Difference between revisions of "Skills"
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When using these skills with NPCs, remember to use common sense. That is, using intimidate on someone will likely result in them calling the Watch. While this is stated in the PRD, it bears repeating: what would you do if someone came up and threatened to hit you with a stick? |
When using these skills with NPCs, remember to use common sense. That is, using intimidate on someone will likely result in them calling the Watch. While this is stated in the PRD, it bears repeating: what would you do if someone came up and threatened to hit you with a stick? |
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− | With skills such as diplomacy, also, it's important to remember that these skills are not instant-wins, |
+ | With skills such as diplomacy, also, it's important to remember that these skills are not instant-wins. Nor, too, do they require PCs or NPCs to like the person in question, any more than the goofy trope of: "a high charisma means a PC must be female." For example, a high diplomacy (or even charisma) may represent a PC's way of weaseling out of otherwise socially awkward situations that they may be prone to because of other forms of awkwardness. While use of diplomacy may encourage NPCs' attitudes to shift, this is typically by one step either direction only. It is not mind control, nor are others required to respect you because of a +34 score. |
Be aware also that DMs will often give an advantage, for example, to the Althean who roleplays speaking with his temple rather than the wizard who happened to put max diplomacy or perception ranks on a headband. |
Be aware also that DMs will often give an advantage, for example, to the Althean who roleplays speaking with his temple rather than the wizard who happened to put max diplomacy or perception ranks on a headband. |
Revision as of 02:08, 17 March 2013
Core
To view the list of skills in Pathfinder Core, please see the Skills section of the PRD.
Social Skills and PCs
Skills such as diplomacy, intimidate, and so on do not function between PCs. That is, PCs are heroes, and heroes follow different rules. On Tene, we take this to mean that players may roll for fun within agreed-upon social situations, but as a rule of thumb, these skills apply to NPCs only.
When using these skills with NPCs, remember to use common sense. That is, using intimidate on someone will likely result in them calling the Watch. While this is stated in the PRD, it bears repeating: what would you do if someone came up and threatened to hit you with a stick?
With skills such as diplomacy, also, it's important to remember that these skills are not instant-wins. Nor, too, do they require PCs or NPCs to like the person in question, any more than the goofy trope of: "a high charisma means a PC must be female." For example, a high diplomacy (or even charisma) may represent a PC's way of weaseling out of otherwise socially awkward situations that they may be prone to because of other forms of awkwardness. While use of diplomacy may encourage NPCs' attitudes to shift, this is typically by one step either direction only. It is not mind control, nor are others required to respect you because of a +34 score.
Be aware also that DMs will often give an advantage, for example, to the Althean who roleplays speaking with his temple rather than the wizard who happened to put max diplomacy or perception ranks on a headband.
Finally, review your RPP spends. If you've an active membership in an area, you're likely to receive a lower diplomacy DC, or uncover information more easily than someone who does not. This is doubly true if you have influence in that area. ...that is, investing within an area pays off. You "know your way around." Don't expect that as an outsider you'll automagically succeed just because you have the ranks. Naturally, it will be more difficult for you, as an outsider. This is not to say impossible, it's just more realistic.
Craft and Profession
Where and when applicable, these may be used as knowledge skills regarding applicable areas. For example, someone with Profession/Brewer might roll their skill to identify a number of different beers or wines, or to know the history of beer or wine within a specific area. Craft and Profession skills may also be earned via RPPs.
Available Profession Skills | |||
Airman | Apothecary | Astrologer | Boater |
Bookkeeper | Brewer | Cook | Driver |
Gambler | Farmer | Fisher | Guide |
Herbalist | Innkeeper | Lumberjack | Machinist |
Merchant | Miller | Miner | Porter |
Rancher | Sailor | Scribe | Siege Engineer |
Stablehand | Tanner | Teacher | Teamster |
Woodcutter |
Available Craft Skills | |||
Alchemy | Armorsmithing | Artifice | Basketweaving |
Bookbinding | Bowmaking | Blacksmithing | Calligraphy |
Carpentry | Cartography | Cobbling | Gemcutting |
Gunsmithing | Leatherworking | Locksmithing | Painting |
Pottery | Sculpture | Shipmaking | Stonemasonry |
Tailoring | Trapmaking | Weaponsmithing | Weaving |
House
House Skills | |
Skill | Description |
Craft/Artifice | Your skill in using and understanding the mysteries of artifice. This implies knowledge as well as use. For a while, this was almost +perform/artifice. Artificers may use this in place of Spellcraft when creating enchanted items. |
Knowledge/Military Theory | Knowledge of military tactics and the ways of war. |
Profession/Airman | Knowledge of and a history of working with airships. |
Craft/Gunsmithing | Knowledge of and the ability to craft one of the newer, more unpredictable weapons in the world.
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