Douglas Muir 406 |
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What it says. I'm contemplating a skill-intensive adventure, and wondering which fighter and cleric archetypes give more skill ranks and/or access to more skills.
Also, more generally, if I want to do more with skills and don't want players feeling left out, what are my options? Traits that give more class skills, check; the house rule where everyone gets a free skill or profession, check. What else?
Thanks in advance,
Doug M.
Pounce |
If you're trying to do more with skills without making players feel left out, there's also the consolidated skills option from Unchained, though that might make things more complicated to begin with.
Kalindlara Contributor |
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I can't recommend the Background Skills system enough. ^_^
Melkiador |
For that matter, there's the versatile training option of advanced weapon training.
The Bluff and Intimidate skills are associated with all fighter weapon groups. The various fighter weapon groups also have the following associated skills: axes (Climb, Survival), bows (Knowledge [engineering], Perception), close (Sense Motive, Stealth), crossbows (Perception, Stealth), double (Acrobatics, Sense Motive), firearms (Perception, Sleight of Hand), flails (Acrobatics, Sleight of Hand), hammers (Diplomacy, Ride), heavy blades (Diplomacy, Ride), light blades (Diplomacy, Sleight of Hand), monk (Acrobatics, Escape Artist), natural (Climb, Fly, Swim), polearms (Diplomacy, Sense Motive), siege engines (Disable Device, Profession [driver]), spears (Handle Animal, Ride), and thrown (Acrobatics, Perception).
And the adaptable training advanced armor training.
Nyerkh |
There's at least a couple other feats allowing you to use your BAB as ranks - mostly social skills, if memory serves. Martial Dominance is made unnecessary by the fighter's AWT, but the others could be of use.
Not much help for the cleric, of course. But they have magic and archetypes, potential familiars, etc.
deuxhero |
Herald Caller has the added advantage that summons can bring their own skills. This is limited by the duration, but a lot can be done within ~1 minute.
This works better for some alignments than others though. With SMV an evil (or arcane) caster can bring out Babau for their disable device and "spam dispel magic at the trap" ability, Xill for knowledge of arcana and the planes, or a bunch of evil outsiders for intimidate.
LarryLarry |
For decent knowledge coverage investing in a familiar with both the Sage and Figment (using each evolution point for +8 racial bonus to skill of choice) archetypes is a good option. This trait or the Iron Will feat qualifies the character to take the Familiar Bond feat.
Humans have an interesting alternate racial trait that trades their +1 skill point per level for having every knowledge as a class skill. If a knowledge was already a class skill it gets a +1 bonus.
Also a character can worship Irori to take their Deific Obedience feat for +4 to all knowledges.
Slim Jim |
Of course if you're up for third party, you can always replace fighter with Warlord and Warder.
If you're going to dip out as a cleric, a single level of Slayer gets you a LOT:
* Six skill points
* Acrobatics and Perception (among many others) become class
* +2 Reflex (in a BAB+1 class)
* Studied Target and Track
* martial weapon proficiencies (so an Opalescent White Pyramid is now "a go")