| Mudfoot |
In all the builds I've seen on this board, none seem to feature Skill Unlocks. Even on an unRogue (who gets them free) they don't get mentioned.
Is this because they're in Unchained and so GM-approval only (except for unRogue), or are they just forgotten, or are they junk?
IMHO, they seem OK by 10th level and quite nice by 15th, but nowhere near OP. In fact they seem to be the thing to make skills and skill-based characters (rogue & ranger: I'm looking at you in particular) relevant at high level. But only if given for free.
| Mysterious Stranger |
The big problem with skill unlocks is the number of ranks you need to make them useful. As you said the ones at 10th are ok but for the most part it is not until you get 15 ranks (which means 15 level) that they really become decent. Diplomacy, precision and sense motive are also decent.
The Phantom Thief archetype from ultimate intrigue really makes them shine. Refined Education gives you a bonus to the skill of half your rogue level, and adds that bonus to the number of ranks in the skill to calculate when you gain the bonus. These skills also gain the skill unlocks instead of choosing them. So you can get the 15th level unlock as early as 10th level and the 20th comes online at 14th level. You get your first refined education at 1st level and another on every odd level. You trade away sneak attack, trap finding, and trap sense and it replaces skill unlocks.
The one issue with anyone besides the unchained rogue is that you can only have a single signature skill. That is really the way it should be.
| ErichAD |
They are either situational, making them outside the realm of speculative character builds, or they don't build off of other abilities that you would typically use them with.
They're fairly minor benefits for the most part, I can't think of any that are substantial enough to be required by a build. There are several I like, but they aren't competing with feats.
Kurald Galain
RPG Superstar 2009 Top 32
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Is this because they're in Unchained and so GM-approval only (except for unRogue), or are they just forgotten, or are they junk?
Almost all of them are junk...
for the most part it is not until you get 15 ranks (which means 15 level) that they really become decent.
...and part of the reason is that almost every campaign will end before you get to the 15-rank and 20-rank options.
The other part is that they have alternatives that are better and/or cheaper. Instead of unlocking perception or sense motive, take skill focus. Instead of unlocking intimidate, take the Thug archetype (which is FAR more likely to actually work). Instead of unlocking heal, put some ranks in UMD and bring a wand of Infernal Healing.
So nah, not worth a feat; but as the OP says: worth considering if you get them for free.
| Temperans |
I think that half of them are questionable, but the rest are straight up worth the feat if you are focusing on a skill. It might be less worth it if your character is feat starved, but that 100% depends on the build a Sniper wants Percption unlock 9 times out of 10.
Speaking off most people will have 10 ranks in it easy so no problem there. While Skill unlock with give +6 is nice. Using +1/30ft for the DC increase is a lot more helpful overall in my opinion because it affects sound (which gets around barriers). For a normal character a sound 60ft away gets a +6 to the DC, for a char with skill unlock and 10 ranks it's only +2. By the time the sound is 180ft away a regular char needs to face a DC that is +18 higher, but the skill unlock char? The DC for them is only getting +6. It makes sniping so much easier, it's not even funny.
Disable Device is nice in that it makes dealing with traps so much easier with a single feat.
Intimidate is a straight upgrade to the skill. (Remember you can try to intimidate every turn and they only need to fail their will save once.)
Sense Motive is also a straight upgrade with the whole detect though and AC bonus.
Heal is just too good to pass up.
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The reason no one talks about them is that a lot of people online focus on the combat feats 1st and foremost. Specially when talking about character builds usually it's a talk about how to make a character good at X combat or to do Y thing. So skill unlocks don't really matter much.
Kurald Galain
RPG Superstar 2009 Top 32
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Intimidate is a straight upgrade to the skill.
Of course these are all a straight upgrade. The question is whether that "straight upgrade" is worth spending a feat on.
And in the case of intimidate, it costs a standard action. So the question isn't "does this skill unlock do something", but the question is "is this worth using my only standard action". Doing this every turn is not good tactics.
If you want out-of-combat feats on your character, great! But there are much better options.
| IluzryMage |
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Temperans wrote:Intimidate is a straight upgrade to the skill.Of course these are all a straight upgrade. The question is whether that "straight upgrade" is worth spending a feat on.
And in the case of intimidate, it costs a standard action. So the question isn't "does this skill unlock do something", but the question is "is this worth using my only standard action". Doing this every turn is not good tactics.
If you want out-of-combat feats on your character, great! But there are much better options.
I mean...anyone who is making an intimidate build isn't going to use just their standard action. They are going to take cornugan smash/enforcer to be able to just bap people and then get a free intimidate...but before that would only net them a shaken. Now as they put more ranks into the skill (a thing they were likely going to do anyway) you can get higher levels of fear that are even better.
Belafon
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The Skill Unlocks are - by and large - most useful in a low/no magic campaign. If you take magic (and the abilities of magic-users) out of the equation then the skill unlocks look much better in comparison to what else is possible. Getting a climb speed or a swim speed is nice, but by the time you get the unlock there is usually easily available magic that does it better and without costing a feat. But very few people are going to choose the Pathfinder ruleset to simulate a no-magic campaign.
Many of them are also useful in a heavily social campaign. Bluff, Diplomacy, Disguise, even Linguistics and Appraise in investigative campaigns. They all unlock abilities that are either unique or stack with feats and abilities. But they aren't very helpful in combat situations.
Other than that, the skill unlocks (at the 5 or 10 rank levels) may have one or two builds that get utility, but they are highly specific.
Craft - If your party uses a lot of alchemical items and you are in a time-sensitive campaign. (And don't have an alchemist.)
Heal - Good in combination with Healer's Hands.
Intimidate - Can be quite good for a build that is already focused on Intimidate (though not if your goal is melee combat).
Knowledge - If your campaign is focused on one type of enemy then the 10-rank bonus is decent. Knowledge: Planes would probably be a handy unlock in Wrath of the Righteous.
Stealth - Great for a sniper, especially if they also take the Expert Sniper feat.
| Melkiador |
Melkiador wrote:It looks great, but from bitter experience it looses out to “I’ll just spam this wand of CLW because they only cost 750gp”. Maybe that’s a PFS mindset thing…The heal unlock with the healer’s hands feat is pretty nice. It’s the main use I’ve seen for the feat in builds.
The heal unlock adds healing ability damage to that at rank 5.
| Northern Spotted Owl |
The alt racial (dwarf, elf, gnome, half-elf, halfling, maybe others…) trait Fey Thoughts gives you two skills from among 15.
My witch chose Perception & Sense Motive. Both have been consistently useful. And remember that if you have a familiar, they get your skill ranks too. Obviously this works best on a high int character and/or high skill class.
| Claxon |
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The diplomacy skill unlock is a difficult one for me as a GM, because I had a player use it expecting it to allow him to fast talk his way out of combats.
I had to explain, that some enemies are simply intent on killing you and no amount of talking with change that.
But the basic problem isn't with the skill unlock itself, but rather the whole of the diplomacy rules. The skill unlock reducing the time simply makes it an option players might consider in combat.
But it doesn't mean enemies are willing or open to listening.
Also mix maxing of the rolls makes it really awkward when players think their crazy high roll entitles them run rough shod over the NPCs and overwrite their thoughts and desires.
After that I had to formally write up some rules to work on diplomacy because the skill is in a tough spot. It's either the most powerful skill ever, or the worst skill ever depending on the GM and the enemies. And it's really hard to strike a satisfying balance, especially if you have a player intent on breaking the system over their knee.
| Totally Not Gorbacz |
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Yeah, PF1 Diplomacy is either:
a) encounter-ending diplomancy if the player can browbeat the GM into a very literal interpretation of rules or
b) occasional way to make an NPC react better to you in a social encounter if the player can't browbeat the GM or the GM is of the "I don't care about your skills and rolls, you can't roleplay it you can't have it and guess what Joey, your roleplayin' ain't convincing me" school.
| Mightypion |
If I GM, diplomacy can do stuff like, before combat:
--Have enemies surrendering rather then fighting to the death.
--Have some enemies not coordinate efficiently because they are not on the same page.
--Have some enemies try to go for non lethal or less lethal approaches, particularly if they perceive the party as doing the same.
--Have some enemies flee earlier.
--Have prisoners be more cooperative.
--In some situations, have some conscirpted or forced mooks go over to the players side.
Combat happening should not be a true/false thing relating to diplo, imho.
If you have the skill unlock you are more likely to managed to get the more "high powered" options.
| Temperans |
Which is why I said half are questionable. I can see some benefits of skill unlock for a magic ability since the skill unlock is Ex and thus work in an anti magic field or dead magic demiplane. Also yeah anything in the game that relies on social skills is dependent on the GM. Much like how illusions are highly dependent on the GM.
| Claxon |
If I GM, diplomacy can do stuff like, before combat:
--Have enemies surrendering rather then fighting to the death.
--Have some enemies not coordinate efficiently because they are not on the same page.
--Have some enemies try to go for non lethal or less lethal approaches, particularly if they perceive the party as doing the same.
--Have some enemies flee earlier.
--Have prisoners be more cooperative.
--In some situations, have some conscirpted or forced mooks go over to the players side.
Combat happening should not be a true/false thing relating to diplo, imho.
If you have the skill unlock you are more likely to managed to get the more "high powered" options.
A problem with your list, which I don't disagree with the idea of these options, are that by default diplomacy can only be done on a single character at a time.
And you (as the player) don't necessarily know which characters are open to these potential ideas. And the GM, especially if running an AP, probably hasn't considered it either.
And a lot of AP enemies as written as fighting to the death, even when it doesn't make sense.
| Derklord |
a) encounter-ending diplomancy if the player can browbeat the GM into a very literal interpretation of rules
I think you mean liberal interpretation of the rules: "Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future." CRB pg. 94
--Have some enemies try to go for non lethal or less lethal approaches, particularly if they perceive the party as doing the same.
I don't think you need diplomacy for that...
| Mightypion |
Diplomacy for me is in part GM fiat.
My players, unless they did intensive scouting beforehand, can like, get an elavator pitch to influence one or some enemy characters (bluff, diplomacy or intimidate) prior to combat.
Their leader gets to make a counter statement (which could be bluff, diplomacy or intimidate), based on the roll difference I hand out buffs or debuffs on the enemy chars (if the players massively failed, some of their melee opponents may get a degree of inspired ferocity), that may just be shaken, or confused, or some semi homebrew debuffs (ostracised or humiliate from Urban Skald for example).
The players can try to influence several characters, but its harder then influencing one.
Other example, one character found a shield of blinding. He is also known for having an at most "opportunistic" attachment to reality. He walks into a room full of cultists, points at his blinding shield and says "you wont believe what I found guys! This "shield" is blessed by Nocticula and is actually a pornographic device! It got all of the 66 unauthorized acts of Iomedae! Look!".
His pretty good bluff roll increased the DC of the reflex throw to not get blinded in that case.
| Mysterious Stranger |
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Diplomacy may not be of much use in combat but can be used to prevent combat from beginning. There will be situations where it does not work, but there will be situations where it does. If the party is known to the opponents and they are specifically looking to kill them it probably will not work. If the party is unknown or in disguise using diplomacy to avoid combat might work. The skill unlock makes that easier by reducing the time it takes.
The Skill unlock reduces the amount of time it takes to make a diplomacy roll to 1 round. To me that mean a full round spent talking not a characters turn. If it was a characters turn it would have been reduced to a standard action or maybe a free action. It was not so that means the opponents still get their turn.
| Mark Hoover 330 |
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One round is one round, 6 seconds. Period. During that 6 seconds, while people's initiatives determine the order of people's actions, all of those actions are happening more or less simultaneously. So, if a PC is using the skill unlock and spending 1 round to use Diplomacy to influence another being's attitude, their action of talking to the creature is happening concurrent with any other person's actions during that round.
As for what Diplomacy is used for and when, yes; this is generally used only to influence a single person's attitude. There is however this under the Urban Adventures section of the SRD, which is from the Core book:
Directing Crowds: It takes a DC 15 Diplomacy check or DC 20 Intimidate check to convince a crowd to move in a particular direction, and the crowd must be able to hear or see the character making the attempt. It takes a full-round action to make the Diplomacy check, but only a free action to make the Intimidate check.
Derklord has reminded me that the SRD isn't the best source for updated rulings, but I looked up the same quote and found it on AoN so I'm assuming this is still valid. That means that there's a carve out for influencing the actions of a frightened crowd of people using a Full Round action to direct them with Diplomacy.
This in turn has led me, as a GM in my homebrew games, to allow PCs to influence the attitudes of larger groups of people if they spend the time on the action through Diplomacy. The key here though is the actual RAW of the mechanic.
One or more PCs commit to using Diplomacy to influence attitude for 1 minute. Now, during that 1 minute their entire audience needs to be patient and hear them out. If smarmy players can be cute and interrupt a villain's monologue 9 rounds into their minute-long tirade, then bad guys can pull the same shenanigans 9 rounds into a Diplomacy check.
Secondly, the check has to succeed at changing the victim's attitude. If the creature(s) being spoken to have a starting attitude of Hostile, but for some reason were willing to stand there and listen to their foes for a minute, that means you've got to succeed against a DC of 25 +Creature's Cha mod. That can be a tall order right there, but we're not done.
AFTER changing the listener's attitude, we see if we've gotten them to at least Indifferent. If the creature started off Hostile for example and had NO Cha mod, the PC's Diplomacy check needs to meet or exceed DC 30 just to move on, or else this is a wasted effort.
The final piece of the puzzle is then asking some request of the creature whose attitude we've just influenced. This requires ANOTHER Diplomacy check at the base DC of the attitude we've gotten the foe to, modified by the nature of the request.
Are you asking the bad guy to tell you their favorite color? Probably a +0 to the DC; are you asking an enemy guard to "look the other way" while you sneak into the king's private quarters? Such treason could get the guard killed, so you're looking at a +15 or more on the DC.
The best Diplomacy I've ever seen a PC commit to at level 1 was +8, though L1 PCs could build higher. Still, with a +8 and an Orison, a PC could add +10 to a Diplomacy check taking a minute or less. Looking at the starting attitudes, it is highly unlikely that this PC can change the attitude of a Hostile creature and, depending on Cha of their audience, may have less than a 50% chance to influence an Unfriendly one.
For all these reasons and more, I don't see my players using Diplomacy to stop fights much anymore. I encourage them to try; I LIKE adding RP elements and out of the box solutions in my games, but mechanically there's just not that much incentive.
Diplomacy in my games has been relegated to getting special pricing on buying or selling unique items with NPCs, getting established NPC contacts to loan out magic items or mounts, that kind of thing.