Michael Morris
First Post
This is in that Player's Guide I put together, but I'm sharing it here because it is a rule change I think everyone should use - Skill Focus, as written, are too much weaker than the other feats.
These are the rewrites. They are open content in the form given below
SKILL FOCUS (General)
Choose a skill, such as move silently. You have a special knack with that skill.
Benefit{/b] You gain a +2 bonus on all skill checks with that skill. If the skill is not exclusive to a class, it is always a class skill for you. If this skill is exclusive to a class, you can treat it as a cross-class skill if you later multiclass.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat it applies to a new feat.
This version, in the hands of single class characters, is not any real improvement over the core book. However, for multiclassed characters the feat helps greatly, especially if one of the multiclasses is a highly skill deprived class like the fighter.
DODGE (General, Fighter)
You are adept at dodging blows.
Prerequisite: Dex 13+
Benefit: Gain a +1 dodge bonus to your AC against all melee foes, or gain a +2 dodge bonus to AC against a single foe using a missile weapons against you. You must be aware of the foe with a missile weapon in order to dodge his attacks. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses. Dodge bonuses stack.
Let's face it - checking which foe Dodge applies against is just a pain, especially in a melee. And if a feat can grant a +1 to attack against any foe, a +2 to any save or a +2 to one or even two skills, what's so broken about a +1 to AC, period.
As to missile weapons, having played dodge ball well for many years I can testify that dodging missiles is easier than dodging missile attacks, though in this case concentration on a single foe is crucial.
TOUGHNESS (General)
You are tougher than normal.
Benefit: You gain +3 hit points +your constitution ability modifier. You shrug off subdual damage at a rate of 1 per minute instead of 1 per hour.
This change, given the real to subdual damage healing rules of the Dusk setting, makes toughness a stellar feat on the munchkin shopping list, up there with improved initiative or combat casting. The loss is that the feat cannot be taken repeatedly.
Opinions welcome.
These are the rewrites. They are open content in the form given below
SKILL FOCUS (General)
Choose a skill, such as move silently. You have a special knack with that skill.
Benefit{/b] You gain a +2 bonus on all skill checks with that skill. If the skill is not exclusive to a class, it is always a class skill for you. If this skill is exclusive to a class, you can treat it as a cross-class skill if you later multiclass.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat it applies to a new feat.
This version, in the hands of single class characters, is not any real improvement over the core book. However, for multiclassed characters the feat helps greatly, especially if one of the multiclasses is a highly skill deprived class like the fighter.
DODGE (General, Fighter)
You are adept at dodging blows.
Prerequisite: Dex 13+
Benefit: Gain a +1 dodge bonus to your AC against all melee foes, or gain a +2 dodge bonus to AC against a single foe using a missile weapons against you. You must be aware of the foe with a missile weapon in order to dodge his attacks. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses. Dodge bonuses stack.
Let's face it - checking which foe Dodge applies against is just a pain, especially in a melee. And if a feat can grant a +1 to attack against any foe, a +2 to any save or a +2 to one or even two skills, what's so broken about a +1 to AC, period.
As to missile weapons, having played dodge ball well for many years I can testify that dodging missiles is easier than dodging missile attacks, though in this case concentration on a single foe is crucial.
TOUGHNESS (General)
You are tougher than normal.
Benefit: You gain +3 hit points +your constitution ability modifier. You shrug off subdual damage at a rate of 1 per minute instead of 1 per hour.
This change, given the real to subdual damage healing rules of the Dusk setting, makes toughness a stellar feat on the munchkin shopping list, up there with improved initiative or combat casting. The loss is that the feat cannot be taken repeatedly.
Opinions welcome.