New skill synergies?

rawgt3

First Post
5 profession(herbalist) = +2 heal, 5 perform(dance)= +2 balance and/or tumble, 5 perform(oratory)= +2 diplomacy,5 profession(sailor)= +2 use rope. Are these logical? Am I the first one to discover these or are they in a book I have'nt read?
just wondering,
Raw
 

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That's a cool idea to make profession and perform more useful. I haven't heard of them anywhere else, but it would be a nice house rule to say that 5 ranks in a prof/perf gives you +2 in a different skill.
 

I think in 3.0, Profession (herbalist) DID give a synergy bonus on Heal.

As for the Perform ones, it's likely not even worth abusing, but the Versatile Performer feat could be used to rack up a whole bunch of synergies that way.

EDIT: And don't give Diplomacy another synergy bonus, it already has three. I'd say Perform (oratory) gives synergy in Intimidate, and Perform (acting) gives synergy in Bluff.
 


ElectricDragon said:
Profession (herbalist) should also give +2 to Craft (apothecary).

Craft (locksmith) should give +2 to Open Locks

There are many more.

Ciao
Dave

Craft's already useful forboth making items and getting a weekly pay check. I'd limit synergy bonuses to Profession skills. As for Craft (locksmith), why not Profession (locksmith)? I admit, sometimes what's a profession and what's a craft confuses me, but locksmiths not only made locks, they were called in to open them. As the last line in my favorite movie, Robin Hood: Men in Tights, goes: "Call a locksmith!"
 

A craft makes something physical. A profession provides a service.
While opening a lock is a service, a locksmith also makes something physical for sale. I tend to think of craft as a higher priority than profession. In other words, ask if something is made first, if so it is a craft. If not then if it provides a service, then it is a profession.


Profession also allows a weekly paycheck. Synergies are where you find them, not limited to only Profession and Perform (BTW Perform allows for a weekly paycheck as well as Bardic abilities, so maybe there should be no synergies for Perform, either).
More...
Profession (bartender) <+2> Craft (brewing)
Craft (locksmithing) +2> Disable Device
Profession (miner) +2> Craft (weaponsmith), (armorsmith), (blacksmith)
Profession (hunter) <+2 Handle Animal
Profession (farmer) +2> Profession (herbalist)
Craft (alchemy) <+2 Spellcraft, Knowledge (arcana)
etc.

Ciao
Dave
 
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No, I meant craft > profession, because aside from the weekly paycheck trait they both offer, craft also lets you make things. Which can be useful (like alchemy), or just for profit, as crafted arms and armor can easily outstrip check result / 2 for earned gold in a week.
 

Also,I would imagine you would'nt get very many customers seeing as word that a new artisan/worker/performer was in town would probably take about a week or more to get around(unless your really really good). Especially if you went freelance. If you were hired you would still have to start with relatively low pay (compared to an experienced longtime employee) if only because you don't know the employers protocol.
 

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