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Special abilities as skills?
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<blockquote data-quote="Jeph" data-source="post: 425826" data-attributes="member: 6738"><p>This would probably go best in some classless system. Here are some extraordinary / spell-like ability skills.</p><p></p><p><span style="font-size: 15px"><span style="color: seagreen">Sneak Attack</span></span><span style="color: seagreen"> (Dex, Trained Only)</span></p><p>With this skill, you may make deadly surprise attacks.</p><p><strong>Check:</strong> You may make a Sneak Attack check any time a Rogue could perform a Sneak Attack. Your bonus damage is determined by your check result:</p><p></p><p>Result . . . . . . Bonus d6 Sneak Attack Damage</p><p>14 or lower . . +1d6</p><p>15-17 . . . . . . . +2d6</p><p>18-20 . . . . . . . +3d6</p><p>21-23 . . . . . . . +4d6</p><p>24-26 . . . . . . . +5d6</p><p>27-29 . . . . . . . +6d6</p><p>+3. . . . . . . . . . +1d6</p><p></p><p><span style="font-size: 15px"><span style="color: seagreen">Healing</span></span><span style="color: seagreen"> (Wis, Trained Only)</span></p><p>Use this skill to magically heal others.</p><p><strong>Check:</strong> You may make a Healing check once per day per rank in this skill, and doing so is a standard action. With a successfull Healing check (DC 15), you heal a single touched creature of 1d8 damage. For every 4 full points by which you beat the DC, you heal an extra d8 damage, to a maximum of 1d8 per point of your Wisdom bonus. Alternatively, you may deal the same damage to an Undead creature. Instead of healing a touched creature, you may instead choose to heal all in a 20' radius burst, but if you do, the healing dice are only d6s, and you use up two daily healing attempts. Undead are allowed a Fortitude save (DC 10 +1/2 your ranks in this skill) for half damage.</p><p></p><p><span style="font-size: 15px"><span style="color: seagreen">Uncanny Dodge</span></span><span style="color: seagreen"> (Dex, Trained Only)</span></p><p>Use this skill to gain unusual defensive insight.</p><p><strong>Check:</strong> Whenever you would be denied your Dex bonus to AC due to being flat footed or being struck by an invisable attacker, you may retain your Dex to AC with a successful check (DC 17). A check (DC 20) lets you negate the effects of being flanked. When you would be attacked by or forced to make a Reflex save against a trap, for every 5 ranks in Uncanny Dodge that you have, you gain a +1 bonus to your AC or Reflex save. When an opponent would use their Uncanny Dodge skill to make you lose a bonus to attack against them, you may negate the loss of the bonus if your Uncanny Dodge check result is higher than theirs. Using Uncanny Dodge is always a reaction.</p><p></p><p><span style="font-size: 15px"><span style="color: seagreen">Rage</span></span><span style="color: seagreen"> (Con, Trained Only)</span></p><p>Use this skill to fly into a rage.</p><p><strong>Check:</strong> With a Rage check (DC 16), you may fly into a Rage, as the Barbarian. You may make a Rage check once per day for every 3 full ranks in Rage that you have. A character with at least 18 ranks in Rage gains the benefits of the Barbarian's Greater Rage ability. A character with at least 23 ranks in Rage gains the benefits of the No Longer Winded After Rage ability.</p><p></p><p><span style="font-size: 15px"><span style="color: seagreen">Channel Energy</span></span><span style="color: seagreen"> (Cha, Trained Only)</span></p><p>Use this skill to channel raw Fire, Air, Earth, or Water. This skill is really 4 seperate skills, one for each element. When you gain a rank in this skill, decide which sub-skill you are putting the rank into.</p><p><strong>Check:</strong> Making a Channel Energy check is a full-round action, and you may make a Channel Energy check once per day for every 2 ranks you have in the skill. The effects of the check depend on which element you are channeling.</p><p><span style="color: white"><strong>Air:</strong> A target within 10 feet per rank you have in this skill is subject to a Bull Rush attempt. Treat the target as if they were being rushed by a Medium-Sized creature with a Strength score equal to your check result.</span></p><p><span style="color: red"><strong>Fire:</strong> With a successful check (DC 15), a five foot cube within 5 feet per rank you have in this skill explodes into flame. Any creature cought in the blast takes 1d6 fire damage, +1d6 damage for every three points by which you beat the DC. They are allowed a Reflex save for half damage (DC 10 + 1/2 your ranks in this skill).</span></p><p><span style="color: brown"><strong>Earth:</strong> With a successful check (DC 15), you animate a Small area of earth, which takes on the traits of a Small fire elamental. A check DC 20 lets you create a Medium elemental, 25 for Large, 30 for Huge, 35 for Greater, and 40 for Elder. The animated earth retains it's ability to move for 1 round per 2 ranks you have in this skill.</span></p><p><span style="color: blue"><strong>Water:</strong> As above, but you create a Water elemental.</span></p><p></p><p>so, what do you think? good idea? bad? nuetral?</p></blockquote><p></p>
[QUOTE="Jeph, post: 425826, member: 6738"] This would probably go best in some classless system. Here are some extraordinary / spell-like ability skills. [size=4][color=seagreen]Sneak Attack[/color][/size][color=seagreen] (Dex, Trained Only)[/color] With this skill, you may make deadly surprise attacks. [b]Check:[/b] You may make a Sneak Attack check any time a Rogue could perform a Sneak Attack. Your bonus damage is determined by your check result: Result . . . . . . Bonus d6 Sneak Attack Damage 14 or lower . . +1d6 15-17 . . . . . . . +2d6 18-20 . . . . . . . +3d6 21-23 . . . . . . . +4d6 24-26 . . . . . . . +5d6 27-29 . . . . . . . +6d6 +3. . . . . . . . . . +1d6 [size=4][color=seagreen]Healing[/color][/size][color=seagreen] (Wis, Trained Only)[/color] Use this skill to magically heal others. [b]Check:[/b] You may make a Healing check once per day per rank in this skill, and doing so is a standard action. With a successfull Healing check (DC 15), you heal a single touched creature of 1d8 damage. For every 4 full points by which you beat the DC, you heal an extra d8 damage, to a maximum of 1d8 per point of your Wisdom bonus. Alternatively, you may deal the same damage to an Undead creature. Instead of healing a touched creature, you may instead choose to heal all in a 20' radius burst, but if you do, the healing dice are only d6s, and you use up two daily healing attempts. Undead are allowed a Fortitude save (DC 10 +1/2 your ranks in this skill) for half damage. [size=4][color=seagreen]Uncanny Dodge[/color][/size][color=seagreen] (Dex, Trained Only)[/color] Use this skill to gain unusual defensive insight. [b]Check:[/b] Whenever you would be denied your Dex bonus to AC due to being flat footed or being struck by an invisable attacker, you may retain your Dex to AC with a successful check (DC 17). A check (DC 20) lets you negate the effects of being flanked. When you would be attacked by or forced to make a Reflex save against a trap, for every 5 ranks in Uncanny Dodge that you have, you gain a +1 bonus to your AC or Reflex save. When an opponent would use their Uncanny Dodge skill to make you lose a bonus to attack against them, you may negate the loss of the bonus if your Uncanny Dodge check result is higher than theirs. Using Uncanny Dodge is always a reaction. [size=4][color=seagreen]Rage[/color][/size][color=seagreen] (Con, Trained Only)[/color] Use this skill to fly into a rage. [b]Check:[/b] With a Rage check (DC 16), you may fly into a Rage, as the Barbarian. You may make a Rage check once per day for every 3 full ranks in Rage that you have. A character with at least 18 ranks in Rage gains the benefits of the Barbarian's Greater Rage ability. A character with at least 23 ranks in Rage gains the benefits of the No Longer Winded After Rage ability. [size=4][color=seagreen]Channel Energy[/color][/size][color=seagreen] (Cha, Trained Only)[/color] Use this skill to channel raw Fire, Air, Earth, or Water. This skill is really 4 seperate skills, one for each element. When you gain a rank in this skill, decide which sub-skill you are putting the rank into. [b]Check:[/b] Making a Channel Energy check is a full-round action, and you may make a Channel Energy check once per day for every 2 ranks you have in the skill. The effects of the check depend on which element you are channeling. [color=white][b]Air:[/b] A target within 10 feet per rank you have in this skill is subject to a Bull Rush attempt. Treat the target as if they were being rushed by a Medium-Sized creature with a Strength score equal to your check result.[/color] [color=red][b]Fire:[/b] With a successful check (DC 15), a five foot cube within 5 feet per rank you have in this skill explodes into flame. Any creature cought in the blast takes 1d6 fire damage, +1d6 damage for every three points by which you beat the DC. They are allowed a Reflex save for half damage (DC 10 + 1/2 your ranks in this skill).[/color] [color=brown][b]Earth:[/b] With a successful check (DC 15), you animate a Small area of earth, which takes on the traits of a Small fire elamental. A check DC 20 lets you create a Medium elemental, 25 for Large, 30 for Huge, 35 for Greater, and 40 for Elder. The animated earth retains it's ability to move for 1 round per 2 ranks you have in this skill.[/color] [color=blue][b]Water:[/b] As above, but you create a Water elemental.[/color] so, what do you think? good idea? bad? nuetral? [/QUOTE]
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