Skill Changes

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One of my goals with this module is to try to make every skill useful, so there's real choice when creating a build and Int isn't seen as a dump stat most of the time like in vanilla. Keeping in mind this is an ARPG module, so i'm looking at combat utility not the occasional dialogue option (nothing wrong with that, but that's not what I'm going for here). This should also have the desired knock-on effect of making skill improving feats actually useful picks now, thus greatly increasing real choice when creating builds. The +10's especially from those Epic Skill Focus feats are real juicy, now!

Not every skill NEEDS improvement to be useful, of course. Tumble, for example, is already a must-have. It doesn't need any help.

With that said, let's take a look at what we have so far:

**Alchemy (replaces Appraise)**

* Crafting skill available to primary casters and bards, as well as rogues, assassins, blackguards.
* Used to make potions and grenades and poisons and the like.
* Ten tiers, with the DC going up by 10 each tier. Final tier (dc100!) can make some truly powerful and Unlimited potions. But the cost is high, and failure is painful.
* Skill check is your total Alchemy ranks + 1d20 vs. DC of the potion. 1 is an automatic failure regardless of skill.
	+ Lose components/gold on failure.

**Animal Empathy**

* Now passively provides scaling bonuses to the Animal Companion based on total ranks (bonuses applied to companion when it is summoned based on your total ranks at the time of summoning):
	+ Physical Damage Immunity (pierce, blunt, slash): 1% per skill rank (max 75%)
	+ Natural AC: 1 per 8 skill ranks, max +10
	+ AB: 1 per 8 skill ranks
	+ Regen: 1 per 4 skill ranks
	+ Pierce Damage Bonus: 1 per 4 skill ranks
	+ Immunity to Mind Spells at rank 15
	+ Immunity to Ability Drain at rank 25
	+ Immunity to Death Magic at rank 35

**Bluff (Feint ability)**

* Tied to the active skill feat: Feint, which is designed mainly with Sneak Attack builds in mind to allow them to use their SA's much more often in combat
* All base classes start with Feint at level 1, though it requires at least 4 base ranks in Bluff to use
* Skill check is your total Bluff skill + 1d20 vs. the target's Base Attack Bonus + total Spot skill
	+ On a success, the target's hide is stripped of Crit and Sneak immune for the duration, and they are stunned for the duration, allow you to sneak attack them
	+ Base duration is 1 second, so early on timing the Feint to just before your character's next swing is going to be key.
		- There are feats/items/AA abilities that improve the duration and add other effects
		- Assassin can get lucky and paralyze targets with a well-timed Feint
	+ Base cooldown is 8 seconds
* Bluff is used in combat, it is instant "cast", and requires you to be attacking a mob as it automatically effects your current target

**Concentration**

* No changes currently planned.

**Craft Armor**

* Used to make upgrade kits for all item slots other than weapons.
* Ten tiers, with the DC going up by 10 each tier. Final tier dc100!
* Skill check is your total Craft Armor ranks + 1d20 vs. DC of the item you're making. 1 is an automatic failure regardless of skill.
	+ Lose components/gold on failure.
* Most upgrade kits are specific to an item type (such as belts, gloves, shield, armor, etc).
* Unlike augments, upgrade kits to not use item sockets and there is no limit to the number of upgrade kits you can apply to an item.
* You can only apply one upgrade kit of a given type (such as "Utility", "Padding", "Physical Enhancement", etc) to the same item, however.
* You can retrieve all upgrade kits (and augments) from an item and return the item to its base state by using your Player's Handbook on the item. The item will revert to its base state and you will receive all augments/upgrade kits back that you applied to that item.

**Craft Trap, Disarm Trap, and Set Trap (Set Trap ability)**

* Tied to the active skill feat: Set Trap. This system uses three skills together: Craft Trap, Disarm Trap, and Set Trap.
* No materials/trap kits used. "Traps" are created as they are placed, and cost gold based on your Craft Trap skill. Higher skill = more powerful traps = higher gold cost.
	+ Disarm Trap is really just a gold discount. The higher your Disarm skill, the bigger the discount. This skill is largely optional.
		- If you have at least 5 base ranks in Disarm Trap, you get a +2 synergy bonus to your Set Trap skill

* Skill check is your total Set Trap skill + 1d20 vs. your total Craft Trap skill.
	+ Craft Trap determines the power (and cost) of the trap.
	+ Set Trap determines if you successfully place the trap. Don't let your Craft Trap skill outpace your Set Trap skill!
		- Failure results in the trap still being placed, but at half your total Craft Trap skill for the full gold cost.
	+ If you have the rogue feat Skill Mastery, you gain +10 to your total Create Trap and Disarm Trap skills, and take 20 on the Set Trap skill check.
* Save DC for placed traps is 10 + your total Create Trap skill (or half your total Create Trap skill on a Set Trap failure)
* There are 5 traps to pick from (sub-radial options on the Set Trap ability)
	+ Snare
		- No damage, but all affected enemies have their movement speed reduced by 75% for 30 seconds \* 1 + (1/10 your total Craft Trap skill (half on a Set Trap failure))
		- Reflex save vs. Traps
			* Enemies who fail their save are Entangled for a number of rounds equal to 1 + (1/10 your total Craft Trap skill (half on a Set Trap failure))
	+ Spike
		- Piercing damage is 10 \* total Craft Trap skill (half on a Set Trap failure)
		- Reflex save vs. Traps
			* Enemies who fail their save also take Strength and Dexterity damage equal to 2 + (1/10 your total Craft Trap skill (half on a Set Trap failure))
	+ Flashbang
		- Sonic damage is 5 \* total Craft Trap skill (half on a Set Trap failure)
		- All affected enemies are blinded and deafened for a number of seconds equal to 1 + (1/10 your total Craft Trap skill (half on a Set Trap failure))
		- Will save vs. Sonic.
			* Enemies who fail their save are also stunned for 12 seconds (2 rounds)
	+ Fire
		- Fire damage is 10 \* total Craft Trap skill (half on a Set Trap failure)
		- Reflex save vs. Fire.
			* Enemies who fail their save are lit on fire and take 50% of the initial damage after a short delay
	+ Frost
		- Cold damage is 10 \* total Craft Trap skill (half on a Set Trap failure)
		- Fort save vs. Cold.
			* Enemies who fail their save are frozen solid for a number of rounds equal to 1 + (1/10 your total Craft Trap skill (half on a Set Trap failure))
* All traps are triggered by enemies walking near the colored circle that appears denoting a placed trap.
	+ Upon triggering, all enemies in a Huge radius are affected.
* A trap of a given type can no longer be stacked in the same area. Only one trap per type can stack in the same spot.
	+ Traps of DIFFERENT types CAN still stack in the same spot.

**Craft Weapon**

* Used to make upgrade kits for weapons.
* Ten tiers, with the DC going up by 10 each tier. Final tier dc100!
* Skill check is your total Craft Weapon ranks + 1d20 vs. DC of the item you're making. 1 is an automatic failure regardless of skill.
	+ Lose components/gold on failure.
* Unlike augments, upgrade kits to not use item sockets and there is no limit to the number of upgrade kits you can apply to an item.
* You can only apply one upgrade kit of a given type (such as "Spell Slot <Class> Level 1", "Spell Slot <Class> Level 2", "On Hit", etc) to the same item, however.
* You can retrieve all upgrade kits (and augments) from an item and return the item to its base state by using your Player's Handbook on the item. The item will revert to its base state and you will receive all augments/upgrade kits back that you applied to that item.

**Discipline**

* Currently only useful for certain class abilities.
	+ Fighter
	+ Cavalier
	+ Guardian

**Heal**

* Heal Kits are always useful, especially for stealth builds. They can be bought in several places.
* To make the skill more generally useful, heal spells (like the Cure X series) use this skill to improve the amount healed, like damage spells use Spellcraft to improve damage.
	+ Cure X series are now Heal over Time (HoT) spells that heal an initial amount on cast and then every 3 seconds for 5 "pulses". Heal skill improves the healing of the initial impact and every pulse. A lot of potential extra healing!
		- 1/2 your total Heal skill is used for Cure Minor Wounds, the rest you your total Heal skill.
		- Works for potions too, really get more mileage out of them that way.
* Also effects healing from special abilities like Lay Hands or Wholeness of Body.
* Some weapons with unique on-hit effects that have a chance to heal you will heal for more based on this skill, as well.

**Hide and Move Silently**

* Generally very useful. I've very rarely used True Sight on mobs to make sure stealth builds can do their thing in most areas.
* Several Alternate Advancement (AA) abilities require at least 40 base ranks in these skills.
	+ A rogue AA even does damage on successful Feint equal to your total Bluff + Hide + Move Silent skill. So you can convert these skill ranks to damage!

**Intimidate (Demoralize Opponents ability)**

* Tied to the active skill feat: Demoralize Opponents, which can be used to debuff all enemies in a Colossal radius of your character.
* All base classes start with Demoralize Opponents at level 1, though it requires at least 4 base ranks in Intimidate to use
* Skill check is 1d20 + your total Intimidate ranks + your Size Mod vs. 1d20 + the enemy's Hit Dice (total character level) + the enemy's Wis mod + their Size Mod
	+ Size mod is as follows:
		- CREATURE\_SIZE\_HUGE: +8
		- CREATURE\_SIZE\_LARGE: +4
		- CREATURE\_SIZE\_MEDIUM: 0
		- CREATURE\_SIZE\_SMALL: -4
		- CREATURE\_SIZE\_TINY: -8
	+ Enemies who fail the skill check take a debuff to all saves, all resists, and AB equal to 1/10 your total Intimidate ranks (max 4, min 1)
		- The Fearsome feat can increase the debuff amount by +2 (max 6, min 3)
* Various items/feats/AAs can improve various aspects or add new functionality to this ability

**Leadership (formerly Persuade)**

* Your cohorts gain regeneration equal to 1+(1/4) your total Leadership rank.
* At base rank 40, you can summon an additional cohort.
	+ If you have the Commander feat (formerly Thug) you can summon an additional cohort.
	+ If you have Epic Skill Focus: Leadership you can summon an additional cohort.

**Listen**

* No changes currently planned.

**Lore**

* No changes currently planned.

**Open Lock**

* Does what it's supposed to do. No changes planned.

**Parry**

* There are a few feats/items/AAs that can improve this ability.
* Parry also gives you the opportunity to passively riposte enemies within 3 meters that are physically attacking you. By default, there is a 20% chance this is triggered whenever your current attack target makes attacks against you. This feature requires at least 4 base ranks in the Parry skill, and has a 1 second cooldown.
* Passive ripostes have a base 20/x2 crit chance.
	+ For passive ripostes, the check is your total Parry skill + 1d20 vs. the enemy's AC + 1d20. If you win the roll, you deal physical slashing damage equal to 3\*(your total Parry skill) to the enemy. By default, this can only occur against your current attack target if they are physically attacking you (either with ranged or melee weapons) and within 2 meters.

**Perform**

* No changes, works perfectly fine as it is. With certain items, bards can gain some uncapped effects on their songs which can make higher skill levels useful.
* Several AAs add new functionality to Bard Song/Curse Song.

**Pick Pocket**

* Used in conjunction with the Feint ability to steal gold from enemies in combat.
	+ A given target can only be Pick Pocketed once.
* You gain d100 \* total Pick Pocket ranks (max = enemy hit die) on a successful Feint, as long as you have at least 4 base ranks in Pick Pocket and the enemy is a race that can be pick pocketed.
	+ By default, the following racial types can be pick pocketed:
		- RACIAL\_TYPE\_DWARF
		- RACIAL\_TYPE\_ELF
		- RACIAL\_TYPE\_GNOME
		- RACIAL\_TYPE\_HALFELF
		- RACIAL\_TYPE\_HALFLING
		- RACIAL\_TYPE\_HALFORC
		- RACIAL\_TYPE\_HUMAN
		- RACIAL\_TYPE\_HUMANOID\_GOBLINOID
		- RACIAL\_TYPE\_HUMANOID\_ORC
		- RACIAL\_TYPE\_HUMANOID\_REPTILIAN
	+ An AA will allow you to also Pick Pocket these racial types:
		- RACIAL\_TYPE\_ABERRATION
		- RACIAL\_TYPE\_DRAGON
		- RACIAL\_TYPE\_FEY
		- RACIAL\_TYPE\_GIANT
		- RACIAL\_TYPE\_OUTSIDER
	+ A rogue AA will also increase the gold you get by 25%

**Search**

* No changes currently planned.

**Spellcraft**

* In addition to its normal effects, this skill now improves the damage of spells and invocations.
* By default, normal spell casters gain 1:1 damage:total skill, with cantips receiving half that.
* By default, warlocks receive 1:2 damage:total skill (half the amount normal spellcasters get on non-cantrips)
* Various items can add multipliers, making spellcraft add 2:1 or higher damage.
* Effects all damage dealing spells, and Spell-Like Ability feats (such as Arcane Archer arrow abilities, or Pale Master Deathless Mastery Touch, exploding undead, etc)
* A must-have to pump up for any caster/invoker!

**Spot**

* No changes currently planned.

**Taunt (Area Taunt ability)**

* Tied to the active skill feat: Area Taunt, which can be used to debuff and taunt all enemies in a Colossal radius of your character.
* All base classes start with Area Taunt at level 1, though it requires at least 4 base ranks in Taunt to use
* Skill check is 1d20 + your total Taunt skill ranks vs. 1d20 + the enemy's total Concentration ranks
	+ Enemies who fail the skill check abort their current action and target you
		- Currently, this functionality is hit or miss. Sometimes it works, sometimes the AI just immediately picks another target anyway. I want to look into improving this, but tbh it's not super high priority.
		- With good timing you can interrupt enemy spellcasters. Super useful!
		- Additionally, enemies who fail the skill check also take the same debuffs the base game Taunt ability gives
			* The Mage Hunter feat increases the ASF from 30% to 70%
* Various feats/items/AAs improve this ability and/or add new functionality to it.

**Use Magic Device**

* No changes currently planned.