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Using Skills in Combat
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<blockquote data-quote="trentonjoe" data-source="post: 6652038" data-attributes="member: 304"><p>I am toying around with allowing skill checks to be used as a<u> bonus action</u> in combat. As of right now, I have these:</p><p></p><p></p><p>Investigate:A DC 15 (modified by circumstances) check allows the character to notice a weak spot in his opponents defenses, the character does 1d4 extra damage. On a roll of 1, the character is widely mistaken and the opponent is resistant to her attacks until the start of her next turn.</p><p></p><p>Bluff: A DC 20 check allows the character to fool her enemy. Her next attack is made with advantage.</p><p></p><p>Tumble: A PC makes an opposed check vs the enemy. The opponent may use ACROBATICS, ATHLETICS, PERCEPTION or INVESTIGATE. With a success the the opponent attacks with disadvantage on the first strike against the PC. Failure allows the opponent to use a reaction to take an opportunity attack.</p><p></p><p>Athletics: A PC makes an opposed check vs the enemy. The opponent may use ACROBATICS, ATHLETICS, PERCEPTION or INVESTIGATE. With a success the the PC may use the shove attack as a bonus. Failure allows the opponent to use a reaction to take an opportunity attack.</p><p>***I don't like this because it requires two straight opposed rolls*****</p><p></p><p>Perception: A DC 15 (modified by circumstances) check allows the character to perceive a vulnerability in his opponents defenses, the character rolls an extra 1d4 her next attack roll. On a roll of 1, the character is widely mistaken and subtracts 1d4 from her next attack.</p><p></p><p>Working on a CON one....</p></blockquote><p></p>
[QUOTE="trentonjoe, post: 6652038, member: 304"] I am toying around with allowing skill checks to be used as a[U] bonus action[/U] in combat. As of right now, I have these: Investigate:A DC 15 (modified by circumstances) check allows the character to notice a weak spot in his opponents defenses, the character does 1d4 extra damage. On a roll of 1, the character is widely mistaken and the opponent is resistant to her attacks until the start of her next turn. Bluff: A DC 20 check allows the character to fool her enemy. Her next attack is made with advantage. Tumble: A PC makes an opposed check vs the enemy. The opponent may use ACROBATICS, ATHLETICS, PERCEPTION or INVESTIGATE. With a success the the opponent attacks with disadvantage on the first strike against the PC. Failure allows the opponent to use a reaction to take an opportunity attack. Athletics: A PC makes an opposed check vs the enemy. The opponent may use ACROBATICS, ATHLETICS, PERCEPTION or INVESTIGATE. With a success the the PC may use the shove attack as a bonus. Failure allows the opponent to use a reaction to take an opportunity attack. ***I don't like this because it requires two straight opposed rolls***** Perception: A DC 15 (modified by circumstances) check allows the character to perceive a vulnerability in his opponents defenses, the character rolls an extra 1d4 her next attack roll. On a roll of 1, the character is widely mistaken and subtracts 1d4 from her next attack. Working on a CON one.... [/QUOTE]
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