Some stuff on skills.
There's a few cut feats we can introduce to improve some skills, see Overhaul Feats.
Should get this applied to all converted modules stores and show the re-rolls.
Combat usage!
This could have a NUI item or free general feat - the Feint action.
https://www.dandwiki.com/wiki/3e_SRD:Bluff_Skill#Feinting_in_Combat
> The character can also use Bluff to mislead an opponent in combat so that he can't dodge the character's attack effectively. Doing so is a miscellaneous standard action that does not draw an attack of opportunity. If the character is successful, the next attack the character makes against the target does not allow him to use his Dexterity bonus to Armor Class (if any). This attack must be made on or before your next turn. Feinting in this way against a nonhumanoid is difficult because it's harder to read a strange creature's body language; the character suffers a –4 penalty. Against a creature of animal Intelligence (1 or 2) it's even harder; the character suffers a –8 penalty. Against a nonintelligent creature, it's impossible.
So the way this could work:
For a free action feat version:
Alternatively do it a similar way to NWN2: https://nwn2.fandom.com/wiki/Feint
This could be a fun use: https://www.dandwiki.com/wiki/3e_SRD:Bluff_Skill#Creating_a_Diversion_to_Hide
> The character can use Bluff to help the character hide. A successful Bluff check can give the character the momentary diversion the character needs to attempt a Hide check while people are aware of the character.
This essentially could allow a Hide in Plain Sight check if every single person has failed their check. Basically:
These could do with a once over and be made usable in the OC modules and actually useful overall.
Fixes for the base system: https://neverwintervault.org/project/nwn1/hakpak/craft-magic-fixes
Needs to account for custom spellcasting classes.
Need further uses for this skill if there are no checks in conversations. The Demoralize Opponent probably needs to be an action with a slightly longer duration like Taunt has (5 rounds).
You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear).
This takes a standard action.
Special
You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a –4 penalty on your Intimidate check for every size category that you are smaller than your target.
A character immune to fear can’t be intimidated, nor can nonintelligent creatures.