I've lurked and posted quite a bit, but this is the first original feat I've made so be gentle...
Secure Skill [General]
Prereqs: Skill Focus in the appropriate skill, 8 or more ranks in the appropriate skill.
Benefit: If the character rolls a score of 9 or less when making a skill check, he can opt to take 10 retroactively instead. It has no effect when the initial roll is 10 or greater.
Example: Jim the Rogue is using his Disable Device skill, and believes he needs a 12 to disarm the trap. He cannot take 10, and rolls as normal. Disastrously, he rolls a 3. Under normal circumstances he would trigger the trap, but he uses the Secure Skill to count as having rolled 10: the trap is still active, but not triggered.
Special: The character may not use the Secure Skill under circumstances where he cannot take 10, such as opposed rolls and when distracted. If he has the ability Skill Mastery (such as a high-level rogue) this limitation is removed.
Normal: A character may choose to take 10 OR roll a d20, the result of which he must take.
Before you scream too powerful, a bit of statistics.
Normally, by rolling d20, the average roll is 10.5.
Using this feat, the average is increased to 12.75 (work it through using expectational algebra: the average of 11x10+11-20 is 12.75 I think)
So in terms of sheer increase, it's not much better than Skill Focus. And of course having SF as a prerequisite adds an impetus for people to take SF in the first place, rather than the myriad of feats which give a +2 to two skills.
It struck me initially as useful for professional types, who want to make a good attempt of a particularly outstanding job without having to take 20 (which may not be available) or take a big risk, but it's useful for adventurers as well.
Comments?
Too boring?
Too powerful?
Too weak?
Secure Skill [General]
Prereqs: Skill Focus in the appropriate skill, 8 or more ranks in the appropriate skill.
Benefit: If the character rolls a score of 9 or less when making a skill check, he can opt to take 10 retroactively instead. It has no effect when the initial roll is 10 or greater.
Example: Jim the Rogue is using his Disable Device skill, and believes he needs a 12 to disarm the trap. He cannot take 10, and rolls as normal. Disastrously, he rolls a 3. Under normal circumstances he would trigger the trap, but he uses the Secure Skill to count as having rolled 10: the trap is still active, but not triggered.
Special: The character may not use the Secure Skill under circumstances where he cannot take 10, such as opposed rolls and when distracted. If he has the ability Skill Mastery (such as a high-level rogue) this limitation is removed.
Normal: A character may choose to take 10 OR roll a d20, the result of which he must take.
Before you scream too powerful, a bit of statistics.
Normally, by rolling d20, the average roll is 10.5.
Using this feat, the average is increased to 12.75 (work it through using expectational algebra: the average of 11x10+11-20 is 12.75 I think)
So in terms of sheer increase, it's not much better than Skill Focus. And of course having SF as a prerequisite adds an impetus for people to take SF in the first place, rather than the myriad of feats which give a +2 to two skills.
It struck me initially as useful for professional types, who want to make a good attempt of a particularly outstanding job without having to take 20 (which may not be available) or take a big risk, but it's useful for adventurers as well.
Comments?
Too boring?
Too powerful?
Too weak?