Spice up Skill Focus / Skills

Started by One_With_Nature, March 10, 2023, 11:42:09 PM

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One_With_Nature

Been thinking about this for a bit, I think it would be cool if people who focus and specialise in a particular trait, should get a little bonus, an idea for each skill:

SF: Alchemy -  3 Random Reagents per reset gained
SF: Animal Empathy - Can AE two animals at once
SF: Appraise - 1gp Wage.
Appraise - 1gp wage per 4 base skill points (max of 3gp wage at 9 / 4gp with Skill focus)
SF: Archaeology - Free Re-roll on  failed archaeology checks.
SF: Astronomy - Additional +2 Astronomy.
SF: Athletics - Auto succeed climb checks with at least 10 base ranks in Athletics.
SF: Bluff/Persuade/Intimidate - Re-roll failed social skill checks.
SF: Building - Re-roll failed building checks.
SF: Concentration - Additional +2 vs resisting taunts, +5 concentration in defensive casting mode
SF: Consecration - (Already given re-rolls I believe on failed checks)
SF: Cooking - Receive 3 random cooking ingredients each reset.
SF: Disable Trap - Guaranteed roll of 20 even in combat.
SF: Discipline - Immune to KD for 2 rounds after being hit with a KD attempt (if it is resisted or not)
SF: Engineering - Recieve 1 random schematic each reset (outside the ones you can craft)
SF: Fishing - % chance to reel in an additional fish/item when fishing.
SF: Heal (Already buffed)
SF: Herbalism - Receive 3 random herbs each reset.
SF: Hide/Move silently - Receive 1 vanishing smoke each reset.
SF: Listen/Search/Spot - Anyone - receive feat "Keen Senses"
SF: Lore - re-roll on failed Lore Checks.
SF: Mining - On successfull mining check - chance to receive double resources.
SF: Open Lock - Received a set of lock picks random between +1-+5 each reset. Rarer to received higher sets.
SF: Painting - Reduce cost of scrolls by an additional 3%.
SF: Parry - +1 non magic AC/AB while in parry mode.
SF: Perform - +3 rounds to bard song.
SF: Pick Pocket - +2d6 additional gold for pick pocketing success.
SF: Sailing - Automatic 50% off travel costs over seas. Less likely to encounter trouble on the seas while traveling.
SF: Set trap - Automatic roll of 20 for setting traps in combat.
SF: Smithing - Re-roll failed checks.
SF: Spellcraft - Tool to determine what spells someone is enchanted with.
SF: Survival - No food required to rest. After resting received temporary hp 1d10.
SF: Tailoring - Re-roll failed checks.
SF: Taunt - -3AB and -3 Spell DC if attack or spell is used against anyone other then the taunter for 3 rounds.
SF: Tumble - If wearing light armour and no shield, received +1 dodge ac, for a max of +3 dodge ac with 10 ranks of tumble (assuming no penalties).
SF: UMD - 10% chance to retain wands/scrolls on successful use.

Woofersnoofer

I think this is a good idea to encourage skill foci.

SF: Alchemy is likely too powerful. Perhaps SF: Alchemy could grant you a reroll on the check to see whether you succeed at alchemy or not?

Alternatively, it could give heads up of something bad happening.

SF: Animal Empathy is likely a bit strong as well. Perhaps a longer duration with the one animal you control?

AF: Appraise would likely be attractive with just the base wage.

SF: Archaelogy looks good.

SF: Astronomy looks good and would be an even stronger pick for Astrologians looking to maximize their spell damage.

SF: Athletics looks good. Further balancing could be a re-roll instead.

SF: Socials seem all good. Rerolling appropriate checks. Potential for 2 rerolls with some perk synergies?

SF: Building looks good.

SF: Concentration would make combat casting a moot point. Maybe just additional +2 vs taunts would lead to some unconventional picks here.

SF: Consecration - nice, I didn't know

SF: Cooking could also do with a simple reroll, though cooking ingredients do not sound particularly OP

SF: Disable Trap is probably a little strong. Maybe a reroll on failed checks would mostly apply in combat and thus be useful without compromising high level rogue choices.

SF: Discipline looks good. I think the temporary KD immunity could be very exciting.

SF: Engi might again default to a reroll instead. Apparently people with the skill can scribe a schematic via player menu once a day, too. I did not know that.

SF: Fishing could be exciting.

SF: Heal is love.

SF: Herbalism would again prefer reroll to a surge of components.

SF: Hide/MS could be nice.

SF: Listen/Search/Spot, I would rather give one a reroll with search, and then 1 spark of revelation for Listen/Spot to counter Hide/MS consumables.

SF: Lore would be massive QoL for those who have it.

SF: Mining could be more exciting than a simple reroll.

SF: Open Lock is probably too strong.  A reroll in combat might be clutch at times, but usually not very useful.

SF: Painting could be huge for calligraphers.

SF: Parry is maybe a bit strong as the skill already bolsters your defenses. Maybe being able to parry 1 extra attack could be nice, but not sure how hard it'd be to implement. Maybe SF: Parry could give you +2  more points of parry if you have armor check penalties. I'm a bit stumped here, though.

SF: Perform would have the effect of 12 additional points of perform this way. I imagine just +1 extra round would be a lot.

SF: Pick Pocket could be a nice way to add some reward without diminishing the risk.

SF: Sailing if this applies with caravans as well, and one does not want to make it too complicated, it could be an automatic 10% discount on top of which 50% more can be earned with a successful check.

SF: Set Trap might work with a bigger skill bonus. For instance, +1 or +2.

SF: Smithing looks good.

SF: Spellcraft could be a valuable PVP tool, and sometimes helpful in PVE.

SF: Survival looks good. High survival has the same effect as well, so it is mostly about recovering hp.

SF: Tailoring looks good.

SF: Taunt could be fun if possible to implement.

SF: Tumble could be a nice way to balance not having a shield. Very appealing to defensively oriented monks, though.

SF: UMD looks good, but I would reduce the chance to 5%.


Empress of Neon

I love this. It also gives further incentive to -not- play combatant-focused pcs/mixes up  the meta even further.

A+

aliceofthevoid

To dig this up a bit later with my bias playing a character with SF: Archaeology, maybe instead of a free reroll, on a natural 20 you get to roll for another archaeology piece?