skippy_the_witch
First Post
I have an idea for a new sort of Feat that I am thinking about adding to my campaign, and would like some other folks opinions.
Basically, Training Feats are feats that simply allow certain "linked" skills to become Class Skills for the character with this specific feat. The skills do not have to actually grant each other any sort of synnergy bonus, but are instead bundled together as part of some sort of training regimen. NOTE: A Training Feat does not grant any ranks in any of the skills listed in it's skill bundle, only allows these skills to now be considered Class Skills, with higher maximum rank and lower cost.
This sort of feat already sort of exists. In the Rokugan Campaign Book, they have the Versatile Feat, which allows a character to pick ANY two cross class skills and make them Class Skills for that character. Training Feats will grant 3-5 "bundled" skills to be treated as Class Skills for that character, BUT the skills CANNOT BE CHANGED. A Training Feat also has no effect if any of the bundled skills are already Class Skills for that character, or if they later become Class Skills due to Multi-classing or Prestige Classes.
My main reason for developing Training Feats is to allow a more flexible character type without resorting to multi-classing and prestige classes. Originally, I was developing a team of special forces types, and wondered what they would do when they needed a specialist, especially a wizard or sorcerer. You would want all of the power of a real wizard, and for such a team, he would not need the combat ability of either a rogue or fighter, just some sneak and peek skills. Thus the Commando Training Feat was created, and by natural extension, the concepts of the Training Feat.
Naturally, a character must have access to the appropriate sort of school, academy, teacher, etc to be able to take a Training Feat. Here are some example Training Feats that I can think of off the top of my head:
COMMANDO [Training]
The character can treat the following skills as Class Skills: CLIMB, HIDE, LISTEN, MOVE SILENTLY, and SPOT.
May be taken as a Fighter Bonus Feat.
MERCHANT [Training]
The character can treat the following skills as Class Skills: APPRAISE, SENSE MOTIVE, BLUFF and GATHER INFORMATION.
ACTOR [Training]
The character can treat the following skills as Class Skills: DISGUISE, PERFORM (ACT), and BLUFF.
DIPLOMAT [Training]
The character can treat the following skills as Class Skills: BLUFF, DIPLOMACY, SENSE MOTIVE, and KNOWLEDGE (LOCAL).
SCRIBE [Training]
The character can treat the following skills as Class Skills: FORGERY, DECIPHER SCRIPT, and KNOWLEDGE (LINGUISTICS).
MAGICIAN [Training]
The character can treat the following skills as Class Skills: SLEIGHT OF HAND, ESCAPE ARTIST, and PERFORM (ACT, COMEDY, or ORATORY; choose one style of performance).
WILDERNESS SURVIVAL [Training]
The character can treat the following skills as Class Skills: SURVIVAL, RIDE, CLIMB, and SWIM.
LOCKSMITH [Training]
The character can treat the following skills as Class Skills: OPEN LOCK, DISABLE DEVICE, and CRAFT (LOCKSMITH).
MOUNTAINEERING [Training]
The character can treat the following skills as Class Skills: USE ROPE, CLIMB, and BALANCE.
TEAMSTER [Training]
The character can treat the following skills as Class Skills: RIDE, PROFESSION (TEAMSTER), HANDLE ANIMAL, and INTIMIDATE.
INVESTIGATOR [Training]
The character can treat the following skills as Class Skills: KNOWLEDGE (LOCAL), GATHER INFORMATION, SENSE MOTIVE, and SEARCH.
ACROBAT [Training]
The character can treat the following skills as Class Skills: BALANCE, JUMP, TUMBLE, and CLIMB.
That covers most of the skills listed in the players handbook. Let me know what you think.
Thanks,
skippy
Basically, Training Feats are feats that simply allow certain "linked" skills to become Class Skills for the character with this specific feat. The skills do not have to actually grant each other any sort of synnergy bonus, but are instead bundled together as part of some sort of training regimen. NOTE: A Training Feat does not grant any ranks in any of the skills listed in it's skill bundle, only allows these skills to now be considered Class Skills, with higher maximum rank and lower cost.
This sort of feat already sort of exists. In the Rokugan Campaign Book, they have the Versatile Feat, which allows a character to pick ANY two cross class skills and make them Class Skills for that character. Training Feats will grant 3-5 "bundled" skills to be treated as Class Skills for that character, BUT the skills CANNOT BE CHANGED. A Training Feat also has no effect if any of the bundled skills are already Class Skills for that character, or if they later become Class Skills due to Multi-classing or Prestige Classes.
My main reason for developing Training Feats is to allow a more flexible character type without resorting to multi-classing and prestige classes. Originally, I was developing a team of special forces types, and wondered what they would do when they needed a specialist, especially a wizard or sorcerer. You would want all of the power of a real wizard, and for such a team, he would not need the combat ability of either a rogue or fighter, just some sneak and peek skills. Thus the Commando Training Feat was created, and by natural extension, the concepts of the Training Feat.
Naturally, a character must have access to the appropriate sort of school, academy, teacher, etc to be able to take a Training Feat. Here are some example Training Feats that I can think of off the top of my head:
COMMANDO [Training]
The character can treat the following skills as Class Skills: CLIMB, HIDE, LISTEN, MOVE SILENTLY, and SPOT.
May be taken as a Fighter Bonus Feat.
MERCHANT [Training]
The character can treat the following skills as Class Skills: APPRAISE, SENSE MOTIVE, BLUFF and GATHER INFORMATION.
ACTOR [Training]
The character can treat the following skills as Class Skills: DISGUISE, PERFORM (ACT), and BLUFF.
DIPLOMAT [Training]
The character can treat the following skills as Class Skills: BLUFF, DIPLOMACY, SENSE MOTIVE, and KNOWLEDGE (LOCAL).
SCRIBE [Training]
The character can treat the following skills as Class Skills: FORGERY, DECIPHER SCRIPT, and KNOWLEDGE (LINGUISTICS).
MAGICIAN [Training]
The character can treat the following skills as Class Skills: SLEIGHT OF HAND, ESCAPE ARTIST, and PERFORM (ACT, COMEDY, or ORATORY; choose one style of performance).
WILDERNESS SURVIVAL [Training]
The character can treat the following skills as Class Skills: SURVIVAL, RIDE, CLIMB, and SWIM.
LOCKSMITH [Training]
The character can treat the following skills as Class Skills: OPEN LOCK, DISABLE DEVICE, and CRAFT (LOCKSMITH).
MOUNTAINEERING [Training]
The character can treat the following skills as Class Skills: USE ROPE, CLIMB, and BALANCE.
TEAMSTER [Training]
The character can treat the following skills as Class Skills: RIDE, PROFESSION (TEAMSTER), HANDLE ANIMAL, and INTIMIDATE.
INVESTIGATOR [Training]
The character can treat the following skills as Class Skills: KNOWLEDGE (LOCAL), GATHER INFORMATION, SENSE MOTIVE, and SEARCH.
ACROBAT [Training]
The character can treat the following skills as Class Skills: BALANCE, JUMP, TUMBLE, and CLIMB.
That covers most of the skills listed in the players handbook. Let me know what you think.
Thanks,
skippy