Genre Savvy (3.5e Feat)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Luigifan18 (talk)
Date Created: November 16, 2012
Status: Needs review
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
Average:
0
/ 4

 0 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 4 users opposed it (0/4).

CommunityOpposed.png
Rate this article
Discuss this article


Genre Savvy [General] You are Genre Savvy. Your experience with the relationship between common theatrical plot lines and the inner workings of the universe grants you a sort of sixth sense regarding the results of any action you may be about to take or whatever situation you've found yourself in; you seem as though you can see a few minutes (or hours) into the future.Prerequisites: Knowledge (theatrics) 10 ranksBenefit: You gain a +2 bonus to bardic knowledge checks (if you have that class feature), and enjoy several other benefits:

Whenever you perform any task for which you do not necessarily know if you succeeded or failed, you can gain awareness of your success or failure with a DC 30 Knowledge (theatrics) check. Failing this Knowledge (theatrics) check means that you do not know whether your succeeded or failed on the original check, as normal.

Furthermore, if you fail on any skill check that involves noticing something out of the ordinary (Spot, Listen, Search, Appraise, Decipher Script, Sense Motive, or Survival), you immediately attempt a Knowledge (theatrics) check (DC equal to the original DC, plus or minus new circumstance modifiers based on how clichéd the situation is). If you succeed on the Knowledge (theatrics) check, you immediately realize that something isn't quite right, and you retry the original check; another failure on the original check means that you try the Knowledge (theatrics) check again, and this pattern repeats itself until you succeed on the original check, fail the Knowledge (theatrics) check, or fail the original check for the third time. Failure on the Knowledge (theatrics) check means that you fail to notice anything's wrong, and the failure of the original check stands; failure by 5 or more means that you completely misinterpret your situation (unless you succeed on yet another DC 30 Knowledge (theatrics) check to become aware of your failure). If you fail the original check three times (even with the Knowledge (theatrics) checks to retry), you suspect that something's wrong, but you can't really put your finger on it, and so all you end up with is a vague sense of unease. None of these additional Knowledge (theatrics) checks or retries of the original check require an action — they're part of the same action as the first check.

You may take a swift action to make a Knowledge (theatrics) check against a DC of 30 to draw upon your intuition and experience to predict the future based on current circumstances. If you succeed, you receive a woe or weal message concerning the actions of any creature within line of sight, as though you had queried about their outcome through an augury spell that has a guaranteed success rate. Unlike the normal augury spell, however, the predictions only extend out to the next five rounds (or 30 seconds) rather than a half hour. In many respects, this works like a limited version of the foresight spell's pseudo-augury function. This divination is an extraordinary effect and entirely non-magical, as you're actually drawing upon your own knowledge of how certain events tend to play out rather than receiving information from any external source. If the creature you analyzed is doing anything stupid, you may or may not have time to stop them before disaster occurs (and since you just used your swift action, you can't use a quickened spell to help you, at least for this round).

Finally, you may make a Knowledge (theatrics) check instead of a Will save to disbelieve an illusion (if something's too good to be true, it probably is). The DC of this check is the same as the normal Will save DC. Example: You come across an abandoned orcish village. The orcs were hostile to your party, they promised that they'd be ready to beat you to a pulp if you approached their village, and they've never been the sort to retreat, so why are they gone? The answer: They've all been eaten by a dragon, and said dragon's still nearby. Without this feat, you'd have no way of knowing that unless you used some sort of divination magic or clairsentience psionics — or encountered the dragon personally.Normal: Certain rolls (such as a roll to throw a grappling hook to help you climb up a wall) give you less than a full indication of whether you've succeeded or failed (at least not until something nasty happens, such as the grappling hook falling from the wall while you're climbing it, or the demon breaks out of your poorly-secured magic circle against evil). Your only way of knowing whether you succeeded or failed is to suffer the consequences. You also can't retry a check made to notice something happening, such as a Spot or Listen check.



Back to Main Page3.5e HomebrewCharacter OptionsFeats

Luigifan18's Homebrew (383 Articles)
Luigifan18v
Article BalanceHigh +
AuthorLuigifan18 +
Identifier3.5e Feat +
PrerequisiteKnowledge (theatrics) 10 ranks +
Rated ByFluffykittens +, Foxwarrior +, Leziad + and Undead Knave +
RatingRated 0 / 4 +
SummaryYou are Genre Savvy. +
TitleGenre Savvy +
TypeGeneral +