Sigurd
First Post
Cheiromancer said:Skills are tricky. I mostly thought of what I would want NPC occultists to be able to do, and not do. For instance, I would want them to be able to spy on people, and impersonate people (or at least pretend to be of classes/professions other than what they were). So hide, move silently and disguise should all be class skills. But I want PCs to be able to infiltrate cult gatherings, maybe in disguise, without being automatically detected by someone present, so I didn't want spot or listen to be class skills. I wondered about including sense motive, but I thought that if the occultists didn't have it, it would guarantee that PCs would be able to lead them around by the nose, and I didn't want that.
That was my thought too. Disable device is a pretty rare skill, only for rogues on the core classes. Even if they had a need to open locked doors etc... how much time would they spend with various devices. It made sense for a thief in the old rules but whats the chance here.
Forgery might at least be something they can practice more reasonably.
Cheiromancer said:With respect to diplomacy, I think that might be a little too open and above board. Occultists get what they want in covert and devious ways, not in straightforward negotiating. So I see occultists as tending to use deception (bluff) rather than diplomacy. I thought about including Intimidate as a class skill as well, but decided to leave that to the fighters, barbarians and true rogues. Forgery would fit, but that is exclusive to rogues; if a character wants to have a knack for it that's fine, but I won't make it a class skill.
My thoughts were that unless the cult was very public and powerful diplomacy would actually help them stay hidden and conceal their beliefs. I think of a character like the Scarlet Pimpernel who uses court niceties to hide their true beliefs while being able to haunt the corridors of power.
Cheiromancer said:And of course with only 4 skill points per level I don't want to swamp them with options. I think the current list should allow all kinds of interesting possibilities and combos to be implemented, but the variety is not *too* broad. Comparable to that of a monk, I'd say. Anyways, if a particular skill is key to the concept of an occultist character, then a knack should be a good way of fulfilling it.
That sounds like a reasonable limitation.
Your UR Priest limitations might be hampering you. It might be simpler just to make the class reflect your will and offer characters the prestige class without some of the prereqs or lower the prereqs for your world.
AEG has a really cool spellcasting fighter in 'Mercenaries' called the Myrmidon. They restrict the spells to only one spell list prepared like wizards. The catch is that all the spells are reworked to be cast in armor - no armor check. I think the class was released in a free preview.
Sigurd
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