d20 Misfit Studios Superior Synergy - Fantasy.pdf

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Requires the use of the Dungeons & Dragons Player’s Handbook, Third Edition, published by
Requires the use of the Dungeons & Dragons Player’s Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
mark, other benefi ts may also be gained. These benefi ts may
include (but aren’t restricted to) reducing the time needed to
perform certain aspects of the synergy skill or increasing the
duration of other aspects.
Author & Cover: Steven Trustrum
Artwork: David Hamilton
Only skills that provide synergy bonuses are list-
ed here. For example, Sleight of Hand is not listed
because it benefi ts from high ranks in Bluff but does
not itself pass on any benefi ts to other skills for suf-
fi cient Sleight of Hand ranks.
Product Identity
The following items are hereby identifi ed as Product Identity,
as defi ned in the Open Gaming License version 1.0a, Section
1(e), and are not Open Content. All trademarks, registered
trademarks, proper names (characters, deities, artifacts,
places, etc.), artwork and trade dress, with the exception of
clip art used under permission or license.
Bluff
Synergy (5 ranks): If you have 5 or more ranks in Bluff, you
get a +2 bonus on Diplomacy, Intimidate, and Sleight of
Hand checks, as well as on Disguise checks made when you
know you’re being observed and you try to act in character.
Declaration of Open Game Content
Synergy (10 ranks): If you have 10 or more ranks in Bluff,
you can change the attitudes of others with Diplomacy in
roughly half the normal time, the effects of a successful
Intimidation lasts 2d6x10 minutes afterward, the Search
check bonus of anyone frisking you is reduced from +4 to +2
(see the description for the Sleight of Hands skill), and you
are allowed to use a Bluff to cancel one failed Disguise check
against a specifi c individual when you know you’re being
observed and are trying to act in character.
All text pertaining to game mechanics and statistics, along
with the class names, are declared Open Game Content. All
items subject to the defi nition of Product Identity (see previ-
ous) are the property of Misfi t Studios™ and cannot be used
without written permission.
Copyright 2005, Misfi t Studios. All rights reserved. All
Rights Reserved. Dungeons & Dragons, and Wizards of the
Coast are trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used with permis-
sion.
Synergy (15 ranks): If you have 15 or more ranks in Bluff,
you get a +4 bonus on Diplomacy, Intimidate, and Sleight of
Hand checks, as well as on Disguise checks made when you
know you’re being observed and you try to act in character.
Synergy (20 ranks): If you have 20 or more ranks in Bluff,
you can change the attitudes of others with Diplomacy in
roughly one-quarter the normal time, the effects of a suc-
cessful Intimidation lasts 3d6x10 minutes afterward, the
Search check bonus of anyone frisking you is negated, and
Spot checks are made against your Disguise immediately
upon meeting you and every two hours thereafter instead
of every hour.
Superior Skill
Synergy
Did you ever think it odd that a pre-epic character can nor-
mally purchase as many as 23 ranks in a given skill, yet skill
synergy begins and ends at just 5 ranks? Yeah, so did we.
Such a restricted range of synergy not only limits the entire
cross-over reward for a character’s knowledge in a skill to an
unusually early period in that character’s career, but it also
ignores the many things that character will learn through
the course of its continuing experience. That is why we have
introduced Superior Synergy .
Craft
Synergy (5 ranks): If you have 5 ranks in any Craft skill, you
gain a +2 bonus on Appraise checks related to items made
with that Craft skill.
Synergy (10 ranks): If you have 10 ranks in any Craft skill,
you are allowed a re-try on Appraise checks related to items
made with that Craft skill. This retry takes twice as long as
the initial Appraise attempt.
Superior synergy operates with the understanding that
one’s continued progress in a skill should continue to in-
crease one’s synergy benefi ts, just as it does at the 5 rank
benchmark. To do this, additional benchmarks have been
added at 10, 15 and 20 skill ranks. While some of the benefi ts
of skill synergy at these new benchmarks may resemble the
simple bonus that is common to the 5 rank synergy bench-
Synergy (15 ranks): If you have 15 ranks in any Craft skill,
you gain a +4 bonus on Appraise checks related to items
made with that Craft skill.
Synergy (20 ranks): If you have 20 ranks in any Craft skill,
you are allowed two re-tries on Appraise checks related to
items made with that Craft skill. Each retry takes twice as
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long as the previous Appraise attempt.
Jump
Synergy (5 ranks): If you have 5 or more ranks in Jump, you
get a +2 bonus on Tumble checks.
Decipher Script
Synergy (5 ranks): If you have 5 or more ranks in Decipher
Script, you get a +2 bonus on Use Magic Device checks in-
volving scrolls.
Synergy (10 ranks): If you have 10 or more ranks in Jump,
for DC 15 Tumble Check you treat a fall as if it were 15 feet
shorter than it really is when determining damage.
Synergy (10 ranks): If you have 10 ranks in Decipher Script,
you may make a Decipher Script check when trying to em-
ploy the emulate an ability aspect of the Use Magic Device
skill with respect to scrolls instead of making a Use Magic
Device check.
Synergy (15 ranks): If you have 15 or more ranks in Jump,
you get a +4 bonus on Tumble checks.
Synergy (20 ranks): If you have 20 or more ranks in Jump,
for DC 15 Tumble check you treat a fall as if it were 20 feet
shorter than it really is when determining damage.
Synergy (15 ranks): If you have 15 or more ranks in Decipher
Script, you get a +4 bonus on Use Magic Device checks in-
volving scrolls.
Synergy (20 ranks): If you have 20 ranks in Decipher Script
and roll a natural 1 when employing Use Magic Item on a
scroll you may then roll another d20. Only if the second roll
also comes up a natural 1 are you prevented from trying
again for 24 hours.
Escape Artist
Synergy (5 ranks): If you have 5 or more ranks in Escape
Artist, you get a +2 bonus on Use Rope checks to bind some-
one.
Synergy (10 ranks): If you have 10 or more ranks in Escape
Artist, you get a +3 bonus on Use Rope checks to bind some-
one.
Synergy (15 ranks): If you have 15 or more ranks in Escape
Artist, you get a +4 bonus on Use Rope checks to bind some-
one.
Synergy (20 ranks): If you have 20 or more ranks in Escape
Artist, you get a +5 bonus on Use Rope checks to bind some-
one.
Knowledge
Synergy (5 ranks): If you have 5 or more ranks in Knowledge
(arcana), you get a +2 bonus on Spellcraft checks.
Handle Animal
Synergy (5 ranks): If you have 5 or more ranks in Handle
Animal, you get a +2 bonus on Ride checks and wild empa-
thy checks.
If you have 5 or more ranks in Knowledge (architecture and
engineering), you get a +2 bonus on Search checks made to
fi nd secret doors or hidden compartments.
Synergy (10 ranks): If you have 10 or more ranks in Handle
Animal, you get a +3 bonus on Ride checks and wild empa-
thy checks.
If you have 5 or more ranks in Knowledge (geography), you
get a +2 bonus on Survival checks made to keep from get-
ting lost or to avoid natural hazards.
Synergy (15 ranks): If you have 15 or more ranks in Handle
Animal, you get a +4 bonus on Ride checks and wild empa-
thy checks.
If you have 5 or more ranks in Knowledge (history), you get
a +2 bonus on bardic knowledge checks.
If you have 5 or more ranks in Knowledge (local), you get a
+2 bonus on Gather Information checks.
Synergy (20 ranks): If you have 20 or more ranks in Handle
Animal, you get a +5 bonus on Ride checks and wild empa-
thy checks.
If you have 5 or more ranks in Knowledge (nature), you get
a +2 bonus on Survival checks made in aboveground natu-
ral environments (aquatic, desert, forest, hill, marsh, moun-
tains, or plains).
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If you have 5 or more ranks in Knowledge (nobility and roy-
alty), you get a +2 bonus on Diplomacy checks.
+4 bonus on Gather Information checks.
If you have 15 or more ranks in Knowledge (nature), you get
a +4 bonus on Survival checks made in aboveground natu-
ral environments (aquatic, desert, forest, hill, marsh, moun-
tains, or plains).
If you have 5 or more ranks in Knowledge (religion), you get
a +2 bonus on turning checks against undead.
If you have 5 or more ranks in Knowledge (the planes), you
get a +2 bonus on Survival checks made while on other
planes.
If you have 15 or more ranks in Knowledge (nobility and
royalty), you get a +4 bonus on Diplomacy checks.
If you have 5 or more ranks in Knowledge (dungeoneering),
you get a +2 bonus on Survival checks made while under-
ground.
If you have 15 or more ranks in Knowledge (religion), you
get a +4 bonus on turning checks against undead.
If you have 15 or more ranks in Knowledge (the planes),
you get a +4 bonus on Survival checks made while on other
planes.
Synergy (10 ranks): If you have 10 or more ranks in
Knowledge (arcana), you get a +3 bonus on Spellcraft
checks.
If you have 15 or more ranks in Knowledge (dungeoneer-
ing), you get a +4 bonus on Survival checks made while un-
derground.
If you have 10 or more ranks in Knowledge (architecture and
engineering), you get a +3 bonus on Search checks made to
fi nd secret doors or hidden compartments.
Synergy (20 ranks): If you have 20 or more ranks in
Knowledge (arcana), you get a +5 bonus on Spellcraft
checks.
If you have 10 or more ranks in Knowledge (geography),
you get a +3 bonus on Survival checks made to keep from
getting lost or to avoid natural hazards.
If you have 20 or more ranks in Knowledge (architecture
and engineering), Search checks made to fi nd secret doors
or hidden compartments only take a standard action to per-
form.
If you have 10 or more ranks in Knowledge (history), you
get a +3 bonus on bardic knowledge checks.
If you have 10 or more ranks in Knowledge (local), you get a
+3 bonus on Gather Information checks.
If you have 20 or more ranks in Knowledge (geography),
you get a +5 bonus on Survival checks made to keep from
getting lost or to avoid natural hazards.
If you have 10 or more ranks in Knowledge (nature), you get
a +3 bonus on Survival checks made in aboveground natu-
ral environments (aquatic, desert, forest, hill, marsh, moun-
tains, or plains).
If you have 20 or more ranks in Knowledge (history), you
get a +5 bonus on bardic knowledge checks.
If you have 10 or more ranks in Knowledge (nobility and
royalty), you get a +3 bonus on Diplomacy checks.
If you have 20 or more ranks in Knowledge (local), you make
a typical Gather Information check in 1d2 hours.
If you have 10 or more ranks in Knowledge (religion), you
get a +3 bonus on turning checks against undead.
If you have 20 or more ranks in Knowledge (nature), you get
a +5 bonus on Survival checks made in aboveground natu-
ral environments (aquatic, desert, forest, hill, marsh, moun-
tains, or plains).
If you have 10 or more ranks in Knowledge (the planes),
you get a +3 bonus on Survival checks made while on other
planes.
If you have 20 or more ranks in Knowledge (nobility and
royalty), Diplomacy checks take you half the normal time
to perform.
If you have 10 or more ranks in Knowledge (dungeoneer-
ing), you get a +3 bonus on Survival checks made while un-
derground.
If you have 20 or more ranks in Knowledge (religion), you
get a +5 bonus on turning checks against undead.
Synergy (15 ranks): If you have 15 or more ranks in
Knowledge (arcana), you get a +4 bonus on Spellcraft
checks.
If you have 20 or more ranks in Knowledge (the planes),
you get a +5 bonus on Survival checks made while on other
planes.
If you have 15 or more ranks in Knowledge (architecture and
engineering), you get a +4 bonus on Search checks made to
fi nd secret doors or hidden compartments.
If you have 20 or more ranks in Knowledge (dungeoneer-
ing), you get a +5 bonus on Survival checks made while un-
derground.
If you have 15 or more ranks in Knowledge (geography),
you get a +4 bonus on Survival checks made to keep from
getting lost or to avoid natural hazards.
Search
Synergy: If you have 5 or more ranks in Search, you get a +2
bonus on Survival checks to fi nd or follow tracks.
If you have 15 or more ranks in Knowledge (history), you
get a +4 bonus on bardic knowledge checks.
If you have 15 or more ranks in Knowledge (local), you get a
Synergy (10 ranks): If you have 10 or more ranks in Search,
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the time needed for a Survival check to fi nd tracks is halved;
what would typically take a full-round action now takes a
standard action.
Tumble
Synergy (5 ranks): If you have 5 or more ranks in Tumble,
you get a +2 bonus on Balance and Jump checks.
Synergy (15 ranks): If you have 15 or more ranks in Search,
you get a +4 bonus on Survival checks to fi nd or follow
tracks.
Synergy (10 ranks): If you have 10 or more ranks in Tumble,
you may perform a hop jump (see the Jump skill) at the
cost of 5 feet of movement and you need only make a DC
10 Refl ex save to grab an edge of a gap when failing a long
jump attempt by less than 5.
Synergy (20 ranks): If you have 20 or more ranks in Search,
the time needed for a Survival check to fi nd tracks is re-
duced to one-quarter normal; what would typically take a
full-round action now counts as a free action.
Synergy (15 ranks): If you have 15 or more ranks in Tumble,
you get a +4 bonus on Balance and Jump checks.
Sense Motive
Synergy (5 ranks): If you have 5 or more ranks in Sense
Motive, you get a +2 bonus on Diplomacy checks.
Synergy (20 ranks): If you have 20 or more ranks in Tumble,
you only take a −4 penalty for every 10 feet of speed less
than 30 feet while making Jump checks. You also gain a +6
bonus for every 10 feet of speed beyond 30 feet.
Synergy (10 ranks): If you have 10 or more ranks in Sense
Motive, you get a +3 bonus on Diplomacy checks.
Use Magic Device
Synergy (5 ranks): If you have 5 or more ranks in Use Magic
Device, you get a +2 bonus to Spellcraft checks made to de-
cipher spells on scrolls.
Synergy (15 ranks): If you have 15 or more ranks in Sense
Motive, you get a +4 bonus on Diplomacy checks.
Synergy (20 ranks): If you have 20 or more ranks in Sense
Motive, you get a +5 bonus on Diplomacy checks.
Synergy (10 ranks): If you have 10 or more ranks in Use
Magic Device, Spellcraft checks made to learn a spell from
a scroll only require 4 hours and deciphering a written spell
scroll with Spellcraft only requires a standard action.
Spellcraft
Synergy (5 ranks): If you have 5 or more ranks in Spellcraft,
you get a +2 bonus on Use Magic Device checks related to
scrolls.
Synergy (15 ranks): If you have 15 or more ranks in Use
Magic Device, you get a +4 bonus to Spellcraft checks made
to decipher spells on scrolls.
Additionally, certain spells allow you to gain information
about magic, provided that you make a successful Spellcraft
check as detailed in the spell description.
Synergy (20 ranks): If you have 10 or more ranks in Use
Magic Device, Spellcraft checks made to learn a spell from a
scroll only requires2 hours and deciphering a written spell
scroll may be attempted twice a day.
Synergy (10 ranks): If you have 10 or more ranks in Spellcraft,
the empathic link you share with your familiar has its range
increased to 2 miles.
Use Rope
Synergy (5 ranks): If you have 5 or more ranks in Use Rope,
you get a +2 bonus on Climb checks made to climb a rope, a
knotted rope, or a rope-and-wall combination.
Synergy (15 ranks): If you have 15 or more ranks in Spellcraft,
you get a +4 bonus on Use Magic Device checks related to
scrolls.
Synergy (20 ranks): If you have 20 or more ranks in Spellcraft,
you increase the bonus given to you by your type of familiar
by an additional +1.
If you have 5 or more ranks in Use Rope, you get a +2 bonus
on Escape Artist checks when escaping from rope bonds.
Synergy (10 ranks): If you have 10 or more ranks in Use
Rope, your penalty for accelerated climbing (see the Climb
skill) is only −2 when using a rope.
Survival
Synergy (5 ranks): If you have 5 or more ranks in Survival,
you get a +2 bonus on Knowledge (nature) checks.
If you have 10 or more ranks in Use Rope, it only takes you
30 seconds to make an Escape Artist check when escaping
from rope bonds.
Synergy (10 ranks): If you have 10 or more ranks in Survival,
you get a +3 bonus on Knowledge (nature) checks.
Synergy (15 ranks): If you have 15 or more ranks in Use
Rope, you get a +4 bonus on Climb checks made to climb a
rope, a knotted rope, or a rope-and-wall combination.
Synergy (15 ranks): If you have 15 or more ranks in Survival,
you get a +4 bonus on Knowledge (nature) checks.
Synergy (20 ranks): If you have 20 or more ranks in Survival,
you get a +5 bonus on Knowledge (nature) checks.
If you have 15 or more ranks in Use Rope, you get a +4 bonus
on Escape Artist checks when escaping from rope bonds.
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