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heavyfuel
2018-09-29, 07:21 AM
Is this specific Profession skill ever mentioned in any of the books? Pathfinder or 3.5.

If not, what would be some uses for it, other than the "Earn a Living" use? This is very DM dependent, but still, you could reasonably:


Use it in place of Knowledge (History), (Local), or (Dungeoneering) in certain situations



(and that's it, I've spent all my creativity juices on other project)

Suggestions are welcome, as are - of course - book listed uses.

DrMotives
2018-09-29, 08:30 AM
On a very permissive table, I can see things like giving a synchronicity bonus to search checks to detect traps, in a very "Indiana Jones would know this type of design is to warn off intruders" sort of way.

heavyfuel
2018-09-29, 08:45 AM
On a very permissive table, I can see things like giving a synchronicity bonus to search checks to detect traps, in a very "Indiana Jones would know this type of design is to warn off intruders" sort of way.

Do you mean a "synergy" bonus? I don't think this requires a very permissive table. A +2 to Search for traps is hardly game breaking, especially if you require the player to invest 5 skill points in a less than good skill.

Too bad synergy bonuses don't exist in Pathfinder.

Feantar
2018-09-29, 09:01 AM
I think it is somewhat too broad in most settings - unless you are considering that it functions like knowledge(local) in the sense that it refers to place of origin. Otherwise try the equivalent of something like Profession(Egyptologist / Classical Archaeologist / etc). This might not be the most inspired list, but it's what popped into my head.

On making money:


Low Magic Conditions: I'd either just follow the standard mechanics with the added requirement that you need some focus (a ruin, an excavation, recovered lost writings, or similar), or actually use the standard mechanics with a percentage modifier based on your patron (the one who pays for the knowledge) and the abundance of information of your foci.
High Magic Conditions and/or Post-Apocalyptic: As above, but remove the patron - the money comes from either uncovering secret techniques or extremely minor magic items and selling them. Or, if not selling them, add the money up and choose an item to symbolise a large discovery.
You can also run something like a museum - but that would require the terrible rules on running businesses (DMG 2 I think).


Possible uses (not necessarily faithfully following 3.5's design principles):


After a number of ranks (5?) allow the detection (and only the detection) of traps with a DC over 20, in ruins of civilisations he/she has specialised in.
Can be used as decipher script when it would reasonably apply.
Offers synergy bonus on spell craft or knowledge checks that correlate with the culture you studied.
IF you're in pathfinder, it can temporarily act as a comprehend languages for the spoken languages of the civilisations you studied with a DC of 25. For writings, use the decipher script function.
In case the subject of your study is a Magocracy, it can be substituted with Underwater Basket-weaving with a -10 penalty. Beware of this one, it can break campaigns.


While the above seems to cast a wide net, in most cases it is extremely limiting. However, it can be pretty useful in a localised campaign to allow skill and knowledge experts to streamline their skills.

DrMotives
2018-09-29, 10:49 AM
Do you mean a "synergy" bonus?

Yes, yes I did. But yeah, a +2 there doesn't seem unreasonable at all for a player to ask for. I tried thinking of other things going off of an Indian Jones trope, but everything I could think of was already covered by the skills named in the original post. I guess for archeology focused heroes, the role model choices are Jones, Laura Croft, and all those guys who panic in the face of the unknown from Lovecraft stories. Not a whole lot of fodder that I'm familiar with.

Troacctid
2018-09-29, 11:06 AM
Anything dealing with the actual excavation of artifacts: digging up items without damaging them; finding your way around a digsite; using common archaeological tools (brushes, trowels, pickaxes, etc.); preparing, storing, and transporting samples; that kind of stuff.