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Please review these Knowledge skills for balance
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<blockquote data-quote="Kershek" data-source="post: 126961" data-attributes="member: 2900"><p>Here are some knowledge skills for which I would like feedback. Do you like them? Would you get ranks in them? Are they unbalanced?</p><p></p><p>For instance, the first skill, Knowledge 'Monsters', fills a big gap in trying to determine if the character has seen a monster before. Sure, you could assume that if they haven't seen it before they don't know anything about it, but that's pretty silly. You can't go off of player knowledge, which increases the longer you participate in campaigns. So, instead, we made up a skill that determines on the spot if a character has heard of such a monster in the past.</p><p></p><p></p><p> <strong>Knowledge 'Monsters'</strong>. Each Knowledge skill would be like the list of "favored enemy" of the Ranger class. So "Knowledge: Animals", "Knowledge: beast", "Knowledge: Undead", etc...</p><p>The skill would give you the chance to know about the monster. The DC would be 10 plus the monster's CR (+DM mod for low light, bad view, rarity, etc…). Making the roll would let you know what the monster was. Making it by at least 5 points would let you know something about its attacks (energy drain, poison, etc...), feats, and/or spell like powers. Making it by at least 10 points would know its attacks and weakness. Making the roll by +15 gives a +1 dodge bonus to AC. Making the roll by +20 gives a +1 to hit. A +2 synergy bonus would be given if you had fought it before. In class for all classes. It requires book time and the ability to read. You cannot take 10 with this skill.</p><p></p><p> <strong>Knowledge: Close Combat</strong> (Int)</p><p> In class for fighter classes. 5 ranks lets you teach any feat you know (does not give extra feats) to someone else. 5 ranks also lets you negate 1 point of bonus of one feat you know that is used against you (power attack, weapon focus, expertise, etc...). 10 ranks lets you negate all of two feats you know that are used against you. 15 ranks lets you negate 3 feats. Animal based natural feats do not count. Training required. Only works vs feats that give plus bonus to attack or AC. Example: You are fighting a Ranger that is using the ‘dodge’ feat against you (you know the dodge feat and have 5 ranks). The +1 AC dodge bonus is negated since you know the fighting style so well. You can not use against weapon proficiency or fighting abilities, only a bonus. (Dodge, Mobility, etc…). Another Example: You are fighting someone with the Weapon Focus: Longsword and you have Weapon Focus: Longsword with Knowledge: Close Combat at 5 ranks. You can use this skill to negate the fighter's +1 to hit from the Weapon Focus feat. If the fighter had Weapon Focus: Bastard Sword, however, this skill wouldn't work since it is a different focus than what you have.</p><p></p><p> <strong>Knowledge: Art of War</strong> (Int)</p><p> In class for fighter classes. 5 ranks gives the player some time to "talk" to other players about what to do next, beyond character based 'yelled' commands like "flank him" or "shoot" or "run" or "charge" (only the player with the feat can talk). 10 ranks plus 5 ranks in ‘Knowledge: close combat’ negates the feats 'weapon focus' for the spear (long and short) and flail (light and heavy). 15 ranks plus 10 ranks in ‘Knowledge: Close combat’ negates ‘Weapon focus: lance (light and heavy) and war hammer’. Training required.</p><p> </p><p> <strong>Knowledge: Siege Weapons</strong> (Int)</p><p> 1 rank lets you use a siege weapon (must pick which one) even with a crew that does not have any skill ranks (an Int role will be used otherwise). 5 ranks lets you use Archery feats for siege weapons and all types of siege weapons. Ranks add to your 'to hit' at a rate of 1/3. So 3 ranks gives a +1 to hit (range attack bonus do not stack with indirect fire siege weapons such as catapults). In class for all fighter classes. Must be instructed to start. Practice needed to add ranks. (Siege weapon types: mounted Arbalest, sm. & lg. ballista, sm., lg. catapults, trebs, siege ongers.)</p><p> </p><p> <strong>Craft: Trap making </strong> </p><p> Lets you make traps but also gives you a +2 synergy bonus to trap searches and disable traps if you have 5 ranks. +2 synergy bonus to 'Wilderness lore' for food/fur "trapping"</p><p></p><p> <strong>Profession: Locksmith</strong></p><p> Lets you make keys for locks but also gives you a +2 synergy bonus to open lock skill if you have 5 ranks.</p></blockquote><p></p>
[QUOTE="Kershek, post: 126961, member: 2900"] Here are some knowledge skills for which I would like feedback. Do you like them? Would you get ranks in them? Are they unbalanced? For instance, the first skill, Knowledge 'Monsters', fills a big gap in trying to determine if the character has seen a monster before. Sure, you could assume that if they haven't seen it before they don't know anything about it, but that's pretty silly. You can't go off of player knowledge, which increases the longer you participate in campaigns. So, instead, we made up a skill that determines on the spot if a character has heard of such a monster in the past. [B]Knowledge 'Monsters'[/B]. Each Knowledge skill would be like the list of "favored enemy" of the Ranger class. So "Knowledge: Animals", "Knowledge: beast", "Knowledge: Undead", etc... The skill would give you the chance to know about the monster. The DC would be 10 plus the monster's CR (+DM mod for low light, bad view, rarity, etc…). Making the roll would let you know what the monster was. Making it by at least 5 points would let you know something about its attacks (energy drain, poison, etc...), feats, and/or spell like powers. Making it by at least 10 points would know its attacks and weakness. Making the roll by +15 gives a +1 dodge bonus to AC. Making the roll by +20 gives a +1 to hit. A +2 synergy bonus would be given if you had fought it before. In class for all classes. It requires book time and the ability to read. You cannot take 10 with this skill. [B]Knowledge: Close Combat[/B] (Int) In class for fighter classes. 5 ranks lets you teach any feat you know (does not give extra feats) to someone else. 5 ranks also lets you negate 1 point of bonus of one feat you know that is used against you (power attack, weapon focus, expertise, etc...). 10 ranks lets you negate all of two feats you know that are used against you. 15 ranks lets you negate 3 feats. Animal based natural feats do not count. Training required. Only works vs feats that give plus bonus to attack or AC. Example: You are fighting a Ranger that is using the ‘dodge’ feat against you (you know the dodge feat and have 5 ranks). The +1 AC dodge bonus is negated since you know the fighting style so well. You can not use against weapon proficiency or fighting abilities, only a bonus. (Dodge, Mobility, etc…). Another Example: You are fighting someone with the Weapon Focus: Longsword and you have Weapon Focus: Longsword with Knowledge: Close Combat at 5 ranks. You can use this skill to negate the fighter's +1 to hit from the Weapon Focus feat. If the fighter had Weapon Focus: Bastard Sword, however, this skill wouldn't work since it is a different focus than what you have. [B]Knowledge: Art of War[/B] (Int) In class for fighter classes. 5 ranks gives the player some time to "talk" to other players about what to do next, beyond character based 'yelled' commands like "flank him" or "shoot" or "run" or "charge" (only the player with the feat can talk). 10 ranks plus 5 ranks in ‘Knowledge: close combat’ negates the feats 'weapon focus' for the spear (long and short) and flail (light and heavy). 15 ranks plus 10 ranks in ‘Knowledge: Close combat’ negates ‘Weapon focus: lance (light and heavy) and war hammer’. Training required. [B]Knowledge: Siege Weapons[/B] (Int) 1 rank lets you use a siege weapon (must pick which one) even with a crew that does not have any skill ranks (an Int role will be used otherwise). 5 ranks lets you use Archery feats for siege weapons and all types of siege weapons. Ranks add to your 'to hit' at a rate of 1/3. So 3 ranks gives a +1 to hit (range attack bonus do not stack with indirect fire siege weapons such as catapults). In class for all fighter classes. Must be instructed to start. Practice needed to add ranks. (Siege weapon types: mounted Arbalest, sm. & lg. ballista, sm., lg. catapults, trebs, siege ongers.) [B]Craft: Trap making [/B] Lets you make traps but also gives you a +2 synergy bonus to trap searches and disable traps if you have 5 ranks. +2 synergy bonus to 'Wilderness lore' for food/fur "trapping" [B]Profession: Locksmith[/B] Lets you make keys for locks but also gives you a +2 synergy bonus to open lock skill if you have 5 ranks. [/QUOTE]
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