefit: A character with this feat may add their ranks in the Jump skill to their mount’s Jump skill bonus (as a competency bonus) while riding. The mount will jump at the command of the rider.

>>>Don't know about the balance of that one yet. Haven't playtested it.
 

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