Tuesday, January 10, 2017

Level-Independent Skills in Pathfinder

 


Level-Independent Skills for Pathfinder

Level-Independent Skills allow for continued character advancement that is separate from experience points and level gain. This is most beneficial to groups who prefer lower-level play and combined with Epic 6 as characters can continue to gain feats from experience while also using downtime to improve skills or attend to other matters. The added detail and flexibility comes with a cost, however. Most drastically, these rules alter the core mechanic of d20 games with regard to skills; skill checks are rolled with a d100 and the target number is your skill level or less. It is possible to use a d20 for skill checks, but all percentages would need to be divided by 5 (a skill level of 62% becomes 12). Even so, the highest possible roll, ‘00’ (or ‘20’) is always a failure on skill checks, while the lowest possible roll always succeeds. The target number for skill checks is now equal to the skill level with higher rolls being better than lower ones (unless the roll exceeds skill level).

Some interactions between skills and other abilities need a little reworking, using
Acrobatics to move through threatened spaces, for example. The skill check DC for this action is based on the opponent’s combat maneuver defense (primarily a function of base attack bonus at higher levels). The skill level modifiers provide a value that should be used in these instances, however since skills are level-independent, they don’t scale with base attack bonus. The gamemaster will need to decide how to handle hiccups like this one when making use of this system.

For this specific example, the base attack bonus can be removed from CMD and replaced with a flat value such as CMD = 15 + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers. Another option is adding some function of level to the Acrobat’s check, such as ‘+ half your level’, although this undermines the concept of level-independence to a degree. Of course, in Dungeons & Dragons 3rd edition, this function of Acrobatics was handled with the Tumble skill but the check was made against a DC 25 and a success prevented attacks of opportunity. It would be reasonable to revert to a similar mechanic and use a simple skill check; perhaps penalized for task difficulty and/or the number of opponents.

Skill Levels
Skill levels represent a certain degree of accomplishment and may provide a bonus to rolls other than skill checks as summarized on the table below: 
  
  
The modifiers associated with each skill level apply to actions other than skill checks that are influenced by a character’s competency with a particular skill. Apply the modifier to any attacks associated with a weapon skill (use the number before the slash at 41% or higher) and to uses of the skill that have a difficulty class modified by the statistics of another character or creature. For example, attempting to use Intimidate to demoralize an opponent has a DC of 10 + the target’s Hit Dice + the target’s Wisdom modifier. If Kaasava the Rogue has Intimidate 74% and Charisma 13, she rolls a d20 and adds +6 (+5 from her skill level and + for her Charisma modifier) against the indicated DC.

Note: The numbers before the slash in the modifier column of the Skill Levels table should be applied in any cases where a function of character level is used (including base attack bonus and saving throws) or in other instances when a character’s skill ranks don’t directly affect the check being made (such bonuses to armor class or a spellcaster’s spell DC) when using the standard rules.

Untrained Skills and Base Skill Level
Most skills begin with a default skill level of untrained as determined by the ability score or scores most relevant to the skill. If a skill doesn’t require special training and effective use only relies on one ability score, the beginning skill level is equal to that ability score.

For example, the Crossbow skill can be used by any character from a culture able to produce such weapons. Therefore, any character who could reasonably draw, cock, and aim these weapons has a base Crossbow skill level equal to their Dexterity score.

If two or more ability scores could affect the use of a skill, add all of those scores together and divide by the number or relevant scores to determine a character’s untrained base skill level.

Disguise relies on Charisma to convincingly portray a disguise, but awareness of personal mannerisms makes Wisdom equally important. A disguised character may need to suppress her own idioms or emulate those she has observed in others. As such, the starting skill level for Disguise is determined by adding together the character’s Wisdom and Charisma, then dividing the result by two (round down). For Example, a Kaasava the Rogue has Wisdom 11 and Charisma 13 so her untrained Disguise skill level is 12%.

The gamemaster might decide that using a Disguise successfully also relies on Intelligence. If this is the case, assume Kaasava has an Intelligence of 10. Her base Disguise skill would begin at 11% (INT+WIS+CHA/3) in that case.

Unskilled, Trained, Accomplished, Expert and Master Characters
Unskilled characters have no faculty with the skill in question. This is the base skill level for any skill that requires training. A character with this level in a skill has a 0% chance to succeed when attempting it. An exception can be made if a trained character is able to provide direct instruction. In this case, the attempt will only succeed on a result of ‘01’ unless there are favorable modifiers to apply.

Trained characters probably use their skill on a daily basis and can earn a living with it. Accomplished characters are highly dedicated to maintaining and improving the skill in question. Such characters are able to train others in the use of the skill. Expert and Master characters are both passionate about the skill and are very likely to look for opportunities to teach it to others or to seek the recognition of other practitioners. Masters are exceedingly rare and are likely to be well known, even by lay-persons, over a wide region.

Skill Checks
Instead of rolling skill checks against the difficulty class of the task attempted, players now roll 1d100 against their skill level. A roll that is equal to or less than that skill level succeeds. Results of ‘00’ always fail and results of ‘01’ always succeed. Some skill checks are opposed by the target's skill check. When making an opposed skill check, each character involved makes a skill check. If more than one character succeeds, the highest successful roll wins. If each character fails, the lowest failing roll comes closest to success although this may be irrelevant depending on the skill used and circumstances surrounding the check.

If it is important to know how well a character performs a skill related task, higher successful rolls represent a greater degree of success. Similarly, lower failing rolls are less disastrous than higher ones. A character with a Skill Level of 59% succeeds on a roll of ‘01’, but the success isn’t noteworthy while a roll of ‘59’ means that the character achieved the absolute best result they are capable of. If the player rolls a ‘63’ on a check for the same skill, the character’s effort was good but the result came short of the mark. Perhaps they attempted something a little too ambitious for someone at their level of training.

Bonuses and Penalties
Bonuses are added to the character’s effective skill level, while penalties are subtracted from it before checking for success. A bonus of +5% on a check made with a skill level of 62% has an effective skill level of 67%, so the character succeeds on a check result of 67 or less. If, after applying all bonuses and penalties, the effective skill level is reduced to 0% or less it becomes impossible for any character to succeed at the task unless the gamemaster decides the circumstances should allow for an exception, in which case a roll of ‘01’ succeeds.

Routine Checks
When a character is not in immediate danger or distracted, the player may choose to make a routine check. Instead of rolling 1d100 for the skill check, assume the check succeed as though the player rolled one less than the character’s actual skill level and thus the check is automatically successful. Distractions or threats (such as combat) make it impossible for a character to make a routine check. Keep in mind that bonuses and penalties change only the effective skill level (not the actual skill level) and so accumulated modifiers that reduce the effective skill level by more than -1% cause any routine check to fail.

Regardless of the character’s actual skill level, treat the results of the check as if ‘01’ was rolled; a mediocre success at best.

Taking 1
When a character has plenty of time, is not faced with threats or distractions, and the skill being attempted carries no penalties for failure, the player can choose to take 1 at the task. This indicates the character keeps trying until achieving success and assumes multiple failed attempts or false starts before succeeding. Taking 1 requires additional time based on the difference between the actual skill level the character possesses and the effective skill level of the check as summarized on the table below. 

 
  
Characters taking 1 automatically fail any check when their effective skill level would be 4% or lower. When the player wouldn’t know the sum of all bonuses or penalties applied to the check, they should be informed of the failure only after the character has consumed the required amount of time.

Difficulty Level
Since skill checks are rolled against the character’s skill level rather than a target number, the difficulty level of a task may apply a bonus or penalty to a skill check. See the Task Difficulty table below for a summary of these modifiers and a comparison to standard difficulty classes. Because skill levels have a wider range than skill ranks it is possible to tune difficulty levels more finely when appropriate. Some tasks may be less difficult than Average and but not quite qualify as Easy and so receive a +10% or +15% bonus to the attempt at the gamemaster’s discretion.   

 

Learning and Maintaining Skills
Skill Levels can be improved during the character generation process, as well as through and regular use. Each skill possesses attributes which influence a character’s ability to learn them.

Progression A skill’s rate of progression is represented by a die type, usually d4, d6, d8 or d10. If a skill improves, roll the appropriate die and add the result to the character’s skill level.
Difficulty Each skill has a learning difficulty which modifies Intelligence checks made to improve a skill (see Improving Skills below). Easier skills apply a bonus to the learning check while harder skills receive a penalty.
Training Time and Cost The training time and cost of a skill indicates how long a character must train to improve a skill and is the total price of formal instruction in the use of it. Some very basic skills may not be available for formal training as characters are assumed to be able to learn what they need to know on their own, perhaps during childhood. In this case, the cost for training would need to be worked out on a case by case basis.

 


 
  
Starting Skill Levels
1st level characters choose a number of standard skills equal to the number of skill ranks granted by their class plus Intelligence modifier. In addition, each class provides training in certain weapon skills (see below). The starting skill levels for each selected skill and each trained weapon skill are determined as follows:

40% + relevant ability score(s) + progression die + progression die (class skills only)

The progression die is rolled a second time and added to the starting skill level of any class skill. Barbarians, Fighters, Monks, Paladins and Rangers treat all weapon skills as class skills and so roll the progression die twice to determine the skill level of trained weapons. Bards, Clerics, Druids, Monks and Rogues may designate one weapon skill as a class skill and roll the progression die twice for these weapons only.

Barbarians, Fighters, Monks, Paladins and Rangers may choose to focus in one weapon skill. When they do, only that weapon skill is considered a class skill, however they add two more rolls of the progression die to their starting skill level with it (four rolls of the progression die in total).

In addition to these starting values, any skills that can be used untrained (including most weapons) begin at a skill level determined by their relevant ability score(s) and weapon famailiaty may provide a higher starting skill level with related weapon types (see Weapon Familiarity below).

 
Starting Weapon Skills by Class
Barbarians, Fighters, Paladins and Rangers: axe/mace, bow, broadsword, crossbow, flail, knife, lance, polearm, rapier, saber, short sword, sling, spear, spear-thrower, staff, thrown knife, thrown spear, two-handed axe/mace, two-handed flail, two-handed sword, unarmed.
Bards: broadsword, crossbow, knife, rapier, short sword, sling, spear, staff, thrown knife, thrown spear, whip.
Clerics: axe/mace, crossbow, knife, spear, staff, thrown spear, two-handed axe/mace.
Druids: axe/mace, blowpipe, knife, polearm, saber, sling, spear, staff, thrown knife, thrown spear, unarmed/natural.
Monks: axe/mace, crossbow, flail, knife, short sword, sling, spear, staff, thrown knife, thrown shuriken, thrown spear, unarmed.
Rogues: blowpipe, crossbow, garrote, knife, rapier, short sword, sling, thrown knife, unarmed.
Sorcerers: crossbow, knife, sling, spear, staff, thrown knife, thrown spear.
Wizards: crossbow, knife, staff, thrown knife.

Weapon Familiarity
Upon reaching a certain level of skill with a weapon, a character’s ability to wield similar weapons improves. If any weapon skill level is high enough familiar types of weapon skills may have a higher starting skill level than is indicated by the relevant ability score(s). Check the table below to see which weapons skills provide weapon familiarities: 

 
  
The percentages shown under weapon familiarities indicate that any character’s skill level is equal to at least the skill level in primary weapon minus the indicated percentage points to a maximum of 25%. If this value is less than the character’s relevant ability score, use that instead. For example if a Kaasava the Rogue has a skill level of 62% with Short Sword, the starting level of her skills with Broadsword, Knife and Saber begin at 25% even though she hasn’t trained with these weapons. Since her Dexterity score is 17 and her Strength is 11, Kaasava’s skill levels with these weapons would have only been 14%, 17%, and 14% respectively if not for her exceptional level of competence with Broadsword.

Improving Skills
Characters usually improve skill levels after character generation by training for a number of days as indicated by that skill. Training requires total attention for 8 hours per day for the required number of days.

After completing a course of study, the student makes learning check and adds his or her Intelligence modifier against a DC of 15. Success indicates that the skill level improves according to its progression rating. If the check fails, a character can continue to train for a number of days equal to one-fourth of the usual required training time (round down) and then make another learning check with a +1 circumstance bonus. The student can continue to study this way indefinitely until they succeed or leave their training behind (increase the circumstance bonus by +1 for each additional training interval). If a character breaks off training before completing the requisite number of training days, they must start over completely. If the required number of training days were met, but the learning check failed, the character can resume study and attempt another check (with no circumstance bonus) after one-fourth the usual training time.

The following types of training are available and may modify the required training time:
Formal Training: The character has access to a qualified instructor and training materials. Training time is unmodified. The gamemaster may assign a bonus or penalty to the student’s Intelligence check after the course is completed depending on the quality of the instructor.
Informal Training: The character either studies independently to improve the skill or receives mentoring from another character with a higher skill level. Independent study doubles the number of training days required to improve a skill. Training with a mentor takes up the usual amount of time, however the mentor should make a skill check at the end of the training period. If the check fails, the student’s learning check DC is increased to 25 and if the check fails, the skill can only be improved by completing a formal training course.
On-Task Training: While working or performing other skill related tasks, characters can improve related skills. The skill to be improved must be one that the character uses at least half of the time during the course of their work. Since the character’s attention is generally focused on completing tasks using tried methods, multiply the training time required by at least four (round up).
Keep in mind that some duties aren’t conducive to training. A guard might primarily use Perception while keeping watch, but most of the time spent is probably simply walking around and occasionally scrutinizing an out of place person or sound. It’s doubtful that this would meet the criteria for using this skill half of the time while on duty.

Spontaneous Improvement:
Characters have a chance to improve a skill when putting forth their best effort under extreme conditions. When a skill check is called for and the character is involved in a stressful situation, a small chance exists that the character will gain special insight into the skill being used. If the skill check result (after any modifiers) is equal to the chance of success, the character learns something from the experience. If the character has a positive Wisdom modifier, this extends the range of spontaneous improvement by that number. For example, a Wisdom score of 12 (+1 bonus) allows spontaneous improvement on a roll equal to the skill level or skill level minus one.

For weapon skills, any character who scored a critical hit during an encounter may be able to improve their skill level. Roll a
Wisdom check (DC 10) at the end of the encounter. On a success, there is a chance for spontaneous improvement. If the character scored a critical hit with more than one weapon during the encounter, the player chooses only one of those skills prior to making their Wisdom  check.

At the beginning of the next adventure or game session, the player should roll 1d100 for any skills with a spontaneous improvement chance. If the result is higher than the character’s current skill level, increase it according to the progression rating for that skill. In addition, if the result was within 10 points of the character’s skill level, add +1 to the progression die roll the next time the character trains this skill. This bonus applies whether or not spontaneous improvement occurs (i.e. the bonus applies whether the roll was higher or lower than the character’s skill level as long as the result was within 10 points). If the skill level is 100 or more, the skill improves only on a roll of ‘00’ and only by 1 point regardless of the normal progression rating.

Skill Maintenance (Option)
If characters don’t use their skills, they will degrade over time. Players should add a check mark next to a skill under the following circumstances: The character receives at least 8 hours of formal training in the skill; the character performs at least 2 days of independent study in the skill; the character performs skill related work for at least 4 days; or the character succeeds on a skill check (or attack roll for weapon skills) that the gamemaster called for during an adventure.

At the end of one month, each skill without a check beside it should degrade by one point.

Since this added bookkeeping may not appeal to some groups, skill maintenance is optional.



Character Class and Skill Improvement
All classes receive a +2 bonus to learning checks made to improve class skills. In addition, each class learns and improves skills differently as indicated in the descriptions below. For the purposes of these adjustments, treat multiclass characters as belonging to the class in which they most recently advanced.

Barbarian
•Barbarians advance the progression die of any skill increased with spontaneous improvement by 2 steps (i.e. 1d6 becomes 1d10, 1d8 becomes 1d12, etc.) and add +2 to the progression rating of class skills improved spontaneously. For example, if a Barbarian successfully increases his Spear skill as a result of spontaneous improvement, the skill level improves by 1d10+2 instead of 1d6.
•Barbarians extend the range of the spontaneous improvement chance by 2 and receive a +2 bonus on Wisdom checks to confirm a chance for spontaneous improvement of weapon skills (just as if their Wisdom score were 4 points higher).
•Barbarians gain a +5 bonus to learning checks made when completing informal training through independent study and on-task training.
•Barbarians suffer a -5 penalty to learning checks when completing formal training.
•Completing a course of training through independent study or on-task training consumes less time for a Barbarian. Independent study only increases the usual training time by half and the multiple of any on-task training is reduced by one. For example, if on-task training for the skill normally multiplies the required number of training days by four, it is only multiplied by three for a Barbarian.
•When a Barbarian receives informal training from a mentor who has no Barbarian levels, the mentor’s skill check suffers a -10% penalty.

Bard
•Bards advance the progression die of all class skills by 1 step (i.e. 1d6 becomes 1d8).
•Bards may roll the progression die twice for when improving class skills and take the better result.
•Bards receive a +2 bonus to all learning checks and extend the range of the spontaneous improvement chance by 2.

Cleric
•Clerics advance the progression die of the weapon skill they chose as a class skill by one step.
•Clerics gain a +5 bonus on learning checks made when completing both formal training and informal training with a mentor.
•When acting as a mentor for another character conducting informal training, the Cleric’s skill check receives a bonus of +10%.

Druid
•A Druid adds her Wisdom modifier to the progression die roll when her skill level increases as a result of spontaneous improvement.
•Druids add +1 to the progression rating of all class skills.
•Druids advance the progression die of any skill increased with spontaneous improvement by 1 step (i.e. 1d6 becomes 1d8).
•Druids receive a +5 bonus on learning checks made when completing informal training

Fighter
•Fighters add +1 to the progression rating all weapon skills.
•Fighters advance the progression die of all weapon skills by 1 step (i.e. 1d6 becomes 1d8).
•Fighters gain a +5 bonus on all learning checks made to improve weapon skills.
•When improving any weapon skill, a Fighter may roll the progression die twice and take the better result.

Monk
•A Monk adds his Wisdom bonus (if any) to all learning checks.
•A Monk adds his Wisdom bonus (if any) to the progression rating of all class skills.
•Monks gain an additional +2 bonus to learning checks when completing formal or informal training
•When improving a skill through formal or informal training, advance the progression die of any skill increased by 1 step (i.e. 1d6 becomes 1d8).
•Whenever a Monk improves his Unarmed skill, the Monk’s player rolls the progression die twice and takes the better result.

Paladin
•A Paladin may reroll the progression die when improving any weapon skill but must keep the second result.
•Paladins add +1 to the progression rating of all class skills
•Paladins gain a +2 bonus on learning checks made when completing formal training or informal training with a mentor. This bonus increases to +5 for weapon skills.

Ranger
•A Ranger extends the range of his spontaneous improvement chance by 2.
•Rangers add +1 to the progression rating of any skill increase resulting from informal training, on-task training, or spontaneous improvement.
•Rangers advance the progression die of all class skills by 1 step (i.e. 1d6 becomes 1d8).
•Rangers gain a +5 bonus on learning checks made when completing informal training or on-task training.

Rogue
•A Rogue advances the progression die of all class skills by 1 step (i.e. 1d6 becomes 1d8).
•A Rogue extends the range of her spontaneous improvement chance by 2.
•Rogues add +1 to the progression rating of all skills.
•Rogues receive a +2 bonus to all learning checks.
•When improving any class skill, a Rogue may roll the progression die twice and take the better result.

Sorcerer
•A Sorcerer extends the range of the spontaneous improvement chance by 2.
•Completing a course of training through independent consumes less time for a Sorcerer. Such training only increases the usual required training time by half.
•Sorcerers gain a +5 bonus to learning checks made when completing informal training.

Wizard
•Wizards gain a +2 bonus to all learning checks.
•When checking for spontaneous improvement, a Wizard only adds +1 to the progression die the next time he receives training in the skill if the result was within 5 points of his skill level.
•A Wizard adds his Intelligence modifier to the progression rating of all class skills.


Skills and Combat
A character’s weapon skills measure his or her combat effectiveness and provide a bonus to all attack rolls made with weapons using that skill. Accomplished characters gain a +1 bonus to attack rolls when wielding associated weapons, while experts and masters increase this bonus to +2 and +3 respectively. These bonuses replace those provided by Weapon Focus, Greater Weapon Focus and Mythic Weapon Focus (if Mythic rules are used, Mythic Weapon Focus provides an additional +1 attack bonus). Characters with a weapon skill of 51% or higher meet the prerequisite of having the Weapon Focus feat for that weapon (gamemasters should consider adding a different feat as a required perquisite for other feats, abilities and prestige classes).

Weapon skill checks can also be used to perform feats of skill with the weapon and to quickly resolve brawls or other challenges that are trivial to the adventure or campaign. For example, a Bow skill check can be used instead of attack rolls to determine an archer’s success at simple target shooting and if participating in a competition, opposed rolls can be made for all participants to quickly determine the winner. Likewise, an Unarmed skill check can be used when drunken characters participate in a tap house donnybrook (less belligerent characters might attempt Stealth checks to go on sipping their drinks unmolested). The highest successful Unarmed check clears the room, while the losers walk away with a sore jaw (if they also succeeded their checks) or are left unconscious under the table (if they fail). The highest failing roll may indicate that the unfortunate lout was tossed into bar (shattering bottles) or forced to slide across it. How embarrassing.

Skills and Luck
When using Luck as an optional ability score, add or subtract the character’s Luck ability score modifier to the starting skill level of all skills. At the gamemaster’s option, a character with a Luck bonus can attempt to use any skill untrained as though their skill level was equal to their Luck modifier (only add relevant ability scores if the character has an ability or feat allowing for checks to be made untrained such as Bardic Knowledge or Dilettante).




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