Tome of Prowess (3.5e Sourcebook)/Characters in a Skilled Game

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Characters in a Skilled Game

While there's a lot of additional options in the skills themselves, there are also updated feats, spells, and gear to take advantage of them.

Feats for the Skilled

Skills serve as a base level of power for the skilled characters of the world, but only a base. By employing feats, a skilled character can improve their abilities or expand them in unexpected and dramatic ways.

Standard Feat Descriptions

Always Aware [Prowess] The villain was only visible for a moment before he disappeared. But a moment is all you need.Prerequisites: Perception 6+ ranksBenefit: After you have 6 or more ranks in Perception than the minimum needed to use a particular ability, you reduce the total penalty for rushing the action by 5 points. You also gain one additional rush option: Rush a swift action to an immediate action in exchange for a -5 check penalty. Example: If you rushed a standard action Notice check to a swift action, for example, you would suffer a 0 penalty instead of the normal -5 penalty. Similarly, if you had 10 ranks in Perception, you could use the Uncover Secrets ability as a move action with a 0 penalty, or as a swift action for only a -5 penalty.

Making a notice check as an immediate action allows you to attempt to gain more detail from the event at the instant you are given information from your passive perception, instead of waiting for your turn to arrive. This eliminates the possibility of the event ending before you can glean something from it, so long as you have an immediate action to spend on the check. It only works as often as you have immediate actions, however, which is once per round for most characters. These reactionary notice checks are made with a net -5 penalty, and are not as reliable as using a swift action on your turn.Normal: You suffer full penalties for rushing and may not make checks as an immediate action.
Angry Glare [Prowess] False friends wither under the weight of your glare.Prerequisites: Intimidation 4+ ranksBenefit: When you are affected by an Affability ability, you may make an Intimidation check as a free action. If your check exceeds your opponent's check, your opponent resolves the ability as if they had rolled the worst result.

You may also make an Intimidation check in place of a will save against any [Charm] or [Compulsion] effect. You suffer a penalty to your check equal to the effect level, or half the initiator's CR for effects without spell, power, maneuver, or similar level.


Artificer [Prowess] It's hard to know where you end and your wands begin. Items just like to do what you tell them to.Prerequisites: Arcana 4+ ranks, Caster Level 6Benefit: You may use any spell trigger item as if it were an item that responded to Arcana instead of its normal skill. Staves use your caster level instead of their own and your spellcasting ability score to calculate their DC. Furthermore, whenever you use an arcane staff, you may make an Arcana check for the There's a Trick to It ability. If you succeed, you may apply your Spellcasting feats to that use of the staff.

Clarity of Rage [Prowess, Fury] When blinding rage pushes you forward, you still tend to end up right where you wanted to be.Prerequisites: Rage class featureBenefit: While raging, you may use any skill ability without penalty or restriction so long as it could be completed as a full-round action or less. You are still restricted from using skills that need patience and would require more time. Additionally, while raging you gain a +2 competence bonus to any skill that has Strength, Dexterity, Constitution, or Wisdom as its key attribute. Normal: You may not use a number of skill abilities based on their key attributes.
Combat Casting [Prowess] When you work your somatic components into a dodge routine, you can get them off with a sword near your face instead of inside it.Benefit: As part of the action to cast a spell, you may attempt to cast it defensively. This requires a caster level check against a DC determined by your foes, though you may substitute an Arcana check if you are casting an arcane spell, a Geomancy check if you are casting a natural spell, or a Thaumaturgy check if you are casting a divine spell.

Your check is rolled once, and the result used against the DC for each opponent threatening you in melee. You suffer a penalty to this check equal to the number of foes threatening you minus one. The DC for each opponent is 15 + your opponent's base attack bonus or CR, whichever is lower. If your check exceeds a foe's DC, you do not provoke attacks of opportunity from them. If your check does not exceed a foe's DC, that foe may take an attack of opportunity as normal.

You are also somewhat better than normal at finishing casting a spell if you are struck with an attack while casting a spell or taking ongoing damage while casting a spell. You gain a +3 competence bonus to any use of the Ignore Distraction or Suck It Up abilities to avoid interrupting your spellcasting. Normal: Casting spells within a threatened area provokes an attack of opportunity.Special: Whenever a spellcasting class would be eligible to select a bonus [Metamagic], [Item Creation], or similar feat, they may select this feat instead.
Craft Item of Prowess [Item Creation, Prowess] You know your trade well enough to imbue it into gear.Prerequisites: Character level 4Benefit: You may craft any skill gear for which you meet the prerequisites. Enchanting a skill item takes one day for each 1,000 gp in its price. To create a skill item, you must spend 1/25 of the item’s market price in XP and use up raw materials costing half of its market price.

You can also mend a broken skill item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.


Fast Talker [Prowess] You find yourself in a hole, but you might just talk yourself out.Prerequisites: Bluff 6+ ranksBenefit: You may use the Push an Agreement ability with a Bluff check rather than an Affability check. The nature of this action allows you to make the check in only 5 rounds' time. Since you are largely misleading your target with this action, they realize they have been played after 2 rounds per rank you have in bluff. At that time, they cease to respect the agreement, and their attitude towards you also shifts negatively one step. Normal: "Push an Agreement" is performed with the Affability skill.
Human-like Skill Training [Prowess] I can see why humans have taken over the world with this "multi-tasking" thing they've got going on.Prerequisites: Race that does not grant bonus skill pointsBenefit: You immediately gain extra skill points equal to your level +3. You must spend these skill points on your class and cross class skills normally.

At each new level, you also gain 1 additional skill point.
Jack of All Trades [Prowess] Benefit: You can advance background abilities to Grade I and Grade II in half the normal time. Additionally, you gain a +2 bonus to the attribute checks necessary to advance these abilities.
Mounted Combat [Fighter] You are a skilled rider and combatant, and have brought the two together.Prerequisites: Base Attack Bonus +1Benefit: When making a ride check or a swift mount / dismount check, you may use your Base Attack Bonus + your Dexterity Modifier + 3 in place of your normal ride modifier. You may take 10 on this replacement riding check at any time, even under pressure or in combat. Normal: You must invest in the ride (or other equivalent) skill to be a competent rider.Special: A fighter may select Mounted Combat as one of his fighter bonus feats.
Orator [Prowess] You know the secrets behind keeping a crowd's attention.Prerequisites: Affability 6+ ranksBenefit: You may use an affability check to fascinate your targets by taking two full-round actions. Everyone within 20 feet must make a psychology check with a DC equal to your affability modifier plus 10. If they fail, they are fascinated until you stop talking. Every minute since the beginning of the effect, they can attempt to break free of the trance and reroll their check to resist. Each time they fail a check to resist, they fall deeper into the trance and take a cumulative −3 penalty to all attempts to break free. This penalty lasts only as long as the trance is maintained.
Powerful Leader [Prowess] People are often willing to follow you to the end of the world.Prerequisites: Intimidation 12+ ranksBenefit: When using the New Orders ability, you can choose to affect everyone within a 20 foot radius.
Rumormonger [Prowess] You know the secrets behind a well crafted rumor.Prerequisites: Bluff 6+ ranksBenefit: By spending a minute of conversation, you may start a rumor. Choose anything mentioned in the conversation to spread. Make a free Push an Agreement check (to push the target(s) to gossip) using Bluff rather than Affability. If you succeed, the target(s) are obliged to spread the rumor. Within the next 24 hours, they will bring the topic up in casual conversation if appropriate and the opportunity presents itself, to as many people as appropriate and possible. They make a bluff check as if they had access to this feat to impart the same obligation on to the recipient.
Shadow Focus [Prowess] Your mysteries wield more power than normal. If you don't use mysteries, you still get some benefits when using similar arts.Prerequisites: Arcana 4 ranksBenefit: You get a +2 competence bonus on DCs for any spells on this list. Special: This feat is not intended to stack with Spell Focus and Greater Spell Focus, as well as anything similar.
Tracker [Prowess] You can follow less than obvious trails.Prerequisites: Survival 4+ ranksBenefit: You may use the Survival skill to find and follow trails with any DC. The DC of a trail is determined according to the Revised Tracking Rules.

Additionally, if you fail to find or continue to follow a trail, you may make an additional check after spending only 10 minutes searching outdoors or 2 minutes indoors. Special: In games using the Tome of Prowess, this feat replaces the Track feat for all intents and purposes.
Winning Smile [Prowess] You are so genuinely likeable that it's hard to yell at you.Prerequisites: Affibility 4+ ranksBenefit: When you are affected by an Intimidation ability, you may make an Affibility check as a free action. If your check exceeds your opponent's check, your opponent resolves the ability as if they had rolled the worst result.

You may also make an Affability check in place of a will save against any [Fear] effect. You suffer a penalty to your check equal to the effect level, or half the initiator's CR for effects without spell, power, maneuver, or similar level.

Tome Style Scaling Feats

Too Much of a Good Thing...

Scaling feats were introduced in the Races of War sourcebook from the Tome series to fix several issues with feats. At the time feats were largely minor perks that did very little to differentiate characters and didn't scale in power with the game in large part. They were also so few in number that you couldn't actually become something iconic with them, like a sniper, until you were mid level, and even then you were locked into that one shtick. Scaling feats, by contrast, are actually complete minor aspects of a character that help define who they are and what they do that scale well enough to be useful throughout a character's career. In this respect they solve the problems they set out to quite well.

Taken too often, however, these feats actually serve to dilute a character's personality. You can easily go from having a sniper medic human rogue at level 1 to a sniper, medic, expert counterfeiter, detective, many faced, con artist human rogue at level 12. And it just gets worse from there or with additional bonus feats, as each additional feat adds another relevant descriptor to your character. Their structure also leads to the acquisition of increasing numbers of powers as you level, so that you gain substantial blocks of powers at specific levels. On its own this isn't particularly bad, but in conjunction with the new skill abilities presented in this work you can quickly overwhelm a player with new powers and abilities. The power concerns of feats are also reduced with the addition of this work, as the characters who most depend on feats for abilities now have relevant and useful powers from their skills. There are still feats that should be avoided as the traps that they are, but the need for feats to pull more weight has been reduced.

This isn't to say that scaling feats are unnecessary, just they they have issues on their own that are exacerbated by the addition of useful skill abilities. To avoid these problems we suggest the following restriction on taking scaling feats. You may only select a scaling feat with the character granted feat slots at level 1, 3, 6 and 12. Additionally, you may not select a scaling feat to fill a bonus feat unless the bonus feat specifically lists a type of scaling feat. Other normal and bonus feat slots can only be filled with standard feats, granting an additional ability or perk to a character without substantially altering their description. Limiting these sorts of feats in this way reduces character dilution at lower levels and keeps the power acquisitions from overwhelming players without sacrificing the real benefits this style of feat brings to lower level games.

Scaling Feat Descriptions

Gear for the Skilled

We discussed magic item changes back in the rules chapter, and about the items that you would need to get rid of. Here are the replacement items, as well as rules for determining the market price of other sorts of skill related gear.

Example Skill Items

The following is a list of items that have been written to work with the updated skill system presented here. An etheliometer is a rather crazy collection of knobs, levers, gears, and dials that requires two hands to operate. Those who understand a bit about how magic works can use the various fiddly bits on it to detect the presence of magic and to learn information about it. As a result, only characters with ranks in Arcana, Geomancy, or Thaumaturgy can use it effectively.

When used, however, an individual with ranks in one or more of the above skills can determine the presence of magic in a 60' cone (radiating outward from the etheliometer) as a 1-round action. With an additional 1-round action, the wielder can determine the direction and distance to each magical effect within the cone. Once located, they may spend a 1-minute action the wielder can determine additional information about a magical effect or item so long as they are within 5' of it. This last function is treated as a use of the Identify Magic ability in the Arcana, Geomancy, or Thaumaturgy skills. The wielder gains additional information about the effect based on the result of their check.

Price: 50 gp
Weight: 2 lb.

Amulet of Second Glances
Price: 500 gp (1 re-rolls); 2,000 gp (2 re-rolls); 4,500 gp (3 re-rolls); 8,000 gp (4 re-rolls); 12,500 gp (5 re-rolls); 18,000 (unlimited re-rolls)
Body Slot: Neck
Caster Level: Granted Re-rolls x 2, or 15 for unlimited
Aura: Minor Enchantment (3 or 4 re-rolls); Moderate Enchantment (5, 6, or 7 re-rolls); Strong Enchantment (unlimited re-rolls)
Activation: Free
Weight: 0.1

While wearing this amulet, you may immediately reroll any Appraisal ability check as a free action. You do not have to use this new result if you do not want to, and may instead keep your original roll. You may use this reroll ability up to the number of times per day granted by the amulet.

If you use multiple items that grant re-rolls for the appraisal skill, you may not benefit from more re-rolls than the largest number granted by an item in any given 24 hour period.

Prerequisites: Craft Item of Prowess, Character level equal to granted re-rolls x 2 (or 15 for unlimited), Appraisal as a Class Skill.

Hands of the Deft
Price: 1,750 gp
Body Slot: Hands
Caster Level: 5
Aura: Minor Transmutation
Activation: Continuous
Weight: 0.1

"My fingers know what needs to be done."

While wearing these gloves, it only takes you twice as long to take 15 on any devices check that you make. Further, you may take 10 on any devices check that you make under pressure, even if you do not have 4 more ranks than the minimum required to use the particular skill ability.

Prerequisites: Craft Item of Prowess, Character level 6, Devices as a Class Skill.

Headband of Attention
Price: 500 gp (4 ranks); 2,000 gp (6 ranks); 4,500 gp (8 ranks); 8,000 gp (10 ranks); 12,500 gp (12 ranks); 18,000 (14 ranks); 24,500 gp (16 ranks); 32,000 gp (18 ranks); 40,500 gp (20 ranks); 50,000 gp (22 ranks)
Body Slot: Head
Caster Level: Granted ranks - 2
Aura: Minor Enchantment (4 or 6 ranks); Moderate Enchantment (8, 10, or 12 ranks); Strong Enchantment (14, 16, 18, 20, or 22 ranks)
Activation: Continuous
Weight: 0.1

"This headband is crazy! I almost can't close my eyes while I'm wearing it."

While wearing a Headband of Attention, a character acts as if they possess a number of ranks in the perception skill. The number of ranks granted in this way is determined by the strength of the headband. These ranks grant the wearer skill abilities as normal. If a character already possesses more ranks than the headband would provide, they gain no additional benefit from these ranks.

Prerequisites: Craft Item of Prowess, Character level equal to granted ranks - 2, Perception as a Class Skill.

Unnoticed Cloak
Price: 1,750 gp (4 ranks); 3,500 gp (6 ranks); 6,000 gp (8 ranks); 9,500 gp (10 ranks); 14,000 gp (12 ranks); 19,500 (14 ranks); 26,000 gp (16 ranks); 33,500 gp (18 ranks); 42,000 gp (20 ranks); 51,500 gp (22 ranks)
Body Slot: Shoulder
Caster Level: Granted ranks - 2
Aura: Minor Transmutation (4 or 6 ranks); Moderate Transmutation (8, 10, or 12 ranks); Strong Transmutation (14, 16, 18, 20, or 22 ranks)
Activation: Continuous
Weight: 0.5

"I couldn't even tell you what color the cloak was, or was it a scarf..."

While wearing an Unnoticed Cloak, a character acts as if they possess a number of ranks in the stealth skill. The number of ranks granted in this way is determined by the strength of the cloak. These ranks grant the wearer skill abilities as normal. If a character already possesses more ranks than the cloak would provide, they gain no additional benefit from these ranks.

The cloak also provides a +3 competence bonus on all stealth checks. This competence bonus does not stack with any other competence bonus, including those granted by race, masterwork item, or feat.

Prerequisites: Craft Item of Prowess, Character level equal to granted ranks - 2, Stealth as a Class Skill.

Creating Magical Skill Gear

Any character who possesses the craft item of prowess feat may spend their time and energy creating skill items like those listed above.

Magical skill gear is broken up into two main categories: items that grant skill ranks and items that grant rolling abilities or modifiers. Skill gear does not grant additional skill abilities at all, unless it is granting them through a feat (which can not be imbued with the craft item of prowess feat).

Gear That Grants Ranks

Items that grant ranks need to be priced in such a way that characters who possess them can not buy power above their level, and can not buy substantial flexibility too early. They thus cost quite a bit of money.

Gear that provides ranks in skills follows the following pricing formula: (Granted Ranks - 2) x (Granted Ranks - 2) x 125 gp. This works out to the following:

Granted
Ranks

Price
MIC Item
Level
4 500 gp 4th
6 2,000 gp 7th
8 4,500 gp 10th
10 8,000 gp 12th
12 12,500 gp 14th
14 18,000 gp 15th
16 24,500 gp 16th
18 32,000 gp 17th
20 40,500 gp 18th
22 50,000 gp 19th

The ranks granted by these items do not stack with the ranks a character already possesses. If you use an item that grants ranks, you use either your ranks or the ranks that it provides to you.

A character with the craft item of prowess feat can create a rank granting item for any skill which they possess as a class skill. The maximum rank they can imbue into an item is equal to their character level + 2.

Gear That Modifies a Roll

There are several ways to modify a roll, from a straight numeric bonus to re-rolls to more esoteric things. The most common ones are discussed here.

Competence Bonuses

A skill item may provide a +3 competence bonus to a skill. The market price for this upgrade is 1,000 gp.

A character with the craft item of prowess feat can create a competence bonus granting item for any skill which they possess as a class skill. They must have a minimum character level of 4 in order to do so.

Re-Rolls

Re-rolls are a useful tool in the hands of a skilled character. Since they are rarely used except when an initial roll results in failure, they work to increase successful rolls without also increasing the bonuses associated with them. All re-rolls granted from these items replace the original check result, even if the re-rolled result is worse. This means that most re-rolls will be vastly more useful for low rolls than high rolls.

The value of re-rolls in general is somewhat decreased by the ability to take 10 on a roll, since a success without a roll eliminates the potential to need a re-roll in the first place. It is important to note, however, that if a character "takes 10" with a skill ability, they can still use a re-roll if they have one available. "Taking 10" simply assumes that the die came up 10, so if they find that result insufficient they can use a re-roll to make a real attempt. Likewise, if a character is able to take 10 on a roll, they can roll initially and elect to "take 10" with a re-roll if they could normally choose to "take 10". They can not take 15 or 20 in conjunction with a re-roll, as those have a different action cost than a roll.

When a character makes a check and then uses a re-roll to "take 10", they are effectively setting the minimum possible roll result to 10. This is not a concern once in a while at lower levels since it just makes characters slightly more successful, but it would be detrimental to the game if it happened too often because it breaks expected success rates. At higher levels, this is less of a concern as the abilities trail off and it less likely that a character would fail an ability check in the first place, except against equal level foes where taking 10 isn't a guarantee of success anyway. The pricing for re-rolls has been set with these concerns in mind.

Gear that provides re-rolls is priced, per skill, as follows:

Daily
Re-rolls

Price
MIC Item
Level
1 500 gp 4th
2 2,000 gp 7th
3 4,500 gp 10th
4 8,000 gp 12th
5 12,500 gp 14th
Unlimited 18,000 gp 15th

Note that you can not benefit from more re-rolls for a skill in a 24 hour period than the largest granted by one of your re-roll items. It doesn't matter which items actually grant the re-rolls, as long as the total does not exceed the amount granted by the item granting the largest ammount.

A character with the craft item of prowess feat can create a re-roll granting item for any skill which they possess as a class skill. They must have a minimum character level of twice the granted number of re-rolls, or 15 for an unlimited item, in order to do so.

Other Modifiers

Gear that modifies the conditions of ability use or a roll, such as the ability to take 10 regardless of ranks or to take 15 in half the time, is relatively cheap. The listed benefits are not substantial boosts in power, as taking 10 early just makes you consistent (and possible consistently bad) and taking 15 or 20 in half time won't be used in combat very often. Additional hurrying of "take X" options should not be allowed on a standard magic item, as they simply become large bonuses if they have no substantial time cost. Items that provide these benefits are listed in the examples above.

The ability to "take 10", "take 15" or "take 20" under pressure before meeting the rank requirements, as well as the ability to "take 15" or "take 20" in half the required time can each be placed within an item, and are added individually. Their market price is 1,000 gp each.

A character with the craft item of prowess feat can create items with these properties for any skill which they possess as a class skill. They must have a minimum character level of 4, +1 per additional ability, in order to do so.

Gear That Provides Multiple Benefits

Gear that provides multiple benefits from different categories, like skill ranks and a competence bonus, is treated as having multiple different abilities. The highest priced portion is used as the base price, and each additional aspect is added to this cost with a 50% surcharge. Adding a competence bonus to a rank granting item increases the market price by 1,500 gp, for example.

This is also the case for gear that provides benefits to different skills. An item that provides re-rolls for two skills is 50% more expensive than buying two items that each provide re-rolls for 1 skill.

Gear that provides multiple benefits from the same category, like taking 10, 15, or 20 under pressure without the rank requirements, is treated as having multiple similar abilities. The highest priced portion is used as the base price, the next highest priced addition gets a 25% discount, and any subsequent additions get a 50% discount.

Pricing Skill Items with the Book of Gears

The Book of Gears work in the Tome series proposes alternate magic item pricing guidelines, breaking items into Minor, Moderate, and Major categories. If this work is in use, items with a price less than 15,000 gp are considered minor items. A moderate skill item simply grants its wielder one of the following benefits: Character level + 3 (minimum 14) ranks in one skill, or unlimited re-rolls with one skill. A major skill item would grant two moderate benefits.

Magic for the Unskilled

Since magic and the skill system are intended to achieve similar ends while interacting as little as possible, some spells have been removed while others have been rewritten.

Removed Spells

Note: Some of these spells may be re-added as variant spells in the future. Greater Heroism in particular is only problematic because of its skill bonus size. If this is reduced to +3 it can be otherwise used as is, though it is not as valuable as it previously was.

Rewritten Spell Descriptions

The following is a list of spells that have been rewritten to work with the updated skill system presented here.


Frighten
Necromancy [Fear, Mind-Affecting]
Level: Blackguard 1, Bard 1, Cleric 1, Death 1, Sorcerer/Wizard 1
Components: V, S
Casting time: 1 standard action
Range: 15 ft
Area: Cone-shaped burst
Duration: 5 rounds or 1 round, see text
Saving Throw: Will negates
Spell Resistance: Yes

A shadowy blast passes briefly over your enemies; in its wake, only fear. You wiggle your fingers creepily and say "Ooga booga" for effect.

Enemies within the area of effect become frightened for 5 rounds. If a creature with 6 or fewer hit dice succeeds on their saving throw, they are only shaken for 1 round instead. Creatures with more than 6 hit dice suffer no effect on a successful saving throw. Frighten counters and dispels remove fear.

Frightened and Cause Fear
Frighten is intentionally set at the same level as cause fear, and if you include it you should not expect spellcasters to prepare cause fear in their first level spell slots. You may want to allow casters to prepare a version of cause fear with a 1 round duration as a 0 level spell (cantrip or orison) instead.


Skilled Classes

The classes linked below are designed with the updated skills in mind, but are not a core part of this work. These classes are often replacements for SRD classes, and are likely to be more powerful than the classes they are displacing through a combination of stronger class features, spell re-leveling, and the elimination of underpowered or 'trap' options. They are linked, rather than simply included here, to avoid page overflow.

Base Classes

  • Priest - A replacement class for the SRD cleric.
  • Templar - A replacement class for the SRD paladin and all of their alignment related variants. This class has no alignment requirements, and can be taken by a larger variety of characters.

Prestige Classes

  • Divine Avatar - A divine prestige class that serves to finish up the priest's advancement while allowing other classes to enter the path as well.



Back to Main Page3.5e HomebrewSourcebooksTome of Prowess

Body SlotNeck +, Hands +, Head + and Shoulder +
Cost500 gp (1 re-rolls); 2,000 gp (2 re-rolls); 4,500 gp (3 re-rolls); 8,000 gp (4 re-rolls); 12,500 gp (5 re-rolls); 18,000 (unlimited re-rolls) +, 1,750 gp +, 500 gp (4 ranks); 2,000 gp (6 ranks); 4,500 gp (8 ranks); 8,000 gp (10 ranks); 12,500 gp (12 ranks); 18,000 (14 ranks); 24,500 gp (16 ranks); 32,000 gp (18 ranks); 40,500 gp (20 ranks); 50,000 gp (22 ranks) + and 1,750 gp (4 ranks); 3,500 gp (6 ranks); 6,000 gp (8 ranks); 9,500 gp (10 ranks); 14,000 gp (12 ranks); 19,500 (14 ranks); 26,000 gp (16 ranks); 33,500 gp (18 ranks); 42,000 gp (20 ranks); 51,500 gp (22 ranks) +