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Training for Feats. Feedback?
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<blockquote data-quote="CombatWombat51" data-source="post: 700012" data-attributes="member: 10473"><p>Here's an idea I came up with... it would allow things like fighter academies to make some more sense.</p><p></p><p><strong>Profession: Instructor</strong></p><p><em>Wis; Trained Only</em></p><p>You can teach characters some of your knowledge.</p><p> <strong>Check:</strong> You can teach a character a feat. </p><p>You can only teach a feat if you are at least 4 levels above the minimum level required for the feat the student meets the prerequisites, and you and the student spend 8 hours a day, at least 5 days a week, on training. You must expend one third of the market price in raw materials (writing implements, training dummies, targets, etc.). You must also expend a one-time fee for nonexpendable materials (desks, books, practice weapons, etc.). The one-time fee is equal to half of the market price of the most expensive feat you can (or will) teach. You can upgrade your facility by paying the difference in the cost of the old facility and the new facility.</p><p> First you must calculate the market price of the feat. Start with a base market price of 1,000 gp. Add 500 gp to the market price the feat is something other than a general feat. If the student isn’t the right class to get the feat at the minimum level, add 500 gp to the market price. If you and the student have an alignment that is opposite at all (Lawful and Chaotic, or Good and Evil), add 500 gp to the market price, and this stacks (if you are Chaotic Good and your student is Lawful Evil, for example). If a unique class ability is required (rage, turn undead, etc), add 500 gp. For every feat in the feat’s prerequisites, add 250 gp to the market price. If the feat has a base attack bonus prerequisites, add 250 gp per point of required base attack bonus. If the feat requires an ability score, add 250 gp to the market price for every ability modifier required. If the feat requires a minimum level, add 250 gp to the market price for every level required.</p><p> Next, determine how long it takes to teach the student the feat. Make a Profession: Instructor check, and the student makes an Intelligence check. The student gets a bonus to his check for every class level that he is above the minimum level required to learn the feat. Multiply the results together. If this number equals the market price of the feat, then the student has learned the feat. If the number doesn’t equal the market price, then it represents progress you’ve made this day (8 hours of work for you and the student). Record the result, and make a check tomorrow. Each day you make more progress until your total reaches the market price of the feat.</p><p>If either you or the student rolls a natural 1 on the checks, then no progress is made that day.</p><p> You may only instruct a number of students equal to your Charisma modifier per day, and he can only teach a different amount of feats per day equal to his Intelligence modifier (minimum of 1). For example, a sword master with 14 Int could teach two different groups of students every day, but he couldn’t teach a third group.</p><p> A student may learn only a number of feats equal to his Intelligence modifier in this way. When the student has the chance to learn a feat normally, he can choose to ‘”learn” one of these feats instead of gaining a new feat, thus freeing up the ‘slot’ that the feat took up.</p><p> <strong>Retry:</strong> You can make as many checks as it takes to teach a student a skill.</p><p> <strong>Special:</strong> If you and your student both have 5 ranks in Knowledge: Arcana, you each get a +2 synergy bonus your checks when you’re teaching/learning an Item Creation or Metamagic feat.</p><p> If you and your student both have 5 ranks in Knowledge: Religion, you each get a +2 synergy bonus your checks when you’re teaching/learning an Item Creation or Metamagic feat.</p><p> <strong>Notes:</strong> An instructor would generally charge a student an amount equal to the market price of the feat in question, but the instructor is free to charge whatever he likes, even charging per day, as opposed to a flat price.</p><p></p><p><strong>Example Market Prices</strong></p><p>Alertness 1,000 gp</p><p>Ambidexterity 1,500 gp</p><p>Armor Proficiency: Light 1,000 gp</p><p>Armor Proficiency: Medium 1,250 gp</p><p>Armor Proficiency: Heavy 1,500 gp</p><p>Dodge 1,250 gp</p><p>Mobility 1,500 gp</p><p>Spring Attack 2,750 gp</p><p>Expertise 1,250 gp</p><p>Improved Disarm 1,500 gp</p><p>Improved Trip 1,500 gp</p><p>Whirlwind Attack 3,500 gp</p><p>Improved Critical 3,000 gp</p><p>Power Attack 1,250 gp</p><p>Cleave 1,500 gp</p><p>Great Cleave 2,750 gp</p><p>Weapon Focus 1,250 gp</p><p>Weapon Specialization 2,750 gp</p><p>Silent Spell 2,000 gp</p><p>Craft Staff 5,000 gp</p><p></p><p></p><p>Like magic item market prices, some fiddling will be necessary in cases where a feat has a prerequisite that isn't listed above.</p><p></p><p>Questions, comments, snide remarks?</p></blockquote><p></p>
[QUOTE="CombatWombat51, post: 700012, member: 10473"] Here's an idea I came up with... it would allow things like fighter academies to make some more sense. [b]Profession: Instructor[/b] [i]Wis; Trained Only[/i] You can teach characters some of your knowledge. [b]Check:[/b] You can teach a character a feat. You can only teach a feat if you are at least 4 levels above the minimum level required for the feat the student meets the prerequisites, and you and the student spend 8 hours a day, at least 5 days a week, on training. You must expend one third of the market price in raw materials (writing implements, training dummies, targets, etc.). You must also expend a one-time fee for nonexpendable materials (desks, books, practice weapons, etc.). The one-time fee is equal to half of the market price of the most expensive feat you can (or will) teach. You can upgrade your facility by paying the difference in the cost of the old facility and the new facility. First you must calculate the market price of the feat. Start with a base market price of 1,000 gp. Add 500 gp to the market price the feat is something other than a general feat. If the student isn’t the right class to get the feat at the minimum level, add 500 gp to the market price. If you and the student have an alignment that is opposite at all (Lawful and Chaotic, or Good and Evil), add 500 gp to the market price, and this stacks (if you are Chaotic Good and your student is Lawful Evil, for example). If a unique class ability is required (rage, turn undead, etc), add 500 gp. For every feat in the feat’s prerequisites, add 250 gp to the market price. If the feat has a base attack bonus prerequisites, add 250 gp per point of required base attack bonus. If the feat requires an ability score, add 250 gp to the market price for every ability modifier required. If the feat requires a minimum level, add 250 gp to the market price for every level required. Next, determine how long it takes to teach the student the feat. Make a Profession: Instructor check, and the student makes an Intelligence check. The student gets a bonus to his check for every class level that he is above the minimum level required to learn the feat. Multiply the results together. If this number equals the market price of the feat, then the student has learned the feat. If the number doesn’t equal the market price, then it represents progress you’ve made this day (8 hours of work for you and the student). Record the result, and make a check tomorrow. Each day you make more progress until your total reaches the market price of the feat. If either you or the student rolls a natural 1 on the checks, then no progress is made that day. You may only instruct a number of students equal to your Charisma modifier per day, and he can only teach a different amount of feats per day equal to his Intelligence modifier (minimum of 1). For example, a sword master with 14 Int could teach two different groups of students every day, but he couldn’t teach a third group. A student may learn only a number of feats equal to his Intelligence modifier in this way. When the student has the chance to learn a feat normally, he can choose to ‘”learn” one of these feats instead of gaining a new feat, thus freeing up the ‘slot’ that the feat took up. [b]Retry:[/b] You can make as many checks as it takes to teach a student a skill. [b]Special:[/b] If you and your student both have 5 ranks in Knowledge: Arcana, you each get a +2 synergy bonus your checks when you’re teaching/learning an Item Creation or Metamagic feat. If you and your student both have 5 ranks in Knowledge: Religion, you each get a +2 synergy bonus your checks when you’re teaching/learning an Item Creation or Metamagic feat. [b]Notes:[/b] An instructor would generally charge a student an amount equal to the market price of the feat in question, but the instructor is free to charge whatever he likes, even charging per day, as opposed to a flat price. [b]Example Market Prices[/b] Alertness 1,000 gp Ambidexterity 1,500 gp Armor Proficiency: Light 1,000 gp Armor Proficiency: Medium 1,250 gp Armor Proficiency: Heavy 1,500 gp Dodge 1,250 gp Mobility 1,500 gp Spring Attack 2,750 gp Expertise 1,250 gp Improved Disarm 1,500 gp Improved Trip 1,500 gp Whirlwind Attack 3,500 gp Improved Critical 3,000 gp Power Attack 1,250 gp Cleave 1,500 gp Great Cleave 2,750 gp Weapon Focus 1,250 gp Weapon Specialization 2,750 gp Silent Spell 2,000 gp Craft Staff 5,000 gp Like magic item market prices, some fiddling will be necessary in cases where a feat has a prerequisite that isn't listed above. Questions, comments, snide remarks? [/QUOTE]
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