QuackParker
2018-03-06, 02:10 AM
I both DM and play in very roleplay-heavy campaigns. A session may be evenly split between a contentious argument over the menu with a waiter at a seafood restaurant and intense naval combat with a sea linnorm. (http://www.d20pfsrd.com/bestiary/monster-listings/dragons/linnorm/linnorm-sea/) For any campaign that spends at least a fair amount of time outside the dungeon, there are few criminally underrated skills worth investing in.
NOTE: Many of these skills only really begin to shine in campaigns with a "cool" GM that encourages you to utilize your skills in ways that aren't expressly RAW approved.
Profession: On the surface, Profession often appears a suboptimal skill to invest in. If your GM is allocating gold and equipment to the players at a rate anywhere near the suggested wealth, the income netted from this skill will appear horrifically underwhelming. Yet, in a campaign with the aforementioned cool GM, Profession can be an intriguing grab bag for a variety of checks with a single investment. I play a character in one campaign that is heavily invested in his Profession (Guard) skill. I use it in lieu of Know (Local) when seeking out other law enforcement or locating the nearest prison, or ascertaining certain laws. I use this skill in place of Disable Device to jury rig a pair of handcuffs or instead of Diplomacy or Intimidate on occasion with fellow guards or criminals, respectively. I also might make use of the Unchained rules to operate a profitable consultancy, for example. Obviously, the applications might vary wildly depending on the profession, but I highly recommend working with your GM to make use of one.
Craft (items other than magic items and weapons): One of the first listed Craft specializations listed in the rulebook is baskets. Why would you ever spend your points on Craft (baskets)? Well, maybe it has always been your dream to roleplay as a artisanal basket weaver or perhaps you want to be on the manufacturing side of that Ye Olde Basket Shoppe you run with your Profession (shopkeeper). Ideally, you periodically suggest ways to utilize this skill for problem solving. "GM, the thorny vines are a tangled mess. I have to routinely untangle materials for my baskets. Can I apply the skill to doing the same to these vines?" You get the idea. In one of my campaigns, that guard from before also specializes in carpentry. He has used it to make furnishings for his friend's detective agency, assemble makeshift fortifications prior to an attack, and to create a large Trojan Sheep to board a massive gambling ship (it's a long story.)
Linguistics: I raved on my love of Linguistics in another post, but in case you missed it, it's my favorite skill. At first glance, you can get by with a handful of Comprehend Languages scrolls in your inventory and evade this feat completely. But in doing so, you'll miss the opportunity to appear smarter than the other characters continually. The polyglot may know a dozen or more languages, effortlessly transitioning from the grunts of Draconic to the melodic sing-song of Elvish without missing a beat. Ancient tomes, glyphs in ruins, and wandering foreign merchants are all accessible to you without the use of magic as a crutch. Not to mention a fun feat from my other thread: Esoteric Linguistics (http://www.d20pfsrd.com/feats/general-feats/esoteric-linguistics/), which opens up scroll casting to those without Use Magic Device.
Disguise: This skill is usually considered intermittently useful, but certainly suboptimal when you consider the wide array of magical items and spells capable of changing your appearance beyond the confines of the Disguise skill. Nonetheless, hastily assembling the materials necessary to transform yourself into a mustachioed count or a peasant maiden with heaving bosoms is always great fun and often yields rewarding roleplay. Combined with Bluff, Diplomacy, and a feat or two, Disguise can really elevate you into a master of espionage. Even with a low investment, Disguise can offer a lot of humor in a session. One vampiric warlock I play makes constant use of lies and costumes to gain permission to enter his victims' homes and my guard often sets the table laughing when he predictably fails with his poorly constructed disguises.
Knowledge (Engineering, Nobility, History, Religion): This one will really vary based on the world-building of your GM and his or her flexibility in allowing players to carefully elaborate on the overall canon. My GM has a pretty robust setting and typically doesn't mind when my character makes a high Know (History) check and proceeds to launch into a story about some minor military battle or a long dead empire. Routinely employing your Knowledges incentivizes GMs to fill in the gaps of their world and make the setting more lifelike and robust. Moreover, when DM and players are all on the same page, it can be a create way to engage in joint content generation and cooperation. Of course, there are combat benefits too. Engineering might give you insight into how to dislodge a chandelier dangling above a group of elite knights; Nobility might provide the keys to thwarting those same knights' lordly sword techniques, and so on.
Any other skills or applications you think are grossly underrated?
NOTE: Many of these skills only really begin to shine in campaigns with a "cool" GM that encourages you to utilize your skills in ways that aren't expressly RAW approved.
Profession: On the surface, Profession often appears a suboptimal skill to invest in. If your GM is allocating gold and equipment to the players at a rate anywhere near the suggested wealth, the income netted from this skill will appear horrifically underwhelming. Yet, in a campaign with the aforementioned cool GM, Profession can be an intriguing grab bag for a variety of checks with a single investment. I play a character in one campaign that is heavily invested in his Profession (Guard) skill. I use it in lieu of Know (Local) when seeking out other law enforcement or locating the nearest prison, or ascertaining certain laws. I use this skill in place of Disable Device to jury rig a pair of handcuffs or instead of Diplomacy or Intimidate on occasion with fellow guards or criminals, respectively. I also might make use of the Unchained rules to operate a profitable consultancy, for example. Obviously, the applications might vary wildly depending on the profession, but I highly recommend working with your GM to make use of one.
Craft (items other than magic items and weapons): One of the first listed Craft specializations listed in the rulebook is baskets. Why would you ever spend your points on Craft (baskets)? Well, maybe it has always been your dream to roleplay as a artisanal basket weaver or perhaps you want to be on the manufacturing side of that Ye Olde Basket Shoppe you run with your Profession (shopkeeper). Ideally, you periodically suggest ways to utilize this skill for problem solving. "GM, the thorny vines are a tangled mess. I have to routinely untangle materials for my baskets. Can I apply the skill to doing the same to these vines?" You get the idea. In one of my campaigns, that guard from before also specializes in carpentry. He has used it to make furnishings for his friend's detective agency, assemble makeshift fortifications prior to an attack, and to create a large Trojan Sheep to board a massive gambling ship (it's a long story.)
Linguistics: I raved on my love of Linguistics in another post, but in case you missed it, it's my favorite skill. At first glance, you can get by with a handful of Comprehend Languages scrolls in your inventory and evade this feat completely. But in doing so, you'll miss the opportunity to appear smarter than the other characters continually. The polyglot may know a dozen or more languages, effortlessly transitioning from the grunts of Draconic to the melodic sing-song of Elvish without missing a beat. Ancient tomes, glyphs in ruins, and wandering foreign merchants are all accessible to you without the use of magic as a crutch. Not to mention a fun feat from my other thread: Esoteric Linguistics (http://www.d20pfsrd.com/feats/general-feats/esoteric-linguistics/), which opens up scroll casting to those without Use Magic Device.
Disguise: This skill is usually considered intermittently useful, but certainly suboptimal when you consider the wide array of magical items and spells capable of changing your appearance beyond the confines of the Disguise skill. Nonetheless, hastily assembling the materials necessary to transform yourself into a mustachioed count or a peasant maiden with heaving bosoms is always great fun and often yields rewarding roleplay. Combined with Bluff, Diplomacy, and a feat or two, Disguise can really elevate you into a master of espionage. Even with a low investment, Disguise can offer a lot of humor in a session. One vampiric warlock I play makes constant use of lies and costumes to gain permission to enter his victims' homes and my guard often sets the table laughing when he predictably fails with his poorly constructed disguises.
Knowledge (Engineering, Nobility, History, Religion): This one will really vary based on the world-building of your GM and his or her flexibility in allowing players to carefully elaborate on the overall canon. My GM has a pretty robust setting and typically doesn't mind when my character makes a high Know (History) check and proceeds to launch into a story about some minor military battle or a long dead empire. Routinely employing your Knowledges incentivizes GMs to fill in the gaps of their world and make the setting more lifelike and robust. Moreover, when DM and players are all on the same page, it can be a create way to engage in joint content generation and cooperation. Of course, there are combat benefits too. Engineering might give you insight into how to dislodge a chandelier dangling above a group of elite knights; Nobility might provide the keys to thwarting those same knights' lordly sword techniques, and so on.
Any other skills or applications you think are grossly underrated?