Focused Skill Bonus and Abilities
When making a character, they start with 4 Focused Skills (and can gain more through the Master of Weapons feat, the Favored Arms feat, or the Focused Skills feat). A Focused Skill implies some training or extensive practice in the skill, and grants a +2 (+1 per 6 CL) bonus to all checks with the skill. When a character gains a Focused Skill they will sometimes gain a unique ability related to that skill.
Combat
One-Handed Melee- If wielding a weapon that deals Bludeoning damage you deal 1 damage to a target's Armor Bonus if you roll the highest number on your damage die.
Two-Handed Melee- If wielding a weapon that deals Bludeoning damage you deal 1 damage to a target's Armor Bonus if you roll the highest number on your damage die.
Polearms- Your threatening range (usually 5 ft or any square directly next to you) increases to 10 ft when using a Polearm.
Whips and Thrown Weapons- You may use these weapons to make AoOs, but only as melee weapons within 5 ft.
Firearms/Crossbows- The A. Pen bonus from crossbows becomes a damage bonus. Without Focused Skill (Firearms/Crossbows) reloading a firearm requires a sleight of hand check with a DC 15 when under stressful circumstances (such as combat).
Bows- Nocking an arrow and drawing a bow is an immediate action. Normally this is a Free Action.
Unarmed- Your unarmed attacks may now deal lethal damage, and increase in damage dice size every 6 CL (1d6 at CL 1, 1d8 at CL 6, 1d10 at CL 12, 1d12 at CL 18). When fighting unarmed players may choose to either roll twice and take the highest result for attack rolls, or may treat unarmed fighting as two-weapon fighting (double damage dice this decision may be made each round and applies to Deadly Maneuvers as well. UNARMED DAMAGE MIGHT BE SLIGHTLY NERFED FOR BALANCE REASONS (down one dice size) TBD
Exploration
Survival- You may use Survival instead of Life Sciences for any check related to understanding the natural world
Perception- You can see clearly in low-light environments
Athletics- Your base movement speed is increased by 5 ft
Stealth- You may attempt to make stealth checks while in combat
Disable Device- You do not need specific tools to open locks or disable traps
Acrobatics- When moving through threatened spaces you may choose to make an Acrobatics check (DC 15) to avoid AoO
Sleight of Hand- You gain the Quick Draw feat for free
Handle Animal- You may ride any non-sapient steed, even if it is stolen
Society
Diplomacy- You may attempt to stop combat to negotiate with sapient creatures (this does not guarantee success in the negotiations) with a Diplomacy check DC 15
Bluff- You may use the Bluff skill as a Free Action (though not as a Combat Maneuver such as Feint)
Insight- You may use your Insight skill when making Bluff or Diplomacy checks after having made a successful Insight check against a creature
Investigate- Provided you have had at least a minute to examine an area (no larger than 100 ft²) you may use Investigate for all Perception checks
Social Sciences- You may use Social Sciences for Insight checks against creatures belonging to a faction you have interacted with previously
Physical Sciences- If attempting to break an object (such as a wall or siege engine) make a DC 15 Physical Sciences check. If the check is successful you will know AT LEAST one way to do so, though this does not guarantee you have the needed tools or abilities to do it
Life Sciences- You may stabilize a creature with the Dying Status Effect as an Action
Craft- You may craft items without a crafting station, provided you have all the necessary materials. When crafting in this manner there is a -3 penalty
Intimidate- Make an opposed intimidate check against a creature, if they lose the opposed check they gain the Shaken status effect for 1d4 rounds
Magic
Dwarf Magic- You may use Dwarf Magic (yeah, I know, this doesn't feel like much of a bonus, but using Dwarf Magic is pretty cool)
Guild Magic- You may cast all Guild Magic spells with a CL requirement of 0 for no PP cost at 1/2 your CL (minimum 1) if using Pact or Guild Magic
Summon Magic- You may cast all Summon Magic spells with a CL requirement of 0 for no PP cost at 1/2 your CL (minimum 1) if using Pact or Guild Magic
Alteration Magic- You may cast all Alteration Magic spells with a CL requirement of 0 for no PP cost at 1/2 your CL (minimum 1) if using Pact or Guild Magic
Performance Magic- You may spend a Move Action and Action to perform (such as singing, dancing, using a musical instrument, etc) and provide a bonus to checks, Saves, and Defense Bonus to all allies who can see or hear you. This bonus is equal to your Focused Skill bonus.
Enchanting- You may use any magical device, albeit the device's performance will vary based on your CL
Alchemy- You may create a potion that emulates any spell you are able to cast, although the potion must be consumed so offensive and environmental spells tend not to work.
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