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Please review these Knowledge skills for balance
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<blockquote data-quote="Magus_Jerel" data-source="post: 129027" data-attributes="member: 3940"><p>Knowledge Monsters:</p><p>I wouldn't separate this category so much in the first place - and would think of it as something like having read the classification of animals - by Aristotle... but for a fantasy setting. I don't like the higher applications of this skill however.</p><p></p><p>Close Combat and Art of war -</p><p>better represented as a feat chain of some kind.</p><p></p><p>Siege Weapons -</p><p>The use of siege weapons is not exactly covered well - especially when related to how well they are "aimed" by the character in question. I would consider this "skill" as being much like BAB's when firing a siege weapon - and you could work it accordingly.</p><p></p><p>remember - range increment penalties can add up, and if the target moves, this may be a critical skill. </p><p>In a naval type setting - where firing ballistae at the enemy vessels passing by is a matter of routine, I could see a character taking ranks in the skill.</p><p></p><p>Trap Making:</p><p>thought this already existed as a craft skill</p><p></p><p>Profession - Locksmith.</p><p>Yep - perfectly balanced as is.</p><p></p><p>When it comes to profession and knowledge skills, I think that the DM should be somewhat liberal with allowing them to grant +2 synergy bonuses.</p><p></p><p>The idea of "profession - sailor" granting a +2 to the use rope skill at 5 ranks just makes sense to me.</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 129027, member: 3940"] Knowledge Monsters: I wouldn't separate this category so much in the first place - and would think of it as something like having read the classification of animals - by Aristotle... but for a fantasy setting. I don't like the higher applications of this skill however. Close Combat and Art of war - better represented as a feat chain of some kind. Siege Weapons - The use of siege weapons is not exactly covered well - especially when related to how well they are "aimed" by the character in question. I would consider this "skill" as being much like BAB's when firing a siege weapon - and you could work it accordingly. remember - range increment penalties can add up, and if the target moves, this may be a critical skill. In a naval type setting - where firing ballistae at the enemy vessels passing by is a matter of routine, I could see a character taking ranks in the skill. Trap Making: thought this already existed as a craft skill Profession - Locksmith. Yep - perfectly balanced as is. When it comes to profession and knowledge skills, I think that the DM should be somewhat liberal with allowing them to grant +2 synergy bonuses. The idea of "profession - sailor" granting a +2 to the use rope skill at 5 ranks just makes sense to me. [/QUOTE]
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