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12

Exploration is generally handled in a much more free-form manner In some games, the shift from exploration or other non-combat conflicts to combat is barely noticeable. But 4e has very strict rules for its combat, that's the game's strongest point. In a way, 4e combat is its own separate game which gets initiated from time to time. When not in combat, ...


8

Skill Point Cost: Only current class’s class skills From Skills Summary Each skill point you spend on a cross-class skill gets your character ½ rank in that skill. Cross-class skills are skills not found on your character’s class skill list. From Player’s Handbook pg. 60. Skill points must be spent according to the class that the ...


6

No, proficiency bonuses never stack Your proficiency bonus can’t be added to a single die roll or other number more than once. - D&D Basic Rules V0.1 Chapter 1, P. 7 You can only ever receive a proficiency bonus once regardless of how many sources grant you proficiency in it. When picking skill and tool proficiencies granted by a background or ...


5

You purchase the skills according to the description of the class in which you are advancing. You are indeed gaining proficiency as a Rainbow Servant and not a Wizard. Therefore you should treat Knowledge (Religion) as a cross-class skill in the scope of this level-up. There is though an exception regarding the maximum skill you could reach, but it does ...


4

Hermean Blood is the closest thing I could find, but it requires that they be skills using the same ability score and has to be taken at first level. If you were to make your own, looking at trait bonuses would be a good place to find things to replace the extra languages. Unintentional Linguist is a trait that gives an extra language and a +1 on linguistics ...


4

In short, you may invest one skill point or odd number of skill points for an untrained cross-class skill. You have only half(1/2) rank for that skill. Mechanically, you don't have any advantage over untrained ones, but in your next level, you can invest one more skill point in the skill, making that a trained skill so that you are allowed to try the skill. ...


2

Each level, you may spend your skill points any way you like, regardless of how you have spent them in previous levels, so long as you respect the rank maximums (level+3 for class skills, half that for cross-class). So yes, you may put points in Open Lock even if you never have before. That said, as a cross-class skill, each skill point you put in Open Lock ...


2

In general, potions and other enchanted items are like stored evocations, i.e. intended to hold a single, pre-generated effect that is stored until released (YS279). But what can this effect be? As to the point of whether it can replicate a skill, that part I'd say is true. As to how long it can last, it can be for an extended period of time. RAW ...


2

For me, it depends on who the target is. If it's a throwaway encounter I use a Minor, Significant or Major unapposed test, with generous modifiers for description. I find this keeps the game flowing better. If it's an established NPC or a Player I tend to do a roll-off, generally using Mind or Soul to oppose depending on if they are picking up on tells or ...


2

It's fortunate the scout class gets 8 skill points per level because that lets him dump Intelligence. As an archer he'll need Strength and Dexterity, and as a fighter-type (with a medium base attack bonus... sigh)--and like everyone, really--he'll need Constitution. The elite array probably puts either an 8 or 10 in Intelligence (saving the 12 for Wisdom or ...


1

I am currently playing a Half-ling Rogue character with 14 INT, which means 10 skill points per level. While it may seem a lot, actually I spend points in more than 10 skills. Rather than absolutely maximizing 10 skills and being completely useless outside of those 10, I much prefer spreading my character a bit: Maxed out skills: mandatory ones where the ...


1

Potions in general Pg 280 "Potions are very similar to enchanted items in terms of function" Pg 279 "Nearly any effect within the range of thaumaturgy or evocation is allowed" I'm going to ignore thaumaturgic effects for a minute because 8 shifts just isn't a whole lot when you get into anything complex enough to need thaumaturgy. pg 250 " ...


1

In terms of the rules, there is nothing to stop it happening. Unlike some RPGs, DND does not rely on a system of "you must try to use a skill to make it improve". Nor does it have a lot of rules that would add to the complexity of the game without adding much value. I have never had the DM turn around and tell me my character has got the flu, and there ...


1

In the player's handbook on page 62 there are guidelines for gaining skill points and how to spend them. One of the notes under Skills at Higher Levels says: 4.If you want to pick up a new skill for your character, you can spend skill points equal to his or her character level +3. These skill points buy 1 rank each if the new skill is a class skill ...



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