Skills - Knacks and Specializations

When it comes to Athletics, some people are born swimmers, while others have a gift for clambering up the side of a tree like they happen to be a little bit monkey. Some medics know the best uses for every herb and medicine, and some medics are particularly good at working with patients over time. The point being, not all training in a skill focuses on the same things, and people often have a natural prediliction for one or two aspects of a skill.

The Skill Knack System

We have introduced skill knacks - small bonuses that improve your skill in a small area, or change the way you can use the skill. All characters gain a two skill knacks at first level. Skill knacks granted automatically must be spent in a skill you are trained in.

In addition, skill knacks are purchased with trait slots. Skills purchased this way do not require training in a skill - they may serve as form of lesser skill training, or just represent a smidgeon of knowledge picked up along the way.

Skill Specializations

In 4E, knowledge skills are somewhat broad in scope - broader than I'm often comfortable. Skill Specializations are a variation on the knack system that applies only to knowledge skills - Arcana, Dungeoneering, History, Nature, and Religion. Much like knacks, skill specializations improve your ability in a specific branch of knowledge - but they also penalize you in other branches of that skill. Unlike skill knacks, specializations are mandatory - when you train in a knowledge skill, you must choose a specialty.

Skill Knacks

Crazy Ivan

You gain a +2 bonus to acrobatic stunts, such as swinging from chandeliers or sliding down a staircase to gain speed.

Easy Drop

When you use Acrobatics to hop down, you can drop up to 20 feet, instead of 10.

Good Balance

When balancing, on a successful skill check you can move half your speed + 1 instead of half your speed.

Quick Escape

When you escape restraints, the activity takes one minute instead of five. In addition, you gain a +1 bonus to acrobatics checks to escape a grapple.

Rapid Descent

You can use Acrobatics instead of Athletics when climbing down a surface.

Careful Climber

When climbing, you must fail a check by 8 or more to fall, instead of by 5 or more.

Dead Lift

Your heavy load is increased to Strength × 25 (from strength × 20).

Hurried Ascent

When climbing, on a successful check you can move half your speed + 1 instead of half your speed.

Pole Vaulter

When you have a staff, spear, or other pole-like object in hand when you make an athletics check to jump, increase your long-jump distance by 2 squares and your high-jump distance by 1 square.

Shatter Objects

You gain a +2 bonus to Strength and Athletics checks to force, break, or burst items.

Strong Swimmer

You swim at your full speed on a successful check, instead of at half speed.