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So what's exactly wrong with the fighter?
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<blockquote data-quote="Ashkelon" data-source="post: 6665653" data-attributes="member: 6774887"><p>I posted this a while ago, but certain people seemed to ignore it.</p><p></p><p>I had an idea for "non-weapon proficiencies" that work kind of like 2e NWPs, 3e skill tricks, 4e skill utility powers, and 4e ranger knacks? (i forget what they were called).</p><p></p><p>Basically they would be abilities PCs could learn that either enhance how skills work or provide new abilities that aren't quite potent enough to deserve costing a feat. A player would learn these in the same manner one learns other non-skill proficiencies (aka downtime). Certain classes may gain free ones at specific levels.</p><p></p><p>Here are some examples:</p><p></p><p><strong>Mighty Leap</strong></p><p> Requirement: proficiency with Athletics, STR 13+</p><p> Benefit: When you take the Dash action, double the distance of any jump you make this turn</p><p></p><p><strong>Blindfighting</strong></p><p> Requirement: WIS 13+, proficiency with Perception</p><p> Benefit: You do not suffer disadvantage on your attack rolls as a result of darkness or when attacking invisible creatures.</p><p></p><p><strong>Escape Artist</strong></p><p> Requirement: Dex 13+, proficiency with Acrobatics</p><p> Benefit: You can attempt to escape a grapple or break free from being restrained as a bonus action</p><p><strong></strong></p><p><strong>Lip Reading</strong></p><p>Requirement: WIS 13+, proficiency with Perception</p><p>Benefit: You can read a creatures lips to understand what it is saying even if you cannot hear it. You must be able to see the creature and you must know the language it is speaking to use this ability.</p><p><strong></strong></p><p><strong>Demolisher</strong></p><p> Requirement: Level 5+, STR 15+</p><p> Benefit: You deal double damage to objects and structures.</p><p></p><p><strong>Endurance</strong></p><p> Requirement: level 5+, Con 15+</p><p> Benefit: You gain proficiency with Constitution checks.</p><p></p><p><strong>Powerful Swimmer</strong></p><p> Requirement: Level 5+, proficiency with Athletics, STR 15+</p><p> Benefit: You gain a swim speed equal to your speed.</p><p><strong></strong></p><p><strong>Expert Climber</strong></p><p> Requirement: Level 5+, proficiency with Athletics, STR 15+</p><p> Benefit: You gain a climb speed equal to your speed.</p><p></p><p><strong>Strength of Heroes</strong></p><p> Requirement: level 5+, STR 15+, proficiency with Athletics</p><p> Benefit: You gain proficiency with Strength checks and you your carrying capacity is equal to 30 times your Strength score (instead of 15 times your Strength score).</p><p></p><p><strong>Leap of the Clouds</strong></p><p> Requirement: Level 11+, proficiency with Athletics, STR 13+</p><p> Benefit: The distance of your high jumps is equal to your Strength score instead of 3 + your Strength modifier.</p><p></p><p><strong>Rock Hurling</strong></p><p> Requirement: level 11+, STR 17+, proficiency with Athletics</p><p> Benefit: you gain proficiency with improvised thrown weapons. You can use your STR instead of your Dexterity for the attack and damage of such weapons. Such weapons use a d6 for damage instead of a d4.</p><p></p><p><strong>Strength of Legends</strong></p><p> Requirement: level 11+, STR 17+, Strength of Heroes, proficiency with Athletics</p><p> Benefit: You have advantage on Strength checks and your carrying capacity is equal to 60 times your Strength score (instead of 30 times your Strength score).</p><p> </p><p></p><p>These examples are primarily related to STR based PCs mostly because that what this thread is discussing for the most part. But there is room in this idea for tricks related to handling animals and nature, stealth, exploration, dungeon delving, investigation,and social interaction.</p></blockquote><p></p>
[QUOTE="Ashkelon, post: 6665653, member: 6774887"] I posted this a while ago, but certain people seemed to ignore it. I had an idea for "non-weapon proficiencies" that work kind of like 2e NWPs, 3e skill tricks, 4e skill utility powers, and 4e ranger knacks? (i forget what they were called). Basically they would be abilities PCs could learn that either enhance how skills work or provide new abilities that aren't quite potent enough to deserve costing a feat. A player would learn these in the same manner one learns other non-skill proficiencies (aka downtime). Certain classes may gain free ones at specific levels. Here are some examples: [B]Mighty Leap[/B] Requirement: proficiency with Athletics, STR 13+ Benefit: When you take the Dash action, double the distance of any jump you make this turn [B]Blindfighting[/B] Requirement: WIS 13+, proficiency with Perception Benefit: You do not suffer disadvantage on your attack rolls as a result of darkness or when attacking invisible creatures. [B]Escape Artist[/B] Requirement: Dex 13+, proficiency with Acrobatics Benefit: You can attempt to escape a grapple or break free from being restrained as a bonus action [B] Lip Reading[/B] Requirement: WIS 13+, proficiency with Perception Benefit: You can read a creatures lips to understand what it is saying even if you cannot hear it. You must be able to see the creature and you must know the language it is speaking to use this ability. [B] Demolisher[/B] Requirement: Level 5+, STR 15+ Benefit: You deal double damage to objects and structures. [B]Endurance[/B] Requirement: level 5+, Con 15+ Benefit: You gain proficiency with Constitution checks. [B]Powerful Swimmer[/B] Requirement: Level 5+, proficiency with Athletics, STR 15+ Benefit: You gain a swim speed equal to your speed. [B] Expert Climber[/B] Requirement: Level 5+, proficiency with Athletics, STR 15+ Benefit: You gain a climb speed equal to your speed. [B]Strength of Heroes[/B] Requirement: level 5+, STR 15+, proficiency with Athletics Benefit: You gain proficiency with Strength checks and you your carrying capacity is equal to 30 times your Strength score (instead of 15 times your Strength score). [B]Leap of the Clouds[/B] Requirement: Level 11+, proficiency with Athletics, STR 13+ Benefit: The distance of your high jumps is equal to your Strength score instead of 3 + your Strength modifier. [B]Rock Hurling[/B] Requirement: level 11+, STR 17+, proficiency with Athletics Benefit: you gain proficiency with improvised thrown weapons. You can use your STR instead of your Dexterity for the attack and damage of such weapons. Such weapons use a d6 for damage instead of a d4. [B]Strength of Legends[/B] Requirement: level 11+, STR 17+, Strength of Heroes, proficiency with Athletics Benefit: You have advantage on Strength checks and your carrying capacity is equal to 60 times your Strength score (instead of 30 times your Strength score). These examples are primarily related to STR based PCs mostly because that what this thread is discussing for the most part. But there is room in this idea for tricks related to handling animals and nature, stealth, exploration, dungeon delving, investigation,and social interaction. [/QUOTE]
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