[Unchained] Signature Skill unlocks


Pathfinder First Edition General Discussion

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Kaouse wrote:

I greatly disagree to the idea of making skill unlocks Rogue only.

Who cares if casters get access to them when they are, at most, equivalent to (and in many, many cases weaker than) spells they could already cast anyway?

Skill unlocks should be automatic after reaching a specific ranking, for everyone.

I'm not a fan of making them Rogue-only either, but I'm not sure of the value of just turning them on for all skills.

My middle ground was to just give four Unlocks free. If you're a Rogue, those add to your basic four. You can Unlock eight different skills without being a specialist, so that's easily 'every skill I know'.

Sovereign Court

So, I finally played my level 11 PFS character last night that has 5 levels in rogue (unchained now). She is a Cavalier (Gendarme) 4/Unchained Rogue (Thug, Scout) 5/Hellknight 2, built to use Sap Master, Enforcer and Dazzling Display. The Skill Unlock for Intimidate was very powerful. She has a +47 to intimidate with 300gp of 1 hour consumables used, and was pretty much auto success on the beat the DC by 10. So 1 Standard Action (Braggart) to DC 21 Panic all enemies within 30ft. was very powerful. Debilitating Injury never really got to shine, most things died during my sneak attack or just after. Panicking 6 enlarge enemies was the most fun, they dropped their falchions, which then shrunk.


I'm fine with letting Rouges have more Skill Unlocks. I would rather that they got earlier Skill Unlocks though, and that Skill Unlocks were just something automatic after a certain amount of ranks.

Hell, maybe let the Rogue count as having a rank or 2 in every skill, or maybe let the Rogue put in more skill ranks than HD (perhaps to some maximum like 1.5 HD or something) to unlock the necessary skills earlier. That way, the Rogue can still be the ultimate skill monkey, but it wouldn't needlessly lock out skills for the rest of the classes.

Plus, it would also give them quite the niche with certain feat/PrC requirements without being too overbearing.


If I was going to implement skill unlocks, I would give each class a number of unlocks equal to half the base number of skill points each class receives. They could then take a feat for additional unlocks. So a wizard would get 1 unlock and a rogue 4. (Plus the 4 they would get through rogues edge netting 8.) Overall its a net boost to skill monkeying, which isn't a bad thing.


Calth wrote:
If I was going to implement skill unlocks, I would give each class a number of unlocks equal to half the base number of skill points each class receives. They could then take a feat for additional unlocks. So a wizard would get 1 unlock and a rogue 4. (Plus the 4 they would get through rogues edge netting 8.) Overall its a net boost to skill monkeying, which isn't a bad thing.

Then people really would take one level in Rogue for the four free skill-locks and be done with it. Just like the Grouped Skills, that should be based on the lowest number of class skill points you have, not the highest.


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Claxon wrote:
1 round diplomacy is just too much. Virtually any intelligent entity can be convinced to at least not be hostile with the right build and this ability. Which I'm against. Some villains should be so pissed that they're going to try to kill you regardless of what you say. But the rules as presented would allow you to sweet talk them.
Diplomacy skill wrote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.


CraziFuzzy wrote:
Claxon wrote:
1 round diplomacy is just too much. Virtually any intelligent entity can be convinced to at least not be hostile with the right build and this ability. Which I'm against. Some villains should be so pissed that they're going to try to kill you regardless of what you say. But the rules as presented would allow you to sweet talk them.
Diplomacy skill wrote:
Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

You take my first post in the thread and ignore all the discussion around it, to bring it back up after the side topic was pretty well dead.

Why? To point out what I know?

I know that is what the rules say, the problem is players who try to argue about what "generally ineffective" means and so forth. Much easier for me to apply patches to my groups gaming rules.


Claxon wrote:
I know that is what the rules say, the problem is players who try to argue about what "generally ineffective" means and so forth. Much easier for me to apply patches to my groups gaming rules.

If your players are the ones trying to argue with that, maybe they need the patch, not the rules.

Sovereign Court

Arakhor wrote:
Calth wrote:
If I was going to implement skill unlocks, I would give each class a number of unlocks equal to half the base number of skill points each class receives. They could then take a feat for additional unlocks. So a wizard would get 1 unlock and a rogue 4. (Plus the 4 they would get through rogues edge netting 8.) Overall its a net boost to skill monkeying, which isn't a bad thing.
Then people really would take one level in Rogue for the four free skill-locks and be done with it. Just like the Grouped Skills, that should be based on the lowest number of class skill points you have, not the highest.

we all have to remember that rogues edge is meant to give a soft boost to rogues, not the whole spectrum of classes. If another class wants it they have provided a way: signature skill feat which grants ONE skill unlock.

also, rogues edge is given at level 5 which prevents easy dips

Furthermore, if a rogue wants to capitalize on skill unlocks they can take cutting edge at level 10 for a total of 4 unlocks

With that said i think the devs should come up with a trait that lets someone consider all unlocks as if they had 10 more ranks. That way the level 10 rogue with 4 unlocks that works as if he had 20 ranks can do some pretty cool things... so can the expert innkeeper who took signature skill: heal or the level 10 dwarf warrior with 10 ranks in craft weapons that can whip up a magic longsword +1 for you if he has 9 months to work on it (I.e. this opens up a whole new world of possibilities for the DM in the form of useful one shot low level NPCs that are really good at one thing...)


I like the idea of making the unlocks happen 5 levels earlier. I might use that.


You might want to mandate that these skills be class skills as well.

Sovereign Court

Threeshades wrote:
I like the idea of making the unlocks happen 5 levels earlier. I might use that.

I could live with 5 levels earlier without a trait (rogues only); 10 levels earlier would require trait; 10 levels earlier + extra abilities at effective ranks 25 and 30 would require a feat


“Rogue Edge” is level 5, 10, 15, and 20th levels. This grants one Skill Unlock – Stealth, Bluff, Crafting, etc.
“Skill Unlocks” ranks are 5, 10, 15, and 20. Each rank achieved gives a perk for that skill.
For example: Climb, 5 Ranks: You are no longer denied your Dexterity bonus when climbing.

They’re fun. I think you do give everyone an unlock in a home game.
To keep the “Rogue Edge”:
You could give Rogue’s the rank unlock perk five ranks earlier.
You could give the Rogue a free “Skill Unlock“ at level one.
You could give the Rogue Certainty(ex) for free at level 5 or give them an additional use.
Certainty is the free reroll of skills checks.


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I like how most topics about rogues are about how people shouldn't be playing rogues. Rogues are weak, other classes are better skill monkeys than rogues, other classes can get what should be rogue only mechanics like trapfinding and sneak attack, other classes are better rogues than rogues, you get the idea.

So Unchained comes out to make rogues more appealing to people who think rogues are inferior to other classes. One of the new draws is the signature skill unlocks. Everyone goes like "omg what a good idea. But why are they rogue only? Everyone else should get them. FOR FREE!" instead of you know, spending a feat to get one because it will be eating away at their resources.

I wonder if anyone else sees the same problem as I do here.


Omnitricks wrote:

I like how most topics about rogues are about how people shouldn't be playing rogues. Rogues are weak, other classes are better skill monkeys than rogues, other classes can get what should be rogue only mechanics like trapfinding and sneak attack, other classes are better rogues than rogues, you get the idea.

So Unchained comes out to make rogues more appealing to people who think rogues are inferior to other classes. One of the new draws is the signature skill unlocks. Everyone goes like "omg what a good idea. But why are they rogue only? Everyone else should get them. FOR FREE!" instead of you know, spending a feat to get one because it will be eating away at their resources.

I wonder if anyone else sees the same problem as I do here.

I would see your point if it followed the discussion of the thread. The general trend is along the lines of "everybody should have access, but Rogues should do it better".

So not really related to "Trapfinding is a trait", no matter how much I call that a wonderfully blessed thing.


But everyone already has access. They only need to take the Signature Skill feat to gain a skill unlock which is of course being ignored quite a bit because people are in the thread are saying they'd rather give the non rogues skill unlocks for free so they get to enjoy the skill unlocks for free rather than have them 1) become a rogue or 2) take Signature Skill as one of their limited pool of feat.

The fact that part of their suggestions is to give rogues more skill unlocks are kind of moot because not all of them are useful/fit and the rogue is still limited to how make skills at the appropriate ranks they have. Even if it gets boosted/rogues get them faster it is going to catch up and swap them eventually.


Omnitricks wrote:

I like how most topics about rogues are about how people shouldn't be playing rogues. Rogues are weak, other classes are better skill monkeys than rogues, other classes can get what should be rogue only mechanics like trapfinding and sneak attack, other classes are better rogues than rogues, you get the idea.

So Unchained comes out to make rogues more appealing to people who think rogues are inferior to other classes. One of the new draws is the signature skill unlocks. Everyone goes like "omg what a good idea. But why are they rogue only? Everyone else should get them. FOR FREE!" instead of you know, spending a feat to get one because it will be eating away at their resources.

I wonder if anyone else sees the same problem as I do here.

I assume this is directed at me, since I made both of these points in recent threads.

There is a difference between assessing the reality of the situation and thinking up the best way forward. The reality of the situation is that currently, Rogues are not the best skill monkey class. But when it comes down to it, this has been true since Core.

Rogues certainly get the most skills, but even in Core it was the Bard who got his skills to do more work for him. Versatile Performance, Jack of all Trades, Lore Master--what class feature does the Rogue have that makes him better at skills? Rogues don't even have any benefit for prioritizing INT, meaning that eventually even the Wizard would soon surpass them in ranks.

So when it comes down to it, Rogues were never really about skills. Even then however, skill unlocks solve a problem that runs deeper than Rogues do. They solve (or at least attempt to solve) the rampant caster-martial disparity that exists.

As we all know, there are many spells that completely obviate the need for certain skills (i.e. Fly >> Acrobatics, Climb, Charm Person >> Diplomacy, etc.). And as I and many others suggested, buffing skills to similar power as spells would be a way to help martials stay relevant and contribute to the story effectively.

Since the Rogue has the most skill ranks, free and unlimited skill unlocks would certainly help the Rogue out more than most. Furthermore, it would make INT a competitive stat among martials, when many people bemoan the stereotype of the "Big Dumb Fighter."

Yes, the wizard specifically would also gain access to useful unlocks, but even then would the ability to emulate Invisibility on a Stealth check that could possibly fail be worth much when he can cast Greater Invisibility at the same level if not much earlier? Giving the wizard access to low level spells doesn't increase the power level of the class when it's all just weaker versions of stuff he can already do!

As for the issue with Trapfinding and sneak attack, that sort of stuff happens to every class. Barbarians aren't the only class that can rage now, either (Viking Fighter, Anyone who can select the Rage subdomain). The way to solve the issue would be to make the Rogue better at Trapfinding and Sneak Attack, not giving them exclusive access to skill unlocks (which, if you really think about it, doesn't really make sense when the things you can do with a skill should be defined by the amount of ranks you have in it, not whether or not you like to pickpocket or kidney stab people).


The problem with more signature skill unlocks for the rogue is the same one that the rogue has with skill ranks: more does not make you any better.

If you can take a feat for one signature skill unlock you take the best one. If you can take 2 you get the best and second best, three and third best and so on. Its diminishing returns.


True, plus giving Rogue the equivalent of a free feat isn't going to fix it's problems.

What I would really like to see is turning Trap setting into a Rogue class ability. It should give you the ability to trap certain areas in the field with traps that do different things. Maybe early level traps can do stuff like entangle the opponent, or make the area difficult terrain for a short while, while later traps could be the equivalent of Explosive Runes, or Cloudkill. Maybe give them the ability mix and match traps, similar to effect words in wordspells. Maybe they can add their sneak attack damage to traps that they set, including modifications that deal ability damage instead. A rogue shouldn't have to get up close and personal to do damage, IMHO.

That way, the Rogue gets a rather interesting ability that is incredibly flavorful but also useful battlefield control at the same time, withtout being rampantly overpowered. The Rogue should in fact be the Master of Traps. Why not add more depth to the class?


You mean like ranger traps which also come as a feat?


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Now, giving the rogue ranks + rogue levels for the effective number of ranks for the skills on the other hand, mightbe a real class feature.


Omnitricks wrote:
You mean like ranger traps which also come as a feat?

Basically yes. But with perhaps even more expanded options.

Verdant Wheel

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BigNorseWolf wrote:
Now, giving the rogue ranks + rogue levels for the effective number of ranks for the skills on the other hand, mightbe a real class feature.

So at 3rd, 5th, 8th, and 10th?


Personally, I really like the skill unlocks, but think they aren't accessible enough.
Okay, I get the design idea of having Rogue being better at skills than anyone else, but at the same time, there are other skillmonkey classes- Bard and Investigator being the most notable.

What I'm planning on implementing in (non-PFS) games I run:
All characters get one skill unlocked every 5 levels. Doesn't matter how many skill points they get. Yes, this means they can have more skills unlocked than they can actually use. I'm fine with that.
In addition to this, at level 5, classes that have bonuses to skills that scale by level (though not necessarily with every level, just that the bonus must be based strictly on level) get those skills unlocked. So Inquisitor gets Intimidate unlocked, Bard gets all Knowledges unlocked, etc. Prestige classes that get scaling level bonuses unlock those skills as soon as they get the class feature. This also applies to situational bonuses- trapfinders get Perception and Disable Device, Alchemists and Investigators get Craft(alchemy) and so on. Favored Enemy doesn't fit the bill, though. Sorry, Rangers, but it's not actually a bonus that scales with level, it's just a bunch of bonuses that can stack.
Now, there's three classes in particular that get a little something extra: Rogues, Bards, and Investigators.
Rogues, in addition to picking a skill, because they're supposed to be the best at skills, get to pick two stats each at levels 5, 10, and 15. Skills that are governed by those stats are unlocked. (I realize Con governs no skills normally, but it's included in case some hypothetical rogue picks up some ability that changes the governing stat). At level 20, Rogues also get to treat all skills as if they were one step higher on the scale for purposes of unlocks. So even untrained skills can benefit from the 5-rank skill unlock.
Bards, on top of Bardic Knowledge unlocking all Knowledges, get Versatile Performance. At level 5, that unlocks all Perform skills, and if they're using it to substitute for a different skill, it's treated as unlocked for that skill.
Investigators (and anyone else that gets inspiration- I think it's currently just one Druid archetype) unlocks all skills that can get the inspiration bonus without spending an inspiration point. Yes, this means that at level 20, they get all skills unlocked, but they're still not as good as a rogue

I believe this modification stays true to the spirit of allowing non-rogues to get the unlocks and skillmonkeys to get more benefit, while maintaining rogue superiority.


I will let all the classes using Skill Unlocks for the cost of 2 skill points per unlock and a class can only has an unlocked skill at the rate of one for every 3 levels it has. Much as skilltricks from 3.5.

I dont like the idea of letting this only to one class.
Also, the unchained rogue still will have his every five level unlocks.
So at the end he will have more unlocks than everyone


Omnitricks wrote:

I like how most topics about rogues are about how people shouldn't be playing rogues. Rogues are weak, other classes are better skill monkeys than rogues, other classes can get what should be rogue only mechanics like trapfinding and sneak attack, other classes are better rogues than rogues, you get the idea.

So Unchained comes out to make rogues more appealing to people who think rogues are inferior to other classes. One of the new draws is the signature skill unlocks. Everyone goes like "omg what a good idea. But why are they rogue only? Everyone else should get them. FOR FREE!" instead of you know, spending a feat to get one because it will be eating away at their resources.

I wonder if anyone else sees the same problem as I do here.

I generally agree with you, though I think it's okay to give a bit to everyone for free as long as rogues stay as far ahead in the unlocks as Unchained allows.

So, you could give one Skill Unlock to every player (non-rogues get just one skill, or a second one if they take the feat), with the levels being 4/8/12/16 (It's still bad to wait till 15 for the ones that really make a difference; this lowers it a bit to 12), but then you give rogues Rogues' Edge at 3/6/9/12/15/18, as well as counting their skill ranks as 5 higher than they actually are for when they get the various benefits (with the bases for everyone being 4/8/12/16, so rogues would then get the currently default 20th level bonuses at level 11 with their +5 bonus; levels above 11 would just allow them to increase at 12, 15, and 18 how many skills they get this advantage for).


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Omnitricks wrote:

I like how most topics about rogues are about how people shouldn't be playing rogues. Rogues are weak, other classes are better skill monkeys than rogues, other classes can get what should be rogue only mechanics like trapfinding and sneak attack, other classes are better rogues than rogues, you get the idea.

So Unchained comes out to make rogues more appealing to people who think rogues are inferior to other classes. One of the new draws is the signature skill unlocks. Everyone goes like "omg what a good idea. But why are they rogue only? Everyone else should get them. FOR FREE!" instead of you know, spending a feat to get one because it will be eating away at their resources.

I wonder if anyone else sees the same problem as I do here.

I am going to point out something that has been bugging the heck out of me with regards to rogues and how they don't have their deserved "niche protection".

Seriously, all of the ****ing classes poach the **** out of all the other classes' toys. FFS, every single class has a pile of archetypes that let that class be a somewhat different version of another class. NOBODY HAS NICHE PROTECTION. The only class that falls apart and weeps when it has to compete with another class is the rogue (even the fighter has some reason to exist, despite it being pretty crappy as a class). Why do people seem to think that the rogue should get some special ticket to be it's own special snowflake that nobody can be similar to in any way.

Seriously.
The arcanist, sorcerer and wizard all compete for the same niche. They all play somewhat differently and they all have their own strengths, but outside of really niche builds you can replace one of the classes with another and still end up with a competent PC that can fill it's role.

All of the martial classes end up competing. They all play slightly differently, but they all ultimately do the same thing.

Hunter, Sacred Huntmaster

Bard, Inquisitor, Investigator, Alchemist, most of the other tier 3 classes. They all are flexible enough to fill most of any role another tier 3 class can fill. They can all do each other's jobs and despite that they all have merit on their own as a class. They don't need any niche protection.

Only the rogue does. Because the rogue is terrible(unchained not withstanding).

If you think that the rogue is crappy and needs to be helped somehow, I agree. However, the rogue should be getting helped by getting better options. Not by restricting the design space of the entire Pathfinder RPG because a single feature of the rogue getting taken by another class makes the rogue an impotent useless POS that is completely outshadowed in every meaningful way barring highly niche builds.


Claxon wrote:

Or I could just not use it at all.

Diplomacy and Bluff are already strong enough as is. These are optional rules, I am of the opinion that this options is not one that should be used.

The reason why I am okay with magic is that it uses up limited daily resources and has a save to negate them. You get a chance to defend yourself.

With Diplomacy there is literally no defense. It's strictly a DC 35 to turn a hostile creature indifferent. There is a thread which illustrates how to achieve a +26 to diplomacy at level 1. Which means unless you're actually in combat, at level 1 you can use diplomacy take 10 and shift someone to at least indifferent.

Bluff isn't much better, since the defense is Sense Motive. A largely unused skill. But the problem is how bluff is worded, and there is too much adjudication needed to not get wonky results.

I already didn't like how normal bluff and diplomacy rules worked. This did not make it better. I'm really considering how I would deal with this sort of stuff as a GM, and these are exactly the sort of things that would just make me incredibly frustrated.

The idea of Bluff and Diplomacy being overpowered (Bluff in particular), I don't buy at all...though with Bluff one RAW that can be ignored and one thing not in RAW but that is common sense need to be considered.

Also, when considering the skills, one should keep in mind that depending on who you listen to in terms of the exact level, no real life human ever reaches above somewhere between level 5-8. So someone with 10 ranks in Bluff, 22 Charisma with some headband help, and other magical/racial bonuses is a considerably better liar than any real life human. This is similarly true with Diplomacy. As such, they should manage to do things no real life human could do.

The sometimes ignored RAW with bluff is simply "Some lies are so farfetched it's impossible to convince anyone to believe them." GM's can overuse that rule as well, but Bluff will seem very overpowered if you ignore it.

The common sense part is that a successful Bluff check convinces the person that the person is telling the truth, which is different than that what he is saying is accurate. Suppose I were in real life as good a liar as someone with a 30+ Bluff bonus (far better than any real person is). Then I used it to say the D&D universe is real, and the guy who was rude to you earlier, who seemed to be me, was really a Doppelganger out to discredit me.

If I were that great of a liar, I could get you to believe I wasn't lying, that I believed it, but you also wouldn't believe it was true. You'd believe I was crazy and had horrible delusions. (Now, in the actual D&D universe, that would be a potentially believable-as-true lie of course, so the right Bluff roll and it would be believed; but there are examples that would convince others you believed it, but not that it made it true).

Those caveats, and Bluff isn't overpowered-- especially considering what else can be done at levels 10+.

Diplomacy's natural limitations are also not necessarily seen. One thing it isn't, is that it's not Bluff. If you're bent on obstructing an NPC's goals, or course Diplomacy won't work. A combo of Bluff and Diplomacy might-- Bluff to convince him you're not hostile yourself, and the Diplomacy to change his attitude.

But if you're Hostile, Diplomacy alone won't make someone not be Hostile to you (without Bluff first working to convince the NPC you're not Hostile), because Diplomacy is expressing the truth in the best possible way; it doesn't include lies you may have to tell.

Also, if someone's job is to kill you, or they kill everyone of your race/alignment (if they can discern it) they come across, Diplomacy can't stop that.

Finally, even on success, it's no better than a successful Charm Person: The target won't do for you what they wouldn't do for a trusted friend.

I think it sometimes gets overly limited by some GM's who abuse fiat and don't appreciate that a build to talk one's way out of trouble is a valid build, and would overuse rulings as to when it can or can't work.

But with proper limits, neither of the main social skills is overpowered, as long as one accepts that talking one's way out of trouble can be a good part of the game (and thus doesn't overly limit their use, either).

I'd actually in one way expand Diplomacy beyond RAW, actually: I think the attitude change should be permanent, as long as you don't do anything to betray the target (i.e. if it would allow a new save on a Charm spell, it can lose the Diplomacy attitude improvement)..which might actually require different bonuses for Skill Focus/Rogue's Edge on that skill.


Oly, please read the whole conversation (which had really eneded) before you add your comments. I agree with your general position, but it doesn't work for my group because of my players thoughts on how bluff and diplomacy should work.

Using DM fiat to say that the lie isn't reasonable or to say that the creature is too hostile and doesn't listen to diplomacy aren't options with my group. Ergo, I must change the rules for my group.


Claxon wrote:

Oly, please read the whole conversation (which had really eneded) before you add your comments. I agree with your general position, but it doesn't work for my group because of my players thoughts on how bluff and diplomacy should work.

Using DM fiat to say that the lie isn't reasonable or to say that the creature is too hostile and doesn't listen to diplomacy aren't options with my group. Ergo, I must change the rules for my group.

I realize that the Bluff/Diplomacy part of the conversation had ended, but I still wanted to insert my views.

With Bluff, you can even get around the "lie isn't reasonable" 90% of the time by just using the common sense rule, that a successful Bluff just means the NPC believes you believe what you're saying. It means you can lie but seem to be telling the truth. If it's completely unreasonable, most of the time the NPC would just decide you're crazy (even though he'd believe you believe it).

With Diplomacy, I think the best ruling is that it doesn't hide your intentions. You need Bluff for that. So if you're hostile toward the other party, you must first Bluff them into thinking you aren't, and then you have a shot with Diplomacy even if they're extremely hostile.


Snowblind wrote:
Omnitricks wrote:

I like how most topics about rogues are about how people shouldn't be playing rogues. Rogues are weak, other classes are better skill monkeys than rogues, other classes can get what should be rogue only mechanics like trapfinding and sneak attack, other classes are better rogues than rogues, you get the idea.

So Unchained comes out to make rogues more appealing to people who think rogues are inferior to other classes. One of the new draws is the signature skill unlocks. Everyone goes like "omg what a good idea. But why are they rogue only? Everyone else should get them. FOR FREE!" instead of you know, spending a feat to get one because it will be eating away at their resources.

I wonder if anyone else sees the same problem as I do here.

I am going to point out something that has been bugging the heck out of me with regards to rogues and how they don't have their deserved "niche protection".

Seriously, all of the ****ing classes poach the **** out of all the other classes' toys. FFS, every single class has a pile of archetypes that let that class be a somewhat different version of another class. NOBODY HAS NICHE PROTECTION. The only class that falls apart and weeps when it has to compete with another class is the rogue (even the fighter has some reason to exist, despite it being pretty crappy as a class). Why do people seem to think that the rogue should get some special ticket to be it's own special snowflake that nobody can be similar to in any way.

Seriously.
The arcanist, sorcerer and wizard all compete for the same niche. They all play somewhat differently and they all have their own strengths, but outside of really niche builds you can replace one of the classes with another and still end up with a competent PC that can fill it's role.

All of the martial classes end up competing. They all play slightly differently, but they all ultimately do the same thing.

Hunter, Sacred Huntmaster

Bard, Inquisitor, Investigator, Alchemist, most of the...

Skill Unlocks are how the Rogue is (theoretically) competitive with the Investigator in skills. Sure, the Investigator can get bigger numbers with Inspiration, but the Rogue has a far wider variety of uses for skills. This is exactly what you're arguing every other class does: same niche, but they do it in a different way so people can pick which one they prefer.

Now you give the Investigator Skill Unlocks, and the Investigator still has Inspiration. What the f*&! is the Rogue supposed to do about that?


Pathfinder Adventure Path, Rulebook Subscriber

I wish I would have seen this thread earlier. I stumbled across a similar idea working on my version of a Vigilante. My group already had a homebrewed "Urban Ranger" (from before we adopted the APG and had archetypes) that was functionally meant to be Batman. I reworked the videa using some of the Vigilante stuff, with the idea being that a Vigilante is a Mundane who is inspired by the alternate identity to be better than he already is (a common theme for these sorts of characters). In doing this, I removed the spells and instead gave the class Signature Skills to reference being "better than normal"... except I made it to where you earned your levels at ranks 3,5,7, and 10. So in this system, at 10th level you have access to the 20 rank Signature Skill. NONE of the 20 rank Signature Skills are really all that out of balance with the things available to a 10th level spellcaster of just about any stripe. Combine that with a few extra Signature Skills (going to getting them at 3/6/9/12/15/18 instead 5/10/15/20), and the Rogue starts to see a BIT more utility.

For the record, in my system, anyone can purchase ONE Signature Skill as the Feat. Vigilantes and Rogues are the only ones that get them for free, with Vigilantes getting them a level after Rogues. So IN CONCEPT everyone can get a Signature Skill, but they are by FAR the realm of the Rogue in this scenario.


Pathfinder Adventure Path, Rulebook Subscriber
Claxon wrote:

Oly, please read the whole conversation (which had really eneded) before you add your comments. I agree with your general position, but it doesn't work for my group because of my players thoughts on how bluff and diplomacy should work.

Using DM fiat to say that the lie isn't reasonable or to say that the creature is too hostile and doesn't listen to diplomacy aren't options with my group. Ergo, I must change the rules for my group.

You may have a serious problem with your group. The GM's word is final. As you can see, it breaks the very rules of the game if that rule isn't followed. Note how you're having to create patchwork house rules to get around "My players just won't listen".

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