
Alcibyades |

I had a little too much time on my hands this weekend so I took a crack at this and tried to be systematic about it here.
Many of the abilities granted are fantastical, but they generally pale in comparison to what a spell caster could do at an equivalent level, so I'm not too worried about that. What I am worried about is how some of the abilities would work with the vast number of abilities granted by feats, classes and archetypes, and I would like to close any loopholes that allow abuse. Some of the mechanics may be clunky, obsolete or incompatible with existing rules so suggestions there would be good (I haven't invested much in system mastery).
It's very much a work in progress and doesn't fulfill all the goals I set for it (not all of the skills have an ability that scales, for instance)and I didn't do anything for ride, fly, knowledge or UMD as I feel like they stay relevant and used, though I may be wrong.
Lastly there is very little in here that is original, lots of it is just lifted from Tarkisflux's Tome of Prowess for 3.5.
Have fun.

Abrisene |
I've found it odd that only Acrobatics offers upgrades once possessing a certain number of Ranks; that being the bonus to Fighting Defensively and Total Defense at Rank 3. Maybe those bonuses should be extrapolated further, and explored in other skills? My thought is to limit these Skill Bonuses to only those that have the Skill listed as an actual Class Skill. This may allow Classes that do have a lot of Class Skills available to have utility that cannot as easily be replaced with Spells.
This is just a Copy/Paste of what's been worked on, and is in no way complete.
The format includes what I consider to be themes of each skill.
================================
===== Changes to Skills =====
================================
Acrobatics: Fighting Defensively, Total Defense, Falling, Balance
3 Defensive +1/+2
6 Fall 15'
Balance = Not Flat Footed
9 Total Defense: Immediate + Next Round
12 Defensive +2/+4
15 Fall 20', Not Prone
18 Total Defense: Keep AoO
**********
Appraise: Determine Value, Determine Magic, Purchase Limit
3 Item: ID Magic Abilities (Takes Hour)
6 Purchase Limit +1
9 Item: Normal = Swift within 10'
12 Item: ID Magic Commands (Takes Hour)
Item: ID Magic Abilities (Swift)
15 Appraise Horde: Auto
Purchase Limit +2
18 Item: Bypass Magic Obscurement
**********
Bluff: Lie, Feint, Distraction (Standard), Secret Message
3 Distraction: For Allies
6 Secret: Normal Time
9 Feint: Target + Adjacent
12 Distraction: Swift
15 Secret: Half Time
18 Feint: All
**********
Climb: Accelerated, Catch, Handholds, Haul (1/4 Speed)
3 Haul: 1/2 Speed
6 Handholds: Full-Round
9 Catch: +5
Normal Speed: Not Dexless
12 Haul: Full Speed
15 Handholds: Standard
18 Catch: +10
Accelerated: Not Dexless
**********
Heal: First Aid, Long-Term, Wounds, Deadly, Poison, Disease
3 First Aid: +Wis HP
6 Deadly: +1/Day
9 Poi/Dis: Roll Twice, Take Highest
12 Deadly: +Con (Target)
15 Deadly: +2/Day
18 Poi/Dis: Roll Twice, Use Both
**********
Linguistics: Forgeries, Decipher, Saves
3 Decipher: Spoken (Listen)
6 Save +1 vs Scrolls, Verbal Spells
9 Decipher: Spoken (Speak)
12 Save +2 vs Scrolls, Verbal Spells
15 Decipher: 1 Full-Round
18 Save +3 vs Scrolls, Verbal Spells
**********
Perception: Search, vsSniping, Asleep
3 Asleep: +5
6 vsSniping: +5
9 Search: Swift
12 Asleep: +10
15 vsSniping: +10
18 Search: +5
**********
Sense Motive: Hunch, Sense Enchantment, Assess Group
3 Assess Group: 1 min, DC 20 + Average HD; Anticipate Starting Attitude
6 Sense Enchant: Detect "You" Targets (Spellcraft ID)
9 Assess Group: Initiative +2 (For Group = Full Round)
12 Hunch:
15 Assess Group: Initiative +4 (For Group = Full Round)
18 Sense Enchant: Detect All Buff/Debuff (Spellcraft ID)
**********
Spellcraft: ID Spells, Learn Spell, Prepare Borrowed, Saves, Concentration
3 vSchool +1
6 Concentration: +1
9 Learn Spell: Retry 1 day
12 vSchool +2
15 Concentration: +2
18 ID Spells: Roll Twice
**********
Swim: Combat, Speed, Fatigue, Dive, Accellerate
3 Dive:
6 Combat: Allow Standard
9 Accellerated Swim: -5
12
15 Combat: Allow Full
18

Kirth Gersen |

OK, here are some. Bear in mind that I've continued a lot of Paizo's skill combining, so that may make things look odd at first, but it shouldn't be too hard to separate them back out. I've tried to include references for where I cribbed a lot of the ideas from.
ACROBATICS
In addition, as you gain additional ranks in Acrobatics as a class skill, you gain the following additional abilities:

Kirth Gersen |

ATHLETICS
In addition, you gain the following abilities at the indicated number of ranks:

Kirth Gersen |

DIPLOMACY

Kirth Gersen |

DISABLE DEVICE

Kirth Gersen |

Needing 6 ranks (as opposed to the 5 ranks of balance required back in 3.5 where balancing = no dex bonus, back when ranks were level +3) to keep your dex to AC while balancing seems a bit excessive, in my opinion.
It might be -- I peg everything at 6, 11, 16 ranks in skills because the [Combat] feats in my game get big boosts at BAB +6, +11, and +16 (due to action economy tradeoffs).

Kirth Gersen |

ENDURANCE (New Skill):
Through training, you are capable of feats of extreme physical stamina.
Check: Use Endurance in place of Constitution checks when dealing with drowning and suffocation, starvation, thirst, overland movement, running in combat, and landslides and avalanches, as shown in the table [redacted due to formatting issues; DCs adjusted].
Exert: You can exert yourself (e.g. run, fight or cast spells requiring concentration checks) for a maximum number of rounds equal to 10 + your Endurance modifier. After this time, you are fatigued and must rest if able. If you wish to tax yourself beyond these limits, you must succeed at an Endurance check (DC 15 + 1 per round of continued exertion) or become exhausted.
Hustle: A character can hustle (double normal speed) for one hour. Each additional hour of hustling in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
Walk: Eight hours a day is considered a standard march. Additional walking past this limit is a forced march. For each hour of marching beyond 8 hours, an Endurance check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.
Remain Awake: A character can stay awake a number of hours equal to 20 + his or her Endurance modifier. Each additional hour requires an Endurance check, starting at DC 10 (the DC increases by 1 per subsequent check). An untrained character makes Constitution checks instead of Endurance checks to remain awake. If in the midst of combat or a similar situation, the character need not make checks until the situation is over, but the DC increases by 1.
Trained Only: A trained character is capable of the following tasks:
Task: DC
Delay poison onset: As poison save DC
Ferocity: 20 + hp below negative Con score
Ignore caltrop: 20
Ignore fatigue: 20
Ignore exhaustion: 30
Sleep in armor:
Light 15
Medium 25
Heavy 35
Stabilize: 10 + hp below 0
Delay Poison Onset: If you fail the initial fortitude save to avoid being affected by a poison, you can attempt an Endurance check against the poison’s DC as a free action. If successful, the onset is delayed by one frequency unit as listed for that poison (generally 1 round or 1 minute). When that time elapses, you can attempt another check to delay the onset again. There is no limit to how long you can delay the onset in this manner, but each check after the first suffers a -1 cumulative penalty.
Ferocity: If reduced to 0 hit points (disabled), you can attempt a DC 20 Endurance check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take; the DC of each such successive check increases by 1. On a failed check, you can choose not to take the strenuous action and thus avoid the hit point loss; if you take the action anyway, you drop to –1 hit points, as normal when disabled.
When reduced to negative hit points, on a successful Endurance check at DC 20 + the number of hp below 0 (i.e., DC 25 at –5 hp), you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you succeed by a margin of 10 or more, you can act normally that round (although you are staggered).
When disabled, you have the staggered condition. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach a negative number of hp equal to your Constitution score, you immediately die.
Ignore Caltrop: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Endurance check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.
Sleep in Armor: If you sleep in armor, you do not become fatigued for doing so if you make an Endurance check at the listed DC upon awakening. (You cannot take 20 on this check.)
Stabilize: When reduced below 0 hp, you can roll an Endurance check at DC 10 + the number of hp below 0 (i.e., DC 15 at –5 hp) to auto-stabilize.
Ignore Fatigue: By succeeding at a DC 20 Endurance check, you can ignore the fatigued condition (and associated penalties) for a number of rounds equal to the margin by which your check succeeds. If you are exhausted, you might be able to similarly reduce (DC 25) or ignore (DC 30) penalties for the same length of time, as shown on the table.
Untrained: The number of consecutive rounds a character can run or otherwise maximally exert him or herself is equal to the character’s constitution score. A character can hustle (double normal speed) for 1 hour. Checks to avoid nonlethal damage are Constitution checks. The chance to stabilize when below 0 hp is a flat 10%. An untrained character cannot ignore wounds or sleep in armor.
Class Skill: If you have Endurance as a class skill, you receive the following additional benefits:
You gain the following additional abilities as you gain ranks:
Try Again: No, for most uses. To reduce fatigue or exhaustion, you can try each round as a swift action.
I included the whole thing to (a) show what kind of development I think skills could use, and (b) because most people aren't familiar with this one.
REVISED FEAT: DIEHARD
Prerequisite: Endurance 1 rank as a class skill.
Benefit: You automatically stabilize when reduced to -1 or fewer hp, without the need for an Endurance check. You still die if reduced to a negative hp total equal to your Constitution score, however.
Normal: When reduced to below 0 hp, you must make Endurance checks to stabilize, and to act as if staggered rather than immediately falling unconscious. If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn't kill you outright, you must make a DC 15 Fortitude save (+1 per 10 points of damage above 50 hp). If this saving throw fails, you are dying with –1 hp. If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 50), the massive damage rule does not apply.

Kirth Gersen |

ESCAPE ARTIST

Goth Guru |

I had a little too much time on my hands this weekend so I took a crack at this and tried to be systematic about it here.
Many of the abilities granted are fantastical, but they generally pale in comparison to what a spell caster could do at an equivalent level, so I'm not too worried about that. What I am worried about is how some of the abilities would work with the vast number of abilities granted by feats, classes and archetypes, and I would like to close any loopholes that allow abuse. Some of the mechanics may be clunky, obsolete or incompatible with existing rules so suggestions there would be good (I haven't invested much in system mastery).
It's very much a work in progress and doesn't fulfill all the goals I set for it (not all of the skills have an ability that scales, for instance)and I didn't do anything for ride, fly, knowledge or UMD as I feel like they stay relevant and used, though I may be wrong.
Lastly there is very little in here that is original, lots of it is just lifted from Tarkisflux's Tome of Prowess for 3.5.
Have fun.
My leveled mutation Wings, provides speed and ability, as does the spell fly. I'm going to go look at what you've done. Sounds good.

kyrt-ryder |
How about using Appraise to detect illusions?
===
As a side note, we should make sure to somehow stop wizards from also getting their hands on all of this.
Maybe the nicest way would be to ensure that the classic wizard skills have stuff they want more than the non-wizard stuff?
One thing I'm experimenting is dumping the int bonus to skill points and instead multiplying the base skill points per level by 50% (and granting spellcasters Spellcraft as a class feature.)
So the chart (with Fighters moved up to 4+int as a baseline in my games) would look like so for the core PC classes
3: Most full Casters and Paladins
6: Monk, Fighter, Druid, Barbarian
9: Bard, Ranger
12: Rogue

Kirth Gersen |

HEAL
“The stuff she used on us did not sting, the cuts closed up, the flexible dressings she put over them did not have to be changed, and fell off in time with no infection and no scars.”
―Robert A. Heinlein, Glory Road (1963)
In addition to expanded mundane uses, in these rules, the Heal skill is required for the successful use of curing and restoration spells.
Check: The DC and effect of mundane uses depends on the task you attempt.
Task: Heal DC
Examine injury: 10
First aid (or malpractice – see below): 15
Long-term care: 15
Revive: 15
Stabilize: 15
Perform autopsy: +1/day
Perform CPR: 20 + hp below 0
Perform surgery: 20
Restore limb: 40
Treat attribute damage: 20
Treat disease: Disease’s DC
Treat poison: Poison’s DC
Treat wound from caltrop, spike growth, or spike stones: 15
Examine Injury: If you succeed at the check, you determine the basic cause of an injury (a narrow blade, a small blunt object, teeth). If your check results are 15 or greater, you gain a more specific detail about the weapon that caused the injury (e.g., “a double-edged dagger”); on results of 20 or higher you gain multiple specific details (e.g., a double-edged dagger with a non-serrated six-inch blade, balanced for throwing). If your check results are 25 or higher, you also gain information about the manner in which the wound was inflicted (the attacker was left-handed, about six feet tall, and probably grabbed her from behind). This task is described in the Crime and Punishment supplement (Atlas Games), under “New Uses for Old Skills.”
If the patient is diseased, you can identify the disease and its effects with a successful check at a DC equal to the DC of the disease. If the patient has been poisoned, you can attempt a Craft (toxicology) check, with a DC equal to that of the poison used, in order to identify the type, the effects, and the duration remaining. If the patient was injured or killed by a spell, you can identify the exact spell with a Spellcraft check at DC 20 + the level of the spell.
First Aid: If a character has lost hit points, you can restore some of them. A successful check, as a full-round action, restores a number of hit points equal to your Heal check results. You can take 20 on this check by spending 2 full minutes. First aid can be performed on a character once per fight in which he or she is injured, to a maximum amount of damage healed equal to the amount sustained in that fight.
Revive: You can remove the dazed, stunned, or unconscious condition from a character. This check is a standard action; a successful check removes the condition from the affected character. You can’t revive an unconscious character who is at –1 hit points or lower without first stabilizing (q.v.) him or her.
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points at a daily rate equal to your check results. Attribute score points (lost to ability damage) are recovered at twice the normal rate (2 for 8 hours’ rest, 4 for a full day’s rest). You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Malpractice: You must have at least 2 ranks in Bluff to use Heal in this fashion. Rather than making a Heal check to perform first aid or some other form of treatment on a helpless or willing creature, you intentionally bungle the job in order to ensure that the creature is more severely injured. You make the check as a standard action and deal hit point damage to the creature at the beginning of your next turn equal to the amount you would have healed providing first aid. If the creature is helpless, this is considered a coup de grace attack. If under the watchful eye of others (including your patient), your Heal check is opposed by the observer’s Bluff or Heal check; a failure on your part results in them detecting your malpractice (and they may attempt to intervene). If someone successfully performs a First Aid check before the beginning of your next turn, the damage is negated. This use is from the 101 New Skill Uses preview from Rite Publishing.
Perform Autopsy: You can examine a corpse to determine the cause and approximate time of death. Cause of death is as performing an “Examine Injury” check (see above), but the DC increases by +1 per day since death (unless the corpse is preserved with a gentle repose spell). Determining time of death requires you to succeed on the cause determination check by a factor of 10 or more. The accuracy of the estimated moment of death decreases with elapsed time since the actual event. For instance, if the subject died an hour before the autopsy, the time of death can be fixed to within 1d4 rounds (after one day, the estimate is only accurate to within 1d4 hours, and so on).
Perform Surgery: If you have at least 10 ranks in heal, you can conduct field surgery. This requires 1d4 hours and appropriate tools. Successful surgery restores all attribute drain to a single attribute score (Strength, Dexterity, etc.). Surgery can only be used successfully on a character once per attribute in any 1-week period. A character who undergoes surgery is exhausted for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of exhaustion can never be reduced below 6 hours in this fashion.
Stabilize: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable character regains no hit points but stops losing them.
Treat Attribute Damage: By spending an hour and succeeding at a DC 20 Heal check, you can restore 1d4 points of attribute damage to a single attribute.
Treat Disease: You can tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher. If your check succeeds by a margin of 10 or more, the disease is removed (although residual attribute damage remains).
Treat Poison: You can tend to a patients who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher. If your succeed by a margin of 10 or better, the patient fully recovers (although residual attribute damage remains).
Treat Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty. A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC.
Class Skill: Only those with Heal as a class skill can successfully cast [Healing] spells. As described in Chapter 7, use of a Necromancy [Healing] spell requires a number of ranks in Heal as a class skill equal to twice the level of the spell (round up). In other words, only a character skilled in mundane healing can properly diagnose a problem and heal it with magic.
If you have additional class skill ranks in Heal as noted, you can attempt the following tasks:
Action: Providing first aid, treating a wound, or treating poison is a full-round action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Providing long-term care requires 8 hours of light activity. Performing an autopsy takes 30 minutes.
Try Again: Varies. Generally speaking, you can’t try a Heal check again without proof of the original check’s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.
Special: A healer’s kit gives you a +2 circumstance bonus on Heal checks.
You can take 10 when making a check. You can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters, or when performing an autopsy.
You can use the skill on yourself only to restore hit points, treat disease, or treat poison. You take a –5 penalty on your check any time you treat yourself.
Again, the whole skill presented.

Kirth Gersen |

One thing I'm experimenting is dumping the int bonus to skill points and instead multiplying the base skill points per level by 50% (and granting spellcasters Spellcraft as a class feature.
I like that, but it makes me sort of feel like no one except wizards will have Int above 7, like, ever, unless you give it more uses. Or just get rid of Int as a stat...

kyrt-ryder |
1 person marked this as a favorite. |
kyrt-ryder wrote:One thing I'm experimenting is dumping the int bonus to skill points and instead multiplying the base skill points per level by 50% (and granting spellcasters Spellcraft as a class feature.I like that, but it makes me sort of feel like no one except wizards will have Int above 7, like, ever, unless you give it more uses. Or just get rid of Int as a stat...
I'd be comfortable with either solution really. Games with Int as a stat tend to have default fluff baggage about how smart or stupid a character is, and that's baggage the game would probably be better off without.

williamoak |

Kirth Gersen wrote:I'd be comfortable with either solution really. Games with Int as a stat tend to have default fluff baggage about how smart or stupid a character is, and that's baggage the game would probably be better off without.kyrt-ryder wrote:One thing I'm experimenting is dumping the int bonus to skill points and instead multiplying the base skill points per level by 50% (and granting spellcasters Spellcraft as a class feature.I like that, but it makes me sort of feel like no one except wizards will have Int above 7, like, ever, unless you give it more uses. Or just get rid of Int as a stat...
I dont really see that as any different as the fluff of cha or wisdom. I dont really feel like making skills harder to get makes them any more meaningful to be honest.

Gunsmith Paladin |

HEAL ** spoiler omitted **...
I like the idea of this as a whole. Of all skills I feel that heal needs something. It's not even really useful at low levels and every level you gain makes it that much worse. I think what you've presented could use a little work, but it's definitely a step in the right direction.

kyrt-ryder |
kyrt-ryder wrote:I dont really see that as any different as the fluff of cha or wisdom. I dont really feel like making skills harder to get makes them any more meaningful to be honest.Kirth Gersen wrote:I'd be comfortable with either solution really. Games with Int as a stat tend to have default fluff baggage about how smart or stupid a character is, and that's baggage the game would probably be better off without.kyrt-ryder wrote:One thing I'm experimenting is dumping the int bonus to skill points and instead multiplying the base skill points per level by 50% (and granting spellcasters Spellcraft as a class feature.I like that, but it makes me sort of feel like no one except wizards will have Int above 7, like, ever, unless you give it more uses. Or just get rid of Int as a stat...
That's not really any harder to get. Sure it cuts down on the skill points a Wizard or Witch or Magus gets (and the Paladin kind of gets screwed, which is something that requires looking into, but it's still 1 more skill point than he has in core.) All it does is remove the 'Int-based arcanists get a ton of skill points' issue.

williamoak |

Kyrt,
I'd be all in favor -- it would get rid of the baggage about chimps being as dumb as cows.
And while we're at it, let's merge Wis and Cha into a "Willpower" stat and be done with it!
I wouldnt go quite as far (that would be a whole different system, and would need a lot of work). But anyway, I've been thinking of giving players the choice of either WIS or CHA for their will saves in my games (no choice for the other saves though). It puts wis & cha on about the same playing field (both contribute to a save & have powerfull skills). But I need to think about the implications.

williamoak |

williamoak wrote:That's not really any harder to get. Sure it cuts down on the skill points a Wizard or Witch or Magus gets (and the Paladin kind of gets screwed, which is something that requires looking into, but it's still 1 more skill point than he has in core.) All it does is remove the 'Int-based arcanists get a ton of skill points' issue.kyrt-ryder wrote:I dont really see that as any different as the fluff of cha or wisdom. I dont really feel like making skills harder to get makes them any more meaningful to be honest.Kirth Gersen wrote:I'd be comfortable with either solution really. Games with Int as a stat tend to have default fluff baggage about how smart or stupid a character is, and that's baggage the game would probably be better off without.kyrt-ryder wrote:One thing I'm experimenting is dumping the int bonus to skill points and instead multiplying the base skill points per level by 50% (and granting spellcasters Spellcraft as a class feature.I like that, but it makes me sort of feel like no one except wizards will have Int above 7, like, ever, unless you give it more uses. Or just get rid of Int as a stat...
I dont really see that as an issue but a perk; after all, a sorcerer, through judicious UMD use & consumable use can be almost as versatile as a wizard spell-wise. I choose wizard in good part because of the extra skills myself, and removing that removes a lot of the appeal.

Trogdar |

@the intelligence comments - I would suggest giving skill points from each ability score and then have these skill points be less efficient in non associated skills.
So a fighter would get great strength and constitution based skills and would have his base skills to apply to his int based skills. Alternatively, a fighter might spend some of his strength skills on acrobatics for example, but would have to spend two for one, kind of like cross classing back in 3.5

Gunsmith Paladin |

@the intelligence comments - I would suggest giving skill points from each ability score and then have these skill points be less efficient in non associated skills.
So a fighter would get great strength and constitution based skills and would have his base skills to apply to his int based skills. Alternatively, a fighter might spend some of his strength skills on acrobatics for example, but would have to spend two for one, kind of like cross classing back in 3.5
I wouldn't call this a bad idea, but a very complex one. At least compared to the standard method. Remember, simplicity is a hell of thing. The easier it is the more likely people will pick it up and play it.

Ilja |
1 person marked this as a favorite. |

Some of Kirth Gersen suggestions look fine... some are so overpowered I see reason for certain feats, classes, rolls and spells to exist any more... like with acrobatics, one pretty much doesn't need to roll it any more...
How so? Sure, a mid-level rogue won't need to roll to balance on a 1ft ledge anymore, but they shouldn't need to do that either. They'll probably still need to roll to run along a 1 inch ledge in a snowstorm, which seems more like something a mid-level character should be able to do.

Ilja |

Does anyone have an idea of what to do with the Profession skill (and to a lesser degree, craft and perform)?
I feel as if it needs to either be dropped completely, making the money-making aspects simple level checks (which also helps restrict money making schemes if level checks where literally _the_ way to make money on downtime), or it needs to be buffed a LOT, probably in a way that lets it "fake" being other skills.

Vanykrye |

@the intelligence comments - I would suggest giving skill points from each ability score and then have these skill points be less efficient in non associated skills.
So a fighter would get great strength and constitution based skills and would have his base skills to apply to his int based skills. Alternatively, a fighter might spend some of his strength skills on acrobatics for example, but would have to spend two for one, kind of like cross classing back in 3.5
There are no CON based skills in Pathfinder, and the only STR based skills are climb and swim. Not all stats are created equal for skills. For the fighter, this seems like a step backward in the skills department.

Kirth Gersen |

Does anyone have an idea of what to do with the Profession skill (and to a lesser degree, craft and perform)?
What I did was the following:
1. All Craft, Knowledge, Perform, Profession skills are termed "secondary skills." Everyone gets 1 free rank/level in any secondary skill of their choice. (So fighters can grab a couple a rank of weaponsmith and a few ranks in Knowledge (warfare) without feeling like those are a skill tax).
2. Within each category, a LOT of consolidation takes place. For example, I use Perform (acting) to cover all of the various dramatic performance types, and it also includes the old Disguise skill. As another example, there's no need for a half-dozen different metalworking skills; I just use Craft (Smith).
3. I tried to give legitimate uses to each secondary skill. For example, I use Craft instead of caster level or Spellcraft for constructing magic items, as noted above.

Kirth Gersen |

RE: ZOMG OVERPOWERED!
I tried, as much as possible, to peg the possible skill effects at each rank level needed to the effects of similar spells that a sorcerer of that level would be able to cast. Yes, the spells are x/day, but using the skills require a skill check or you fail, so I figure it comes out in the wash.

Trogdar |

Trogdar wrote:There are no CON based skills in Pathfinder, and the only STR based skills are climb and swim. Not all stats are created equal for skills. For the fighter, this seems like a step backward in the skills department.@the intelligence comments - I would suggest giving skill points from each ability score and then have these skill points be less efficient in non associated skills.
So a fighter would get great strength and constitution based skills and would have his base skills to apply to his int based skills. Alternatively, a fighter might spend some of his strength skills on acrobatics for example, but would have to spend two for one, kind of like cross classing back in 3.5
Yeah, sorry I was thinking about Kirth's endurance skill for some reason.

Keydan |

Keydan wrote:Some of Kirth Gersen suggestions look fine... some are so overpowered I see reason for certain feats, classes, rolls and spells to exist any more... like with acrobatics, one pretty much doesn't need to roll it any more...How so? Sure, a mid-level rogue won't need to roll to balance on a 1ft ledge anymore, but they shouldn't need to do that either. They'll probably still need to roll to run along a 1 inch ledge in a snowstorm, which seems more like something a mid-level character should be able to do.
I was talking more about ignoring 10ft of fall per 2 acrobatics ranks. That's ignoring a whole lot of fall damage at higher levels, for no good reason. These things should be logical, IMHO, and not supernatural. leave teh supernatural efects to class abilities, like Monks who are trained to ki-slow their fall.
Otherwise I can imagine a dwarf in heavy plate, with a tower shield and a huge hammer, who took acrobatics as class from a trait, falling 50 feet face down, and standing up like nothing happened, beacuse "I have 10 ranks in acrobatics". Factoring in ACP could fix this though.Anyway I'll work out my own list, with black jack and wentces.

Zilvar2k11 |
Some interesting ideas in the thread, but I wonder if people aren't overlooking another possibility. If we peg OMG awesome at the aforementioned 8 skill ranks, or level 8, there should be a point where skill synergies are meaninful.
Now, I'm going to admit that I'll lean toward wuxia flavor because that's the first thing that comes to mind, but just because those are the only examples I can think of, don't assume that's all I believe is possible or could be intended, and it's a more conservative idea so it might be a lower power level than some of the previous suggestions.
So, say someone has ranks in acrobatics and climb. Let's start with 8 ranks. For a DC 23 (or whatever gives you a base 50% chance to succeed, trained, with, oh, +2 stats and no skill focus) climb check, you can gain the benefits of the spider climb spell for a number of rounds equal to (ROLL-DC)/5.
For a DC 28 check, if you start from a vertical surface, you can gain the benefits of levitate as you launch off the surface (same duration).
And so on.
Or, perhaps something like synergy between Intimidate and Diplomacy. 8 ranks in both open up the possibility of using Diplomacy with a DC (oh, 25) to put someone under the effect of the Peacebond spell. Or a DC 30 to put them under the effects of Hold Person.
Or use Heal and Perception with some number of ranks to gain a form of lifesense.
I'm sure the possibilities aren't limitless, and I'm equally sure that it would be much easier to focus on a few core skills and harder to find synergies with others, but I think it provides are more interesting avenue than just 'higher DC's equal better stuff'.

kyrt-ryder |
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3. I tried to give legitimate uses to each secondary skill. For example, I use Craft instead of caster level or Spellcraft for constructing magic items, as noted above.
I also use craft ranks in place of Caster Levels for crafting magic items. Exclusively. Don't have the ranks, can't make the item. (For the purpose of replacing caster level, Pseudo-Ranks from Skill Focus etc do apply though.)

kyrt-ryder |
2 people marked this as a favorite. |
Ilja wrote:Keydan wrote:Some of Kirth Gersen suggestions look fine... some are so overpowered I see reason for certain feats, classes, rolls and spells to exist any more... like with acrobatics, one pretty much doesn't need to roll it any more...How so? Sure, a mid-level rogue won't need to roll to balance on a 1ft ledge anymore, but they shouldn't need to do that either. They'll probably still need to roll to run along a 1 inch ledge in a snowstorm, which seems more like something a mid-level character should be able to do.I was talking more about ignoring 10ft of fall per 2 acrobatics ranks. That's ignoring a whole lot of fall damage at higher levels, for no good reason. These things should be logical, IMHO, and not supernatural. leave teh supernatural efects to class abilities, like Monks who are trained to ki-slow their fall.
Otherwise I can imagine a dwarf in heavy plate, with a tower shield and a huge hammer, who took acrobatics as class from a trait, falling 50 feet face down, and standing up like nothing happened, beacuse "I have 10 ranks in acrobatics". Factoring in ACP could fix this though.Anyway I'll work out my own list, with black jack and wentces.
It's not supernatural, it's super natural.
Surely you've seen those times a hero leaps off a cliff and lands smoothly on his feet without any problem, haven't you?
Ignoring 10 points of fall damage at level 2, or 20 feet at level 4, or 30 feet at level 6, none of it is even remotely extreme for the level.
Bear in mind a level 1 spell completely obviates fall damage, and by the time you're ignoring 'a whole lot of damage' you're at the level where you SHOULD be leaping off tall buildings without hesitation.
EDIT: I will admit I don't like the name though. It doesn't line up with the effect. That being said, it was named as such because it's explicitly replacing the monk class ability of the same name.

williamoak |

Out of curiosity kirth, which skill did you use for crafting magic items that arent weapons/armor?
As for craft, my proposal is a great acceleration, kinda like the "master alchemist" feat:
-x10 speed at 5 ranks, x100 at 10 ranks, and x1000 at 15 ranks.
I would probably consolidate those a bit;
craft (smith) for weapons, armor & other large metalwork
craft (precision) for clockwork, jewelry, sculpture & other precision work
Otherwise, I'm still thinking. Not yet to the point of integrating craft with magic craft, since I see magical enchantment as independent from item creation.

kyrt-ryder |
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In a game using core's breadth of mandatory (and otherwise awesome) magic items with specific forms, broad crafts are a good idea. I'd generally go with something along the lines of the following.
Craft: Smith
Craft: Jeweler (for things made involving gems and delicate work with precious metals, pearls, etc etc)
Craft: Textiles
Craft/Perform: Sculpt (includes chizzelwork, glassblowing, clayworking, etc etc etc)
Otherwise, I'm still thinking. Not yet to the point of integrating craft with magic craft, since I see magical enchantment as independent from item creation.
My thought here, is that its the craftsman's skill in weaving the design of the item (along with any appropriate magical reagents) to create an item with its own power. A mage can't do that, all he can do is call up magic and let it loose.

meatrace |

Hey, I haven't read all the other posts, but I've created a Skill Perk system for my game. For one it's a way to bring back old skill synergies (at low levels of investment) and at higher levels of investment (6-10 skill ranks +skill points spent on perks) things like being able to hide in plain sight or make an escape artist check in place of a save vs. an ability that would hinder your movement (entangle, hold person, slow, etc.) Just for starters. I've also incorporated kingdom/rulership bonuses into skill perks as well.

Trogdar |

I don't think there is a case for item crafting and magic item crafting as separate things. A craftsmen of any stripe would not be content to simply make a sturdy bow when the local wizard is crafting the equivalent of a machine gun bow of fiery doom. A craftsmen may never learn the ins and outs of magic in general, but they would be finding out how to compete with that wizard or simply get out of the business.
In fact, it makes little sense in a world of magic that their is anyone who has not dabbled in a cantrip or so, if for no other reason then curiosity. It's kind of like Mormons to a degree. You have to willfully ignore such a tremendous asset like magic to prevent the general populous from learning how to do something like prestidigitation. It's just too useful to remain occult.

Goth Guru |

I don't want to weaken spellcasters and pretend that strengthens skills, because it doesn't. Craft 5 they can empower one shot items such as potions, scrolls, talismans, wands, ect. Craft 10 they can empower permanent magic items.
Maybe you have to go over each profession separately. A janitor could make spell components out of what they sweep up and clean up. Watch Paint your Wagon again. A bartender can get at the coins that fall through the floorboards. They can also craft potions by comparing tastes.