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Skills as Feats
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<blockquote data-quote="Michael Morris" data-source="post: 3251805" data-attributes="member: 87"><p>My players and I decided to do a reset on the game so I've typed up some new house rules to simplify play. The major part of this removing the tracking of skill points in favor of making skills into feats. Here's a copy of the handout I prepared them.</p><p></p><p>[bq]My comments are in blockquotes[/bq]</p><p></p><p><span style="font-size: 15px">Skill Feats</span></p><p>Each of these can be taken twice – first to become trained and again to master the skill. Some Skills now have Prerequisites!</p><p></p><p><strong>Strength Skills:</strong> Climb, Jump, Swim</p><p><strong>Dexterity Skills:</strong> Balance, Escape Artist, Stealth*, Ride, Sleight of Hand, Use Rope</p><p><strong>Constitution Skills:</strong> Concentration</p><p><strong>Intelligence Skills:</strong> Appraise, Craft Weapon, Craft Armor, Craft Item, Decipher Script, Disable Device*, Forgery, Lore, Spellcraft</p><p><strong>Wisdom Skills:</strong> Heal, Perception*, Sense Motive, Survival</p><p><strong>Charisma Skills:</strong> Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, Use Magic Device</p><p></p><p><span style="font-size: 15px">New and Changed Skills</span></p><p>Stealth – Merges Hide and Move Silently</p><p>Disable Device – Now includes Open Locks</p><p>Perception – Merges Listen, Spot and Search</p><p></p><p><span style="font-size: 15px">Ability Feats</span></p><p>At each odd ability score starting at 13 a character gains an ability feat related to that ability score. You can use these feat slots on the skill feats above or on any of the below.</p><p></p><p>Strength: </p><p>Dexterity: Dodge, Improved Initiative, Lightning Reflexes, Tumble</p><p>Constitution: Diehard, Endurance, Great Fortitude, Run, Toughness, Improved Hit Die*</p><p>Intelligence: Speak Language (Racial Bonus Language list only)</p><p>Wisdom: Iron Will</p><p>Charisma:</p><p></p><p>[bq]I could use some ideas on strength ability score feats[/bq]</p><p></p><p><span style="font-size: 15px">Banned Feats</span></p><p>The following feats are removed. (Basically any feat that grants skill bonuses)</p><p></p><p>Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy</p><p></p><p><span style="font-size: 15px">Changed and New Feats</span></p><p>The following are revised or new feats not listed in the Dusk book or PHB.</p><p></p><p>Mobility – You may approach foes without provoking an attack of opportunity. You may withdraw as a move-equivalent action instead of a standard action.</p><p></p><p>[bq]People almost always forget to apply the bonus from this feat. This method removes the addition / subtraction aspect[/bq]</p><p></p><p>Spring Attack – You may move before and after a single attack.</p><p>Tumble – Prerequisites: Balance Mastery. Benefit: Your movement doesn’t provoke attacks of opportunity.</p><p></p><p>[bq]After 6 ranks or so tumble is almost always guaranteed with a high dex, so why not just forgo the roll and say this[/bq]</p><p></p><p>Improved Spring Attack -- Prerequistes: Spring Attack, Whirlwind Attack. Benefit: You may make a full attack as a standard action. You may move before, between and after these attacks.</p><p>Speak Language: Each language is a feat</p><p>Reading / Writing: This is now a feat and prerequisite to Decipher Script and certain uses of the Forgery skill.</p><p></p><p><span style="font-size: 15px">Class Changes</span></p><p>Barbarian: A barbarian begins with 4 skill feats which must be spent training or mastering barbarian skills. A barbarian gains a bonus skill feat every 5th level.</p><p>Fighter: The fighter begins with 2 skill feats which must be spent training or mastering fighter skills.</p><p>Monk: A monk begins with 4 skill feats which must be spent training or mastering monk skills. A monk gains a bonus skill feat every 5th level.</p><p>Priest: A priest begins with 4 skill feats which must be spent training or mastering priest skills. A priest gains a bonus skill feat every 5th level.</p><p></p><p>[bq]This class exists instead of the cleric due to my variant magic system. The druid is a prestige class for the same reason[/bq]</p><p></p><p>Rogue: A rogue begins with 8 skill feats which must be spent training or mastering rogue skills. A rogue gains a bonus skill feat every even level.</p><p>Sorcerer: A sorcerer begins with 2 skill feats which must be spent training or mastering sorcerer skills. The sorcerer begins play with the Eschew Materials feat for free.</p><p>Wizard: A wizard begins with Spellcraft mastery. In addition a wizard gains 2 skill feats which must be spent training or mastering wizard skills.</p><p></p><p></p><p><span style="font-size: 15px">Prestige Classes</span></p><p>The prerequisites of certain prestige classes are changed:</p><p>Bard: Base Attack +3, Lore Mastery, Perform Mastery, Ability to cast 1st level blue spell, Red alignment.</p><p>Druid: Base Attack Bonus +3, Ability to cast 3rd level green spells, Green Alignment, Survival Mastery, Handle Animal Mastery</p><p>Paladin: Base Attack +4, Ride Mastery, Mounted Combat, Ability to cast 1st level white spells, pure white alignment</p><p>Ranger: Base Attack +4, Track, Survival Mastery, Ability to cast 1st level green spells, green alignment.</p><p></p><p><span style="font-size: 15px">Races</span></p><p>Humans start with 2 feats. All other races are unchanged.</p><p></p><p><span style="font-size: 15px">Final Notes</span></p><p>All classes gain 1 feat every odd level in addition to any bonus feats gained from classes.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 3251805, member: 87"] My players and I decided to do a reset on the game so I've typed up some new house rules to simplify play. The major part of this removing the tracking of skill points in favor of making skills into feats. Here's a copy of the handout I prepared them. [bq]My comments are in blockquotes[/bq] [size=4]Skill Feats[/size] Each of these can be taken twice – first to become trained and again to master the skill. Some Skills now have Prerequisites! [B]Strength Skills:[/B] Climb, Jump, Swim [b]Dexterity Skills:[/b] Balance, Escape Artist, Stealth*, Ride, Sleight of Hand, Use Rope [b]Constitution Skills:[/b] Concentration [b]Intelligence Skills:[/b] Appraise, Craft Weapon, Craft Armor, Craft Item, Decipher Script, Disable Device*, Forgery, Lore, Spellcraft [b]Wisdom Skills:[/b] Heal, Perception*, Sense Motive, Survival [b]Charisma Skills:[/b] Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, Use Magic Device [size=4]New and Changed Skills[/size] Stealth – Merges Hide and Move Silently Disable Device – Now includes Open Locks Perception – Merges Listen, Spot and Search [size=4]Ability Feats[/size] At each odd ability score starting at 13 a character gains an ability feat related to that ability score. You can use these feat slots on the skill feats above or on any of the below. Strength: Dexterity: Dodge, Improved Initiative, Lightning Reflexes, Tumble Constitution: Diehard, Endurance, Great Fortitude, Run, Toughness, Improved Hit Die* Intelligence: Speak Language (Racial Bonus Language list only) Wisdom: Iron Will Charisma: [bq]I could use some ideas on strength ability score feats[/bq] [size=4]Banned Feats[/size] The following feats are removed. (Basically any feat that grants skill bonuses) Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy [size=4]Changed and New Feats[/size] The following are revised or new feats not listed in the Dusk book or PHB. Mobility – You may approach foes without provoking an attack of opportunity. You may withdraw as a move-equivalent action instead of a standard action. [bq]People almost always forget to apply the bonus from this feat. This method removes the addition / subtraction aspect[/bq] Spring Attack – You may move before and after a single attack. Tumble – Prerequisites: Balance Mastery. Benefit: Your movement doesn’t provoke attacks of opportunity. [bq]After 6 ranks or so tumble is almost always guaranteed with a high dex, so why not just forgo the roll and say this[/bq] Improved Spring Attack -- Prerequistes: Spring Attack, Whirlwind Attack. Benefit: You may make a full attack as a standard action. You may move before, between and after these attacks. Speak Language: Each language is a feat Reading / Writing: This is now a feat and prerequisite to Decipher Script and certain uses of the Forgery skill. [size=4]Class Changes[/size] Barbarian: A barbarian begins with 4 skill feats which must be spent training or mastering barbarian skills. A barbarian gains a bonus skill feat every 5th level. Fighter: The fighter begins with 2 skill feats which must be spent training or mastering fighter skills. Monk: A monk begins with 4 skill feats which must be spent training or mastering monk skills. A monk gains a bonus skill feat every 5th level. Priest: A priest begins with 4 skill feats which must be spent training or mastering priest skills. A priest gains a bonus skill feat every 5th level. [bq]This class exists instead of the cleric due to my variant magic system. The druid is a prestige class for the same reason[/bq] Rogue: A rogue begins with 8 skill feats which must be spent training or mastering rogue skills. A rogue gains a bonus skill feat every even level. Sorcerer: A sorcerer begins with 2 skill feats which must be spent training or mastering sorcerer skills. The sorcerer begins play with the Eschew Materials feat for free. Wizard: A wizard begins with Spellcraft mastery. In addition a wizard gains 2 skill feats which must be spent training or mastering wizard skills. [size=4]Prestige Classes[/size] The prerequisites of certain prestige classes are changed: Bard: Base Attack +3, Lore Mastery, Perform Mastery, Ability to cast 1st level blue spell, Red alignment. Druid: Base Attack Bonus +3, Ability to cast 3rd level green spells, Green Alignment, Survival Mastery, Handle Animal Mastery Paladin: Base Attack +4, Ride Mastery, Mounted Combat, Ability to cast 1st level white spells, pure white alignment Ranger: Base Attack +4, Track, Survival Mastery, Ability to cast 1st level green spells, green alignment. [size=4]Races[/size] Humans start with 2 feats. All other races are unchanged. [size=4]Final Notes[/size] All classes gain 1 feat every odd level in addition to any bonus feats gained from classes. [/QUOTE]
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