Advance Dungeons & Dragons Skills And Feats

Advance Dungeons Dragons Skills Feats - D&D / Pathfinder Archive - Posted: 31st Oct, 2009 - 6:47pm

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Discuss  Advance Dungeons & Dragons Skills Feats
Post Date: 29th Oct, 2009 - 6:41pm / Post ID: #

Advance Dungeons & Dragons Skills And Feats
A Friend

Advance Dungeons & Dragons Skills And Feats

Check in here to see what skills and feats are available for your character to use.

UPDATE: You can also check here: Source 6

Advance Dungeons & Dragons Skills And Feats
Advance Dungeons & Dragons Skills And Feats (Hover)

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Post Date: 30th Oct, 2009 - 2:56pm / Post ID: #

Advance Dungeons & Dragons Skills And Feats
A Friend

Feats Skills Dragons and Dungeons Advance

Skills are as follows:

Appraise
Autohypnosis
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Knowledge- Arcana
Knowledge-Architecture
Knowledge- Dungeoneering
Knowledge-Geography
Knowledge-History
Knowledge-Local
Knowledge-Nature
Knowledge-Nobility and Royalty
Knowledge-Religion
Knowledge-Planes
Listen
Move Silently
Open Lock
Preform
Profession
Psicraft
Ride
Search
Sense Movement
Sleight of Hand
Speak Language
Spellcraft
Spot
Survival
Swim
Tracking
Tumble
Use magic Device
Use Psionic Device
Use rope
+ any other that the Gm approves

Characters get the following skills per level + Intelligence Modifier times four

Barbarian: 4
Bard: 6
Cleric: 2
Druid: 4
Fighter: 2
Monk: 4
Paladin: 2
Ranger: 6
Rouge: 8
Sorcerer: 2
Wizard: 2

Max skill is = to level plus 3

Post Date: 31st Oct, 2009 - 6:47pm / Post ID: #

Advance Dungeons & Dragons Skills And Feats
A Friend

Advance Dungeons & Dragons Skills And Feats Archive Pathfinder / D&D

Feats are awarded one feat per new character and one for every third level you obtain. Some classes give you feats for just being in that class. These are separate than your feat you get to pick.

Fighters get one additional bonus feat. This feat has to be from the combat feats. Fighters get a combat bonus feat every two levels. Starting at 2nd level.

Humans at 1st level get a bonus feat too.

The feats are as follows:

General feats:

Acrobatic +2 to jump and tumble checks
Agile +2 to balance and escape Artist checks
Alertness +2 to listen and spot checks
Animal Affinity +2 to handle Animal and ride checks
Athletic +2 To climb and swim checks
Combat Casting +4 on Concentrate check on def spells
Deceitful +2 to disguise and forgery checks
Deft Hands +2 to sleight of hands and use rope
Diligent +2 to appraise and decipher check
Investigator +2 to gather info and search check
Magical Aptitude +2 to spellcraft and Magic device check
Negotiator +2 to Diplomacy and Sense movement
Nimble Fingers +2 to Disable device and open locks
Persuasive +2 to Bluff and Intimidate checks
Self Sufficient +2 to heal and survival check
Skill Focus +3 to all checks involving one skill
Stealthy +2 to Hide and move silent checks

Saving Throw Feats

Great Fortitude +2 to all Fortitude saving throws
Indomitable Soul must have endurance and Iron will Roll 2d20's take best roll
Iron Will +2 to all Will saving throws
Lightning Reflexes +2 to all reflex saving throws
Steadfast must have Endurance use Con modify in place of will
modify on will checks + no fail
on roll of one
Movement Feats

Run When running 5X base move if
lightly armoured/encumber
4X move if heavy armour
+4 on jump check if running start

Armor and Shield Feats

Armour Proficiency (light armor) Proficient with all normal light armor
Armor Proficiency (medium Armor -Must have light armour - Proficient
with all normal medium armor
Armor Proficiency (Heavy Armor) - Must have medium armor - Proficient
with all normal heavy armor
Armor Specialization - must have Armour Proficiency of armour type and
base attack bonus of +12 - gain damage reduction of 2
on armor selected
Shield Proficiency Proficient with all shields except Tower
Tower Shield Proficiency - Must have shield prof - Proficient with Tower
Shield

Hit Point Feats

Diehard must have Endurance Auto stabilize when -1 or lower can
stay conscious to move but no strenuous.
Endurance Like ranger 3rd level
Toughness +3 hit points May be stacked

Feats that Give new uses for Skills

Combat Acrobat - Must have balance - 9 ranks and Tumble - 2 ranks
Make balance check vs d20 to avoid
knocked prone
Keen-Eared Scout - Listen - 6 ranks + Alertness or skill focus (listen)-
If listen checks beats DC you gain bonus

Master Manipulator - must have Diplomacy 9 ranks and Charisma of 13 -
gain two abilities if speak same language
as subject.
Track Same as Ranger 1st level
Vatic Gaze - must have Arcane Spellcaster 9th lvl- Detect magic at will if
make sense motive DC check can tell
highest spell lvl of foe
Wander's Diplomacy - must be Halfling or Bluff 4 ranks, Diplomacy 4 ranks and sense move 4 ranks - Can gain some abilities see GM

If I missed any Feats please check with me about them


 
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