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« on: February 02, 2012, 09:12:27 AM »
I was thinking about these yesterday and trying to see if there is a way I can remove the rank-based X/day use. I'd like something that can be used more consistantly, but not in a way that's too powerful. What about:
Agile [General]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks and those skills are considered class skills for you each level.
As a swift action, you may gain the benefits of Freedom of Movement until the end of your turn. In order to move through any impeedment, you must succeed on a Balance or Escape Artist check with a DC set at the highest level effect you're attempting to move through. For example, if you are both in a Web and Black Tentacles spell, use the DC of the Black Tentacles spell to see if you can escape. For effects that do not have a set DC (such as water), assume the DC is 15. The DM can modify this DC based on if he thinks the effect is easier or harder to escape or move through, although they should typically be between 10 and 20.
Investigator [General]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks and those skills are considered class skills for you each level.
After studying a 10 by 10 foot area for 10 minutes, you gain the benefits of the Stone Tell spell as an extraordinary ability. This ability functions regardless of if the area contains any stones or not and lasts one minute per character level.
Negotiator [General]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks and those skills are considered class skills for you each level.
You may mimic the effects of Suggestion or Detect Thoughts as an extraordinary ability if you talk to a person for at least one minute. Both of these effects are language-dependent, mind affecting effects. The DC for each ability is 10 + 1/2 your character level + your Charisma modifier. If the target makes their saving throw, they cannot be affected by either ability for 24 hours, and their attitude shifts one step closer to hostile.
Nimble Fingers [General]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks and those skills are considered class skills for you each level.
You may open a door, portal, chest, or similar item as the Knock spell by spending one minute. You may break an item you can touch with both of your hands as the Shatter spell. Both of these abilities are extraordinary abilities and have a caster level equal to your character level. The DC is 10 + 1/2 your character level + your Intelligence modifier. If the object makes its saving throw, it cannot be affected by this ability for 24 hours.
Persuasive [General]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks and those skills are considered class skills for you each level.
Magical effects to determine if you are telling the truth do not automatically succeed. The caster must beat your Bluff check with either a Sense Motive check or caster level check for the effect to work.
You may scare an opponent with effects identical to Cause Fear as a full-round action. This ability has no hit die cap and is an extraordinary ability. The DC is 10 + 1/2 your character level + your Charisma modifier. If an opponent succeeds on their saving throw, they cannot be affected again for 24 hours.
Stealthy [General]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks and those skills are considered class skills for you each level.
You gain the Hide in Plain Sight ability. You can attempt to remain hidden when moving across areas with no cover or concealment, but you suffer a -10 penalty on your Hide check. You may move at full speed without incurring any penalty on your Move Silently checks.
I couldn't think of a good way to modify Self-Sufficient, so I left it alone. What are your thoughts? Most of these are limited by not working if someone makes their save, but they're otherwise unlimited. Negotiator and Nimble Fingers seem to be the most powerful, but they each take a minute of use to activate, so they can't be used in combat; they're more of social/puzzle encounter solvers.
Agile effectively grants continuous Freedom of Movement, but it takes a swift action to activate and requires a skill check to succeed. Granted, using a skill check to beat a spell DC will likely succeed, it's not a sure-fire thing. It may still need some attention.
Thoughts?