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Shimeran
2017-07-30, 09:20 AM
Hi folks. I've been tinkering around with some special abilities that act as an expansion of the skill system. I've got some examples below. I'm aiming for something strong enough to fill out the utility side of a class while being dippable through feat access. Does this seem like a good starting point to you folks?

Feats

Skill Technique (General)
Benefit: You gain a single Skill Technique you qualify for.

Skill Techniques


These are a set of flexible techniques that can be specialized to fit particular skills.

Skill Mastery
Variants: Each time you gain this technique, select a skill.
Type: Skill Technique [Extraordinary, Rote]
Prerequisites: 10 ranks in the selected skill.
Range: Personal
DESCRIPTION
You can always take 10 with the selected skill, even if stress or distractions would normally prevent it.

Skill Scholar
Variants: Each time you gain this technique, select 2 specific skills that are part of the same larger skill, such as Craft, Perform, Profession, or Knowledge. The 1st pick is the techniques primary skill while the other pick is it’s secondary skill.
Type: Skill Technique [Extraordinary, Rote]
Prerequisites: 1 rank in the primary skill.
Range: Personal
DESCRIPTION
You can use your ranks in the primary skill as ranks in the secondary skill. You can also use the secondary skill with all feats and techniques based on the primary skill.

Skill Secrets
Variants: Each time you gain this technique, select a skill.
Type: Skill Technique [Extraordinary, Rote]
Prerequisites: 5 ranks in the selected skill.
Range: Personal
DESCRIPTION
You gain the skill unlock abilities for the selected skill.



Mighty Leap
Type: Skill Technique [Extraordinary, Movement, Rote]
Prerequisites: 1 rank in Acrobatics
Range: Personal
DESCRIPTION
You may use the higher of your strength or dexterity modifier on high and long jump checks. You gain a competence bonus equal to your acrobatics rank to such checks and are always treated as having a running start for the purpose of high jumps.

Swift Feet
Type: Skill Technique [Extraordinary, Movement, Rote]
Prerequisites: 1 rank in Acrobatics
Range: Personal
DESCRIPTION
Increase you land speed by 3 feet per rank in Acrobatics. Reduce this to 2 feet per rank if carrying a medium load or 1 foot per rank if carrying a heavy load.

Weightless Leap
Type: Skill Technique [Movement, Rote, Supernatural]
Prerequisites: 5 rank in Acrobatics
Range: Personal
DESCRIPTION
When making a high jump, calculate the difficultly as if you were making a long jump.



Secrets of the Forge
Variants: Each time you gain this technique, select a craft skill.
Type: Skill Technique [Creation, Extraordinary, Rote]
Prerequisites: 1 rank in the selected craft
Range: Personal
DESCRIPTION
You can coax the inherent magic out of the materials you work with. This lets you craft magic items as if you had the appropriate item creation feats, provided you can get a hold of suitable materials. You are limited to items whose base form and/or material matches the selected craft. Your effective caster level for these creations is equal to your ranks in that skill. You may also use the selected craft skill in place of spellcraft when doing so.



Attuned Awareness
Variants: Each time you gain this technique, select a specific type of thing the technique looks for, such as alignment auras, disease, emotions, specific creature types, magic auras, metal, poison, secret doors, or thought. You may also select any combination of the following modifiers.

Easy: Increase the required Perception ranks by 2 to reduce the activation action to a swift action and change the duration to 1 round.
Enlarged: Increase the required Perception ranks by 2 to double the base area.
Rapid: Increase the required Perception ranks by 2 to trigger an additional application of the technique at the end of your turn, allowing repeated scans in a single round.
Type: Skill Technique [Insight, Rote, Supernatural]
Prerequisites: 1 rank in Perception
Activation: 1 standard action
Range: 15 feet
Area: sphere-shaped emanation
Duration: Concentration
DESCRIPTION
You can determine whether or not anything of the selected type is in the technique’s area. If you repeat this technique on area, you can tell how many matching target are in area as well as the potency of the most powerful target in the area. If you repeat it an additional time, you can determine the location and potency or each matching target in the area. Once pinpointed, you can use any relevant skills to try to identify a given target.



Performer’s Arcana
Variants: Each time you gain this technique, select a perform skill and a spellcraft technique.
Type: Skill Technique [Rote, Supernatural]
Prerequisites: 1 rank in the selected perform skill
Range: Personal
DESCRIPTION
While using the selected perform skill, you can use the selected spellcraft technique as part of that performance. If the selected technique uses a component that’s a normal part of the performance, you gain no benefits for doing so. For example, you would gain no rank increase from Verbal Casting as part of a song but could still get an increase for Somatic Casting.




These techniques directly create supernatural effects.

Conjure Item
Variants: Each time you gain this technique, select a single item or piece of equipment and an otherworldly or unnatural appearance for said item.
Type: Skill Technique [Creation, Rote, Supernatural]
Prerequisites: 1 ranks in Spellcraft per 10 gp of the item’s value
Activation: 1 standard action
Range: Touch
Duration: Until the item leaves you presence or the technique is used again
DESCRIPTION
You create a version of the item with that appearance. This construction item is fueled by your spirit an will vanish or decompose in a matter of minutes once if gets more than 100 feet away from you. Using the technique while the conjured item is already present causes it to break down immediately as it’s materials are drawn into the new conjuration.

Evoke Expertise
Variants: Each time you gain this technique, select a skill and a “tell”. The tell can be any minor cosmetic alteration, manifestation, or behavioral quirk provided it makes the use of supernatural power evident and provides no significant benefit.
Type: Skill Technique [Supernatural, Rote]
Prerequisites: 3 ranks in Spellcraft
Activation: 1 immediate action when performing a task covered by the selected skill
Range: Personal
Duration: Until the triggering task is completed or another Evoke Expertise technique is used.
DESCRIPTION
You can temporarily replace your ranks in the selected skill with your ranks in Spellcraft - 2. This does let you meet skill rank prerequisites, allowing use of things like additional feats and skill techniques while this technique is active. While this technique is active, so is the selected tell.

Illumination
Variants: Each time you gain this technique, determine whether the technique provides normal or bright light.
Type: Skill Technique [Creation, Rote, Supernatural]
Prerequisites: 3 ranks in Spellcraft or 5 ranks if bright light is produced.
Activation: 1 standard action
Range: 20 feet
Area: sphere-shaped emanation
Duration: 1 round; may be extended as a free action
DESCRIPTION
Raise the light level in the area to the selected level. The light level in a secondary area at double that range is increased by 1 step, to a maximum of the selected light level.

Summon Servitor
Variants: Each time you gain this technique, select a language and one or more of the following modifiers.

Caster: The servitor can produce a supernatural technique. Add the required skill ranks for that technique to the spellcraft rank prerequisite for this technique.
Crawler: The servitor trades flight for land speed but is treated as a quadruped with the associated gains in carrying capacity.
Enlarged: Increase the servitor’s size, as per Enlarge Person. If increased past Medium, add the combat maneuver bonus to the spellcraft ranks prerequisite.
Forceful: Increase the spellcraft prerequisite by 1 rank. The servitor can exert physical force and gains a base strength of 2, modified by size.
Handy: The servitor is capable of grasping and fine manipulation. Increase the spellcraft prerequisites by 1 rank per item the servitor can hold or manipulate at a time. This must be combined with Forceful to manipulate physical objects.
Lurking: Increase the spellcraft prerequisite by 1 rank. The servitor can become Ethereal or leave that state as a standard action. For an additional rank each it may reduce either the to become ethereal or to leave that state to a swift action.
Porter: Increase the spellcraft prerequisite by 1 rank. The servitor has a stable surface on top that can support items and creatures. This must be combined with Forceful to carry physical objects.
Skilled: Increase the spellcraft prerequisite by 1 rank to give it ranks in a chosen skill equal to your spellcraft ranks.
Talented: The servitor gains 1 feat for each rank you increase this technique’s spellcraft prerequisite by. It need not meet the ability score prerequisites for feats gained this way.
Trained: Increase the spellcraft prerequisite by 1 rank. The servitor’s gain animal intelligence (Int 2, Wis 10, Cha 6) and learns a single trick, as per Handle Animal. For every additional trick it knows, increase the spellcraft prerequisite by 1.
Willful: Increase the spellcraft prerequisite by 1 rank. The servitor’s mental ability scores (Int, Wis, and Cha) all raise to a minimum of 10. The servitor becomes capable of independent complex actions but must be persuaded to do so as if it were a friendly creature. For 1 additional spellcraft rank, it can still be compelled to perform an action as a standard action.
Type: Skill Technique [Creation, Rote, Supernatural]
Prerequisites: Spellcraft ranks as per the selected modifiers
Activation: 1 standard action
Range: 25 feet
Duration: Until slain, dismissed, recalled, or you go unconscious
DESCRIPTION
You summon or create a creature with the following statistics.

Servitor Spirit
N Fine Construct
Init +4; Senses low light vision; Perception -5
Defense
AC 18, touch 18, flat ; (+8 size)
hp 5 * Spellcraft ranks
Fort Spellcraft ranks / 3, Ref Spellcraft ranks / 3 + 4, Will Spellcraft ranks / 3 - 5
Defensive Abilities Incorporeal, Mindless, Remote Recovery; Immune Construct Traits
Offense
Speed fly 30 ft. (average)
Space 1/2 ft.; Reach 0 ft.
Statistics
Str -, Dex 18, Con -, Int -, Wis 1, Cha 1
Base Atk Spellcraft ranks / 2 CMB Spellcraft ranks / 2 - 8 CMD Spellcraft ranks / 2 – 8
Feats none
Skills Fly +12, Perception -5, Stealth +16
Languages selected language
Remote Recovery (Su)
While not summoned, the servitor regains hit points equal to your spellcraft ranks per minute. If reduced to 0 hit points or fewer, the servitor immediately vanishes and can not be conjured again until it’s hit points exceed 0.The creature will attempt to follow any commands you give it to the best of it’s ability. For mindless creatures, you may command it to move or follow something as a swift action, with more complicated commands requiring a standard action. Once a command is given, a mindless creature will try to repeat the command until the task is completed or it’s told to stop. If non-consumable components were used as part of the initial activation, you must use those same components to give the servitor commands. Repeating this technique while your servitor is summoned simple moves it a location in range of your choosing.



These are techniques that modify other supernatural techniques, usually at the cost of treating you as having reduced ranks in the target skill. If that reduction would reduce your ranks below the target technique’s prerequisites, you can not use that metamagic technique with the target technique. Alternately, some techniques let you boost the target skill ranks at the cost of adding additional requirements.

Consumptive Casting
Type: Skill Technique [Metamagic, Rote, Supernatural]
Prerequisites: 1 rank in Spellcraft
Activation: 1 immediate action when using a supernatural technique while holding a symbolically appropriate item you own
Range: Personal
Duration: Instant
DESCRIPTION
Treat the target technique’s required skill as 1 rank higher, or 2 ranks higher it the item is worth more the target skill’s modified rank in gold piece. The item is consumed to fuel the technique, destroying it.

Directed Blast
Type: Skill Technique [Metamagic, Rote, Supernatural]
Prerequisites: 1 rank in Spellcraft
Activation: 1 immediate action when using a technique with a sphere-shaped area
Range: Personal
Duration: Instant
DESCRIPTION
Double the technique’s range and change the sphere-shaped component of it’s area to cone-shaped.

Distant Touch
Type: Skill Technique [Metamagic, Rote, Supernatural]
Prerequisites: 1 rank in Spellcraft
Activation: 1 immediate action when using a melee or touch range supernatural technique
Range: Personal
Duration: Instant
DESCRIPTION
Treat the target technique’s required skill as 1 to 4 ranks lower. That technique’s effects are now wrapped in a projectile. This turns it into a ranged technique with all that entails. If an attack is involved, it becomes a ranged attack. The technique’s range becomes 25 feet per skill rank reduction.

Focused Casting
Type: Skill Technique [Metamagic, Rote, Supernatural]
Prerequisites: 1 rank in Spellcraft
Activation: 1 immediate action when using a supernatural technique while holding a symbolically appropriate item
Range: Personal
Duration: Instant
DESCRIPTION
Treat the target technique’s required skill as 1 rank higher.

Formulaic Magic
Variants: Each time you gain this technique, selected a base supernatural technique and any combination of metamagic techniques that could be applied to it. If any of those metamagic techniques allow variable adjustments, reductions, or components, set those when you make the selection.
Type: Skill Technique [Metamagic, Rote, Supernatural]
Prerequisites: Combine the skill rank prerequisites of all selected techniques
Range: Personal
DESCRIPTION
You gain a variant of the selected base technique that’s permanently modified by the selected metamagic techniques. As such, every time you use this variant you must apply all effects of the selected metamagic techniques at their predetermined values.

Somatic Casting
Type: Skill Technique [Metamagic, Rote, Supernatural]
Prerequisites: 1 rank in Spellcraft
Activation: 1 immediate action when using a supernatural technique while gesturing
Range: Personal
Duration: Instant
DESCRIPTION
Treat the target technique’s required skill as 1 rank higher, or 2 ranks if arcane gestures are used. The technique is treated as a having a somatic component, requiring at least 1 free hand to use. If arcane gestures are used, arcane spell failure chances apply as well.

Verbal Casting
Type: Skill Technique [Metamagic, Rote, Supernatural]
Prerequisites: 1 rank in Spellcraft
Activation: 1 immediate action when using a supernatural technique while speaking an incantation
Range: Personal
Duration: Instant
DESCRIPTION
Treat the target technique’s required skill as 1 rank higher, or 2 ranks if the incantation is spoken loudly. The technique is treated as a having a verbal component, including the chance to fail if deafened and the ability to be silenced.

Shimeran
2017-07-30, 09:27 AM
Seeing as some of these techniques are meant to link up in a toolkit like manner, I figured I'd show that off with an example. I'll add more as I go.

Detect Magic

We can get a basic version of the spell with Formulaic Magic(Attunement Awareness(magical auras); Directed Blast, Somatic Casting, Verbal Casting). Going all out on the upgrades gives us an approximation of Arcane Vision with Formulaic Magic(Attunement Awareness(magical auras; Easy, Extended; Rapid); Directed Blast, Somatic Casting, Verbal Casting).

rferries
2017-07-30, 02:52 PM
This is intriguing. I'm sure there's potential for abuse, but since you have to give up feats to access this system I don't think it's horribly broken. It seems a bit complex so there might be something of a steep learning curve, but I really like how you've given Spellcraft supernatural applications.

Shimeran
2017-07-30, 08:15 PM
Thanks. I recall you put out a well fleshed out wizard yourself a while ago. I'm trying to spread some of the supernatural love around a bit, with spellcraft mainly acting as the catch all for supernatural effects that don't fit elsewhere. The general philosophy there is to make spellcraft broad but flawed with other skills better able to handle their own areas of expertise. Hopefully the added acrobatic techniques will help highlight that.

Anything in particular you'd like to see next? Here's a list of items I'm considering going to next.

More supernatural movement modes, including hopefully less abusable variants of teleportation.
More environmental effects like creating heat or warded areas.
Summoned helpers along the lines of unseen servant.
A way of opting into ritualized magic through the knowledge skills.
Porting over some favorites from Zaydos' excellent Tall Tale (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-(3-5-Base-Class-Contest-Winner-PEACH)) class.
Finish linking up the pieces for a "Knock" equivalent. The skill mimicry and lock pick pieces are in place with Conjure Item, but it still takes 2 techniques at this point.


On a side note, I've also added a few new techniques to the general, perform, and spellcraft manifestation groups as well. The perform one give a sort of opt in for the bardic angle and might be the template I use for knowledge based ritual magic.

rferries
2017-07-30, 10:17 PM
I really like that design philosophy! Magic (i.e. Spellcraft) SHOULD be able to do anything, albeit with proper training and costs.

All those ideas look pretty nifty, I'd work on whichever one most strikes your fancy.

Shimeran
2017-08-01, 09:31 PM
Alright. I've got a rather big lift today. Here's what I've got worked out for the basic summoning technique.

Summon Servitor
Variants: Each time you gain this technique, select a language and one or more of the following modifiers.

Caster: The servitor can produce a supernatural technique. Add the required skill ranks for that technique to the spellcraft rank prerequisite for this technique.
Crawler: The servitor trades flight for land speed but is treated as a quadruped with the associated gains in carrying capacity.
Enlarged: Increase the servitor’s size, as per Enlarge Person. If increased past Medium, add the combat maneuver bonus to the spellcraft ranks prerequisite.
Forceful: Increase the spellcraft prerequisite by 1 rank. The servitor can exert physical force and gains a base strength of 2, modified by size.
Handy: The servitor is capable of grasping and fine manipulation. Increase the spellcraft prerequisites by 1 rank per item the servitor can hold or manipulate at a time. This must be combined with Forceful to manipulate physical objects.
Lurking: Increase the spellcraft prerequisite by 1 rank. The servitor can become Ethereal or leave that state as a standard action. For an additional rank each it may reduce either the to become ethereal or to leave that state to a swift action.
Porter: Increase the spellcraft prerequisite by 1 rank. The servitor has a stable surface on top that can support items and creatures. This must be combined with Forceful to carry physical objects.
Skilled: Increase the spellcraft prerequisite by 1 rank to give it ranks in a chosen skill equal to your spellcraft ranks.
Talented: The servitor gains 1 feat for each rank you increase this technique’s spellcraft prerequisite by. It need not meet the ability score prerequisites for feats gained this way.
Trained: Increase the spellcraft prerequisite by 1 rank. The servitor’s gain animal intelligence (Int 2, Wis 10, Cha 6) and learns a single trick, as per Handle Animal. For every additional trick it knows, increase the spellcraft prerequisite by 1.
Willful: Increase the spellcraft prerequisite by 1 rank. The servitor’s mental ability scores (Int, Wis, and Cha) all raise to a minimum of 10. The servitor becomes capable of independent complex actions but must be persuaded to do so as if it were a friendly creature. For 1 additional spellcraft rank, it can still be compelled to perform an action as a standard action.
Type: Skill Technique [Creation, Rote, Supernatural]
Prerequisites: Spellcraft ranks as per the selected modifiers
Activation: 1 standard action
Range: 25 feet
Duration: Until slain, dismissed, recalled, or you go unconscious
DESCRIPTION
You summon or create a creature with the following statistics.

Servitor Spirit
N Fine Construct
Init +4; Senses low light vision; Perception -5
Defense
AC 18, touch 18, flat ; (+8 size)
hp 5 * Spellcraft ranks
Fort Spellcraft ranks / 3, Ref Spellcraft ranks / 3 + 4, Will Spellcraft ranks / 3 - 5
Defensive Abilities Incorporeal, Mindless, Remote Recovery; Immune Construct Traits
Offense
Speed fly 30 ft. (average)
Space 1/2 ft.; Reach 0 ft.
Statistics
Str -, Dex 18, Con -, Int -, Wis 1, Cha 1
Base Atk Spellcraft ranks / 2 CMB Spellcraft ranks / 2 - 8 CMD Spellcraft ranks / 2 – 8
Feats none
Skills Fly +12, Perception -5, Stealth +16
Languages selected language
Remote Recovery (Su)
While not summoned, the servitor regains hit points equal to your spellcraft ranks per minute. If reduced to 0 hit points or fewer, the servitor immediately vanishes and can not be conjured again until it’s hit points exceed 0.The creature will attempt to follow any commands you give it to the best of it’s ability. For mindless creatures, you may command it to move or follow something as a swift action, with more complicated commands requiring a standard action. Once a command is given, a mindless creature will try to repeat the command until the task is completed or it’s told to stop. If non-consumable components were used as part of the initial activation, you must use those same components to give the servitor commands. Repeating this technique while your servitor is summoned simple moves it a location in range of your choosing.

By my measure, you should be able to approximate Unseen Servant, Floating Disk, and Mage Hand with different variants that. A bit of adaption even gets you Knock and Hold Portal.

You can approximate flight with this by having the servitor carry you, though strength limitations mean the servitor will generally be larger than it's bearer. There's also not at "mount" option yet, so you're either being suspected by your collar (and likely vulnerable as it climbing) or you're standing on a floating platform you can be knocked off of. Your control of said flight also requires a command to change, so it definitely comes with it's costs.

Another option with some potential is the ability to use Lurker servitors as a kind of summoned trap. Have them go Etherial to hide and give them a trigger condition where the snap out and perform an action has some interesting possibilities.

One thing I did notice its the component metamagic feats do let you pump it's stats. I'll likely switch those to just lowering the skill rank requirements. That will allow for a more controlled perk with it's hit points and related stats going up.

Edit: I added a line about needing to reuse non-consumable components to command the servitor. Now they can't just go a for a big production on summoning for a cheap boost. I also like the idea of say having a boosted minion that you loose control of it a focus item is lost.

Shimeran
2017-08-02, 08:21 PM
Not to flood things, but are folks impressions on the power level of the baseline effects in Spheres of Power? I'm thinking of introducing something like this to leverage the bevy of spell effects in there:

Sphere Trick
Variants: Each time you gain this technique, select a special ability from a Sphere of Power. Most talents will have one such ability, with the exception of certain base talent.
Type: Skill Technique [Supernatural, Rote]
Prerequisites: 2 ranks in Spellcraft; If the selected special ability references another ability or talent, that becomes another prerequisite
Range: Personal
DESCRIPTION
You can use the selected ability as a supernatural ability with a caster level equal to your spellcraft ranks – 1 and a casting ability modifier equal to your highest ability modifier.

The thing is if I open the door to that I'd want to make sure the extraordinary techniques got ramped to a similar power level. Does that seem about right or a bit of an overshoot?