Condensing Skills


Skills & Feats

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DracoDruid wrote:
That's why I have a problem with general INT-bonus skill points. For Knowledge skills, no problem, but if a wizards starts a career as brewer, gambler, mechanic and IDK hunter/survivalist and athlete, BESIDE stuying MAGIC! That's just not fitting...

It's another reason why I strongly oppose giving them 4 skill points/level instead of 2!


Sorcerers with 4 points: Ok, but wizards? Absolutly No! What do they need? Spellcraft and several knowledge skills. That's what a wizard is about (in skills).

As I said, make INT-points bonus for knowledge skills and THAN you can think about increasing some classes' skill points.


DracoDruid wrote:
As I said, make INT-points bonus for knowledge skills and THEN you can think about increasing some classes' skill points.

Or require all Int-derived skill points to be used on class skills. That way the fighter isn't forced to take Knowledge (theory of armor engraving) or something.

Sovereign Court

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Asgetrion wrote:
I came across an old character sheet (3.0) and that PC had a skill called 'Profession (Gambler)' -- it reminded me that I don't think any other skill would cover gambling?

There are several skills that I would use in certain situation but not enough to make it into the official rules:

* Gamble
* Dragonchess - from that inn in Diamond Lake back in Age of Worms
* Rugby (or other sport)
* Tolerance (alcohol) - you can add this to your Fort roll when checking to see if you get drunk
* Tolerance (specific drug) - avoid the effects of drugs
* Tolerance (specific poison) - like iocaine powder
* Hold Breath - you can add this to your Fort roll when checking to see if you drown
* Seduce - depends on your crowd ;)


Mosaic wrote:

There are several skills that I would use in certain situation but not enough to make it into the official rules:

* Gamble
* Dragonchess - from that inn in Diamond Lake back in Age of Worms
* Rugby (or other sport)
* Tolerance (alcohol) - you can add this to your Fort roll when checking to see if you get drunk
* Tolerance (specific drug) - avoid the effects of drugs
* Tolerance (specific poison) - like iocaine powder
* Hold Breath - you can add this to your Fort roll when checking to see if you drown
* Seduce - depends on your crowd ;)

We've actually used all of those, at one time or another -- even Perform (rugby) (don't ask).

Sovereign Court

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This is where home campaigns can use what ever skill list they want. DMs and players just can't expect to see Pathfinder NPCs come pre-stat'ed with any of their crazy skills or adventures designed to specifically utilize them. But if the DM is willing to tinker NPC stats and players are able to find uses for their odd-ball skills in published adventures, the list is limitless. The official Pathfinder list is really just a list of what we can expect to see published NPCs having ranks in and what game designers design adventures around. A good skill like Tolerance (alcohol) or Gamble could be squeezed into almost any adventure with very little effort. But it's not to every group's taste so it just doesn't make the "official list" of skills. I'm fine with that.


Kirth Gersen wrote:
DracoDruid wrote:
As I said, make INT-points bonus for knowledge skills and THEN you can think about increasing some classes' skill points.
Or require all Int-derived skill points to be used on class skills. That way the fighter isn't forced to take Knowledge (theory of armor engraving) or something.

NOW THAT'S A GOOD ONE!

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