Core Rulebook Skills


Pathfinder Online

Goblin Squad Member

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I tried to brainstorm uses for core rulebook skills. Some of these have been mentioned in other threads and some descriptions are directly from the core rulebook. I've added a few extra notes too. Of course all skills are tied to an attribute and contribute to it's increase while trained. I mostly tried to think PC to PC interaction. There are some awesome ideas on these forums.

It would seem a fail if all passive skills could be maxed during character advancement, so I would suggest a max number of skill points that could be changed with action bar build, don't know though how this is handled to avoid uniformed characters, maybe through armor.

Acrobatics - dodging attacks of opportunity, tumbling like in DDO(ie. while tumbling less damage from AoE spells), jump distance, falling, crossing narrow surfaces, hindered by armor

Appraise - better NPC prices,

Bluff - feint in combat(decrease damage resistance of opponent), a successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you

Climb - climbing castle walls, cliffs, ability to use climbing hook and rope, climbing speed, hindered by armor

Craft - alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.

Diplomacy - organizing settlements, more settlement options/buildings/bonuses, gain reputation faster with NPC factions(could also have some bonuses from switching from one NPC faction to another)

Disable Device - disarm traps, open locks, sabotage siege engines, hindered by armor

Disguise - entering a settlement your'e not normally allowed(disguising alignment and race), would require gear

Escape Artist - escaping from some movement hindering net, traps, spells and grapple. Move through tight space. Hindered by armor.

Fly - manouvering in air, flying speed

Handle Animal - tame wild animal(companion), get a wild animal to defend you or leave you alone

Heal - heal debuffs caused by critical hits, small amount of hit points, poison, disease, self or other

Intimidate - cause debuff in combat, organizing settlements, more settlement options/buildings/bonuses

Knowledge - information on monsters weaknesses, characters, settlements, buildings, ore, skins, trees, etc quality of materials, could be tied to profession and crafting

Linguistics - learn languages, secret languages/signs, write books and scrolls, decipher languages/text

Perception - discover disguise, discover stealthed characters, traps, get PVE alerts/notices in wilderness, discover pick pocketing

Perform - play instrument, dance, sing, gain small amounts of money from commoners

Profession - architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.

Ride - mount speed and armor, how to stay in saddle while attacked

Sense Motive - oppose Bluff, gain information on certain enchanment spells being cast/active

Sleight of Hand - pick pocket, cheating in cards, hindered by armor

Spellcraft - information what spell is being cast by opponent, Learn a spell from a spellbook or scroll, scribe a spell to scroll or book, decipher a scroll

Stealth - decreasing other characters view distance to see the character stealthing, hindered by armor

Survival - enemy list/bounty contract tracking(arrow and dot on map), cooking in wilderness, ignore weather effects

Swim - swim/diving speed and breath longevity, hindered by armor

Use Magic Device - use magic device that needs another race, class, or alignment to activate

Some of the skills could be used in synergy with weapon skills to gain bonuses etc. ie. sneak attack and sleight of hand etc.

Goblin Squad Member

Survival - movement speed in swamp etc

Goblin Squad Member

I'm wondering how PFO will deal with snares, holds, commands, stuns, fears, sleeps, etc

It seems to me that many of these common spells would be useful in non lethal combat and should allow for player looting, while the victim is under those affects.

Goblin Squad Member

Always a fan of lists. But, this list just gives me an idea. As is known, mmorpgs have their beginnings in PnP RPG systems. Could it be said that one of the BIGGEST differences between the two systems is the addition of such non-combat skills to help form the story? If PFO can manage to translate as many of these into the game, this would be a substantially more interesting way for players to progress their characters and for their characters to do MORE non-combat actions between themselves and in different situations. All could be interesting tools to use in social interaction and npc interaction and foment interesting events into stories, instead of taking a sword to everything at every opportunity.

I wonder how much of these figures in GW's plans?

Goblin Squad Member

I've always tried to find niche uses for even obscure, seemingly meaningless skills. I hope most of this list somehow finds its way into the game. As Avena mentioned, especially for those who don't plan to do much PvP, some players will definitely want other choices, since so many skills will already cater to combat.

One skill I see listed and have tried to varying satisfaction in other games is tracking. I hope it's a bit more complex than an arrow pointing to where the slteathed character is currently standing. Too many of the variables that make tracking difficult are ignored if that is the way it is implemented. In WoW, when walking in snow, you see a person's footsteps for quite a few steps. I wonder if the server could keep track of a stealthing character's invisible route by a similar function? Perhaps there would be a timer where the trail is only visible for a certain amount of time and disappears from the server after that span. Walking through water, over stone, etc., could add a debuff to anyone's tracking skill when trying to follow their trail. Walking through snow, mud, tall grass, etc., as well as higher skill levels in tracking could add to the tracker's chance of success. If something like this was possible, stealthing and tracking would become a real cat-and-mouse, rather than simply following the arrow.

Goblin Squad Member

I would like to know if they will have traps and locks upon which to use disable device.

Goblin Squad Member

Harad Navar wrote:
I would like to know if they will have traps and locks upon which to use disable device.
"Goblinworks Blog Adventures in the river kingdoms wrote:

"Dungeon" is a catch-all term that refers to any enclosed space for adventuring. It need not be a constructed space; it could be a natural cavern or even a forest, jungle, or other terrain type. Typically, dungeons are designed so that they become progressively more challenging as they are explored, often culminating with a materially hard challenge at the end. A variety of obstacles must be overcome to reach the end content, such as monsters, traps, locks, illusions, hidden doors, puzzles, and complex interactive events involving the denizens of the area.

....

Ruins: In civilized areas, these are fairly low-level experiences. They are often the haunts of undead, oozes and vermin. Be prepared for traps and puzzles. In the wilderness, they can be extremely dangerous, home to high-level opponents and many minions.

Goblinworks Blog Your Pathfinder Online Character wrote:


Abilities: Abilities represent the class features and feats from the tabletop game, as well as a wider variety of development opportunities to support the wide range of character types for the MMO. As a character gains abilities, that character will become more competent and capable. Abilities give characters more variety in the types of armor they can wear, weapons they can use, items they can make, mounts they can ride, and spells they can cast. They also link to things like being sneaky, healing, finding traps, detecting tracks, finding resources that can be harvested, and buying and selling items at the in-game markets.

I'd say traps and locks are certainly not outside of goblinworks considerations.

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