101 New Skill Uses (PFRPG)

****½ (based on 9 ratings)
RIP0175E

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Got skills?

101 New Skill Uses gives you—yes, you guessed it—101 New Skill Uses, that will help you roll the dice on a new way of doing things.

From leaping charges into battle, to intricate seductions that leave you with a willing informant, to skill uses that suppress cursed magic items, along with a way to get magic items to activate faster, and using the heal skill to harm, 101 New Skill Uses brings a host of new options and risks to your character's actions.

Wholly compatible with the Pathfinder RolePlaying Game, 101 New Skill Uses is designed so that almost every new use has a penalty for failure, with DCs that scale based on the opponent or subject you attempt to use it against; avoiding fixed DCs when possible, and/or DCs based on intentional attempts at an amazing success with a skill.

Get yours now and see if you have the skill it takes!

Author Steven D. Russell;
Cover Image by James "Devin Night" Hazelett;
Pages: 19

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****½ (based on 9 ratings)

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Let's use those skills!

*****

My favorite and longest running character to date is a rogue with a lot of skill points, so when my GM said "You might be interested in this PDF I picked up" I was all over it. My PC is incredibly charming and fairly acrobatic, so the new uses of those skill interested me the most. Some of them are great and helped my GM not have to house rule some ideas I had (while others gave me new ideas of things to try), but some seemed a bit broken and my GM disallowed their use. An example of this is Leaping Charge which allows an attack to be made with acrobatics check against your opponents CMD. While damage is dealt differently than a typical attack, my GM disallowed this skill use as he deemed it incredibly broken. (His reasoning: CMD is difficult to improve and skills can just sky rocket.)
One of my favorite new skill uses is Kip Up. As I understand it, this is an ability given to the Swashbuckler class and so some GMs may not allow this skill use, but it is important to note that if you attempt one of these skill uses and fail, there are consequences, in this case looking incredibly ungraceful and taking some non-lethal damage (and still provoking an attack of opportunity). The swashbuckler's ability to kip-up will ensure they are always successful.
Some of the new skill uses are logical and easily accepted into most games. Some made me want to take a different approach to situations just so I could use the new skill use (Copy Key anyone?). I really loved the rules for establishing informants, seducing targets, and discretely seeking information. There are also new options for the heal skill, allowing those with ranks to attempt an autopsy or to commit malpractice, intentionally injuring the target to "ensure that the creature perishes or is severely injured". New options for the knowledge skills were also great (though I'd love to see even more) as I find them to be one of the less actively useful skills.
All in all, I'd say this is a product every gaming group should have, with the caveat that GMs may wish to peruse and veto some skill uses from their game.


*****

I feel like this book is kind of mandatory at this point. Even though a lot of players don't want to be bogged down with more rules to understand as a GM I use this book a lot to handle a lot of situations that that aren't detailed in the core rules, so players use the book whether they look at it or not which has made my games a lot better. This book makes skills more useful and thus more valuable which is something the game really needs.

You need this book if you want skills to get a buff. Five stars.


Great Ideas, Lots of Potential Abuse, Wish I could make it a 2.5

**( )( )( )

First off, let me say that I generally enjoy Rite Publishing's material. Even this product has some really good ideas, and its a good concept. I think that skills could use some more options as well. Unfortunately, while some new options really are new options, some are just begging to be abused, and others really should be feats when you look at the overall design paradigm of Pathfinder.

Among the good ideas? Guidelines on bribes based on level, and what kind of information you could get from an autopsy. Great, these are things not currently addressed. Exactly what I'm looking for.

Then some things get clunky. Skill uses that require you to have a minimum number of ranks in other skills seem especially cumbersome. It's not that there isn't a certain logic to it, but at the same time, it complicated and doesn't resemble other rules in the game regarding skills.

Then we get into using diplomacy for calling for a truce, and other skill uses that allow for a very specific use of the skill. Too many players already get hung up on forcing NPCs to do something with social skills, and skill uses like this just encourage "diplomacy as a charm spell" gaming.

Then there are skill uses that allow PCs to ignore difficult terrain (already done with other mechanics that aren't just higher DCs, and kind of messes with people that took those options), and skill uses that allow for shutting down or reprogramming constructs (definitely something I'd require a feat CHAIN for, not just a really high DC).

I really wanted to like this product, and there are some good ideas in this, but it would take too much "this is in, that is out" GM editing, and would open up too many questions compared to just not using the product outright. Here's to more skill uses that are brand new ideas and not just ways to circumvent existing rules with high skill DCs.


An excellent addition to ever PFRP out there!

****( )

This is the book/.pdf my gaming group had been clamoring. It adds some serious depth to skills and allows some great new additions without adding a series of new feats of limited use. Including information on kip ups, running cons, or some alternate diplomacy uses, this book will see usage as soon as you download it and read it.


Skills need love too

*****

One thing we see very little of in various pathfinder products is new ways to use those things that make up the right most side of our character sheets (or at least many of them). Often forgotten under the flood of feats and class options and spells, are those wonderful little insanely self descriptive things we call skills.

Well this products breaths a little life back into the skill monkey with a host of interesting new ways to use them. I am extremely pleased with this product. I was expecting to grab a handful of these and insert them into my game, but after having read it, I am going to use all 101.


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Now on sale.

I am working on a softcover B&W print edition estimated cost $10.99 (yes it will be a bundle with a PDF)that will take 1-2 weeks to get the printing set up, and then shipping time to paizo.

You can find a small preview of 10 of the skills here


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

I'm looking forward to the bundle!

EDIT: Strike that, I just ordered the print edition from lulu.com. :)

Dark Archive

Pretty cool.

Frog God Games

Reviewed.


Thanks for the review dawn.


Bought it and am reading it now, so far seems pretty good! I dunno if I'll get an actual review in but I'll certainly recommend it to all the players I DM.

Dark Archive

Nice review Dark Dawn.


Nice review, Dawn! :)

Frog God Games

Thanks you two! I do the best I can to follow in your footsteps. :)


Hoary and Wizened

Thanks for taking the time to do a review!

Quote:
If you're not happy you bought it you can leave me an angry post on the messageboards.

hahahahahahha


Reviewed here, on DTRPG, posted about it on RPGaggression and sent it to GMS magazine. This pdf is a BLAST!

Scarab Sages

Pathfinder Card Game, Rulebook Subscriber

Congratulations Steve! I think people like it. :)


Thanks for the review End.

Wicht wrote:
Congratulations Steve! I think people like it. :)

Thank you sir, I am very proud of it.


Added to cart. I don't buy too many rules supplements these days, but this one looks like it might be worth reviewing.


Hope you enjoy it.


Print run for paizo was ordered, waiting on it to ship to paizo now, hopefully by the end of the week (its shipping direct form the printers). When it shipps I will update, but you can preorder your print copy now if you like.


1 person marked this as a favorite.
Pathfinder Card Game, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Just wanted to give credit where credit is due. I was thinking I was going to purchase this one, but wasn't sure. I read End's review and it made up my mind to purchase. Cheers!


Thanks for the kind words, Elorebaen! That made my day! :)

Dark Archive

reviewed.


Thanks to Dark Mistress, Darkholme, and Kolokotroni for adding their reviews.

The level of positive support this has received is overwhelming.

Contributor

The print version has arrived in our warehouse, and any preorders will be shipping out shortly.


Happy Dance!


Just wanted to chime in and say that I just got my print version (shipping $4 - to Germany! - awesome!) and am quite glad with the quality I got. :)


I wanted to thank KnightErrantJR for taking the time to do a review of our product, I have passed along a private message offering a refund, and attempting to address his concerns. '

Steve Russell
Rite Publishing


Rite Publishing wrote:

I wanted to thank KnightErrantJR for taking the time to do a review of our product, I have passed along a private message offering a refund, and attempting to address his concerns. '

Steve Russell
Rite Publishing

I just wanted to publicly say that you guys really are a class act. In fact, I had read the product a few days ago, and stalled off on reviewing the product because I really have enjoyed previous releases and didn't want to write a negative one.

I certainly don't want to give the impression that I think the product was shoddy, nor do I expect that every GM or play group will have the same problems with the product that I had. My review was totally informed by my own experiences, which I cannot assume to be the same as any other set of experiences.

I also hope that people that have read my review have found enough details to understand if your mindset is similar to mine.

By no means do I want a refund. I certainly don't feel cheated. This just wasn't what I was hoping it was. What I found wasn't poorly written or poorly edited or poorly put together, it just wasn't what I was hoping it would be.

For what it's worth, I do wish we could go "halfsies" on ratings, so that I could at least throw a 2.5 on this one to indicate that it wasn't primarily a bad product.

Thank you, once again for the offer, but there is no need to refund any money on my behalf. I'm just sorry that the stars aligned this way so that my first review for one of your products in a while wasn't something that came across better to me.

Dark Archive

We've been using these in our Slumbering Tsar campaign and generally they've been going fairly smoothly--for the most part it is a matter of players remembering that the options are available to them. We have had a bit of a conundrum in regards to the Harvest Venom subset of Survival.

Specifically, so far as we've been able to tell in practice, it's very difficult to actually get any doses of poison and outright impossible if the critter suffered a critical hit. The available doses starts at 1 for Tiny and then doubles each size category up-- so 2 for Small, 4 for Medium, 8 for Large, et cetera.

But then a seriously injured / slain creature has potential doses reduced by 1d2--and then this number -also- doubles with each size category up past Small. Presuming you're just doubling off of 1-2 from the 1d2 roll and not doubling how many dice you're rolling, still within the realm of possibility.

However, then a critical hit doubles the removed dosage again--and it is at that point that it becomes physically impossible to ever have any doses remaining as written. Minimum removed doses before a crit are 1, 1, 2, 4, 8, 16 out of 1, 2, 4, 8, 16, 32--but once a critical hit is there, the minimum removed doses become 2, 2, 4, 8, 16, 32.

If this is intended, it should probably just read 'if a creature has suffered a critical hit it can no longer have its poison harvested'--it took us three different encounters of failed harvesting due to critical hits to really begin pondering the possibility to do so.

Further clarification would be greatly appreciated!


I ran into that issue too. It's hard to get people to remember them.

It'd be awesome if there were flash-card type things for this. Hmm, I might just put a bounty out on that.

Dark Archive

As far as the venom harvesting rules, my suggested fix is to just have critical hits increase the amount removed by 50% so that the minimum dosage removed becomes 2, 2, 3, 6, 12 etc. You still have fifty-fifty odds of no poison being available while not having it be utterly impossible in the event of a crit.


No the fix is to stop hacking the snake into little bits!

Quote:
Harvest Venom: You may use the Survival skill to milk venom from a slain,helpless, or pinned creature with the poison special attack (this ability must bebextraordinary and not be supernatural, spell-like or a class feature) into a proper container.

You can uses spells or effects the paralyze souch as ghoul touch or just grapple the creature. If you looking to actually harvest poison you capture things alive, not cut them up into tiny pieces and wonder why you could not harvest its body parts. .


I think that skills are often overlooked in the game. Too many new feats should just be added to what you can do with a given skill. Example, "kip up" feats (Used this because I know it is in the book). Why? If you have acrobatics, this should just be a skill roll to see if you did it. Not a feat that allows you to make the skill roll. WTF? I would like to see an expansion that subsumes the Teamwork Feats into a Knowledge (Tactics) or Profession (Soldier) type of a skill roll. Not requiring everybody in the party to take the same feat.

I good companion product to this would be Skill Cards. Printable cards that players can have for the skills they use.


I will think about the cards more seriously. So much to do.

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