In an attempt to promoteI'd like to suggest the idea of "Charisma-based group skills".
- Charisma as a useful stat, and
- grouping with other characters as a beneficial choice,
Group skills are not d20-based; they would be skills that can be trained and taught and increased through (passive) practice, and they would affect all the PCs grouped with the character who has the skill (as long as there are at least 2 PCs in the group - i.e., a single PC wouldn't benefit from it). They would be based on classes. The effect/power of group skills would be based on the character's Charisma.
An example of already existing group skill is the rangers' pathfinding.
Examples of group skills:Those benefits would not be cumulative, that is, if two characters with "Intelligence" group up, only the "best" one would apply his Intelligence skill.
- Tactics (fighters). Through short orders and helpful advice, you help the members of your group work better as a team. Grants a bonus from +0 up to +5 to all attack rolls of the party members (depending on the skill level, capped by [Cha] = Charisma modifier).
- Divine inspiration (paladins). Through faith-inspired words of encouragement, you improve your companions' morale and will to fight on. Grants a bonus from +0 up to +5 to all saving throws (capped by [Cha]).
- Pathfinding (rangers/druids). You skillfully choose the easiest paths through both wilderness, urban, and underground locales. Grants a reduction in move point cost from -0% up to -80% and a corresponding reduction of lag time (capped by [Cha]*16%).
- Intuition (priests/druids). Through especially insightful comments about the situations you and your companions experience, you help them gain new insights about the world. Grants a boost in experience gain from +0% up to +50% (capped by [Cha]*10%).
- Intelligence (wizards). By studying and commenting your companions' actions, you help them gain greater insights from their experiences. Grants a boost in skill gain through practice from +0% up to +50% (capped by [Cha]*10%).
- Skillful Evasion (thieves). You learnt that, in order to survive, you always need to pay attention to your surroundings and make sure to use every hints and tracks left by your opponents. Using your experience, you help your companions better position themselves to increase their protection. Grants a boost in Dodge AC from +0 up to +5 (capped by [Cha]).
- Bardic inspiration (bards). Through your stories, songs, and comments, you inspire your companions to greater heroism. Grants a boost in damage from +0 up to +5 (for melee attacks) (capped by [Cha]).
Group skills
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- Sword Grand Master
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Group skills
I posted this idea in a more private forum where it's under discussion, but I thought I would also post it here to see if players can come up with comments, ideas and/or improvements.
Priests
Associating each domain with a spell-like ability which can be only used when grouped and can be only used once each day, these abilities have its duration greatly influenced by [CHA], all the members of the group benefit from it
Some examples:
Prowess domain: Bonus to hit/damage
Travel domain: Like freedom of movement
Protection domain: Bonus to AC
Fire domain: Resistance against fire
Trickery domain: Bonus to sneak damage
Knowledge domain: Detect hidden
Destruction domain: Bonus to damage (higher than prowess domain since it adds to hit+damage)
Magic domain: Resistance against magic
Illusion domain: Invisibility
Drow domain: Bonus to reflex saves
Associating each domain with a spell-like ability which can be only used when grouped and can be only used once each day, these abilities have its duration greatly influenced by [CHA], all the members of the group benefit from it
Some examples:
Prowess domain: Bonus to hit/damage
Travel domain: Like freedom of movement
Protection domain: Bonus to AC
Fire domain: Resistance against fire
Trickery domain: Bonus to sneak damage
Knowledge domain: Detect hidden
Destruction domain: Bonus to damage (higher than prowess domain since it adds to hit+damage)
Magic domain: Resistance against magic
Illusion domain: Invisibility
Drow domain: Bonus to reflex saves
- Jaenoic
- Sword Grand Master
- Posts: 669
- Joined: Wed Jun 27, 2007 3:33 pm
- Location: Orphanage of St Jasper, Waterdeep
Here is a D20 group-skill for paladins that they gain at lv3:
It can be easily modified to effect depending on skill level/charisma I feel. Unfortunately fear is never used in FK so it could be modified to saving throws as Dalvyn suggested.Aura of Courage (Su)
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
I like the basics, a lot. It adds distinction to class, as well as something useful from each one. I don't know if you'd like to change the druid one from the priest one or not, that's really up to you. But I'd definitely love to see these go in before any other specifications are made towards group skills in general.
Jamais arriere.