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Some stuff on skills.

Improvements to base Skills

There's a few cut feats we can introduce to improve some skills, see Overhaul Feats.

Crafting Skills

These could do with a once over and be made usable in the OC modules and actually useful overall.

Bluff

Combat usage!

Feint

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:

  • Feat to use, so a full standard action (have it use the "attack" spell animation ala Arcane Archer feats) - melee range
  • Do the skill check probably vs. Concentration instead of Sense Motive unless Sense Motive is added and queue an attack action against them
    • Target on failure gets a penalty to AC based on what Dexterity bonus AC they have (ie based on armor + current dexterity bonus)
    • This is removed after 6 seconds or when they are attacked and it triggers the OnPhysicalAttacked
      • Note this is more powerful than the standard version and allows another person to get an attack in at the given bonus, but minor at that

For a free action feat version:

  • The feat is an instant cast feat, and applies to the current target you're attacking or if not attacking one you select (who you run up to first to hit) and the effect is applied before you attack.
  • Can't do more than once every 6 seconds

Alternatively do it a similar way to NWN2: https://nwn2.fandom.com/wiki/Feint

  • This actually has additional functionality the NWN1 engine hasn't where the feat replaces the first attack in the queue...
  • However perhaps this is doable somehow?
  • Possibly a full round action is "balanced" (can alternate the feat usage and attack the next round)
  • Could apply for a full 6 seconds to balance it better as a thing allies can also take advantage of?

Hide in Combat

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:

  • Check every creature who can see me
  • For each creature roll a Bluff roll
  • If all have failed, apply the feat Hide in Plain Sight for 1.0 seconds
    • Or possibly ClearAllActions(TRUE); - need to test. HIPS is crazy good.
  • ActionUseSkill(SKILL_HIDE) to hide

Appraise

Should get this applied to all converted modules stores and show the re-rolls.

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