Difference between revisions of "Skills"

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Skills such as diplomacy, intimidate, and so on do not function between PCs. That is, PCs are heroes, and heroes follow different rules.
 
Skills such as diplomacy, intimidate, and so on do not function between PCs. That is, PCs are heroes, and heroes follow different rules.
   
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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?
==Diplomacy==
 
It's important to remember that diplomacy is not mind control, nor is it an auto-win, nor an everyone-automagically-loves-me type of skill...just as a minmaxed Perception will not mean you see everything. To be a little more clear, sending in a +request with 'I roll my Diplohax' is less of a good idea than roleplay, particularly when combined with an In-Character tie. For example: 'I'm an Althean and attend the hospitals as part of my work with them. I would like to speak with the nurses there on the types of diseases they've seen occur because of the war.' Or, 'I would like to speak with the nurses in the Althean hospitals about the sorts of diseases they've run into because of the war.' Diplomacy (or even a high charisma) is not also instant adoration. At worst, it could just be increased skill at regaining some ground because the PC continually screws up worse and worse.
 
   
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With skills such as diplomacy, also, it's important to remember that these skills are not instant-wins, nor are they everyone-loves-me. While they may encourage NPCs' attitudes to shift, this is by one step either direction only. It is not mind control.
==Intimidate==
 
  +
Intimidate can influence others, though it means they'll be contacting the Watch right afterwards. While this is stated in the PRD, from time to time this does crop up. It does not mean you can't intimidate that dock worker...just that that dock worker will probably remember you and be less helpful next time. Use common sense.
 
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Be aware also that DMs will often give the 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.
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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 and discouraging of "I put all my points in diplomacy and control everyone." That's not the type of game we want to run. The world is big enough for everyone.
   
 
==Craft and Profession==
 
==Craft and Profession==

Revision as of 22:56, 16 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.

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 are they everyone-loves-me. While they may encourage NPCs' attitudes to shift, this is by one step either direction only. It is not mind control.

Be aware also that DMs will often give the 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 and discouraging of "I put all my points in diplomacy and control everyone." That's not the type of game we want to run. The world is big enough for everyone.

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.

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.
Check: A character may repair a single firearm he or she is currently wielding with a Craft/Gunsmithing check, as long as that condition was gained by a firearm misfire. A DC 10 check allows them to repair a gun with the broken condition as a standard action. A DC 20 may be done as a move.