New answers tagged

4

Most will likely find that part of the special ability quick change frustrating if played as written The bard archetype street performer at level 5 gains the extraordinary ability quick change, which says that the bard can don a disguise as a standard action by taking a −5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff ...


12

The Monster Manual explains the Skills entry in a monster's statblock on page 8. The section begins with the following sentence: The Skills entry is reserved for monsters that are proficient in one or more skills. So if a monster is proficient in a skill, that is reflected in its Skills entry. If a skill isn't listed in the Skills entry, the monster ...


7

No modifiers to the skill roll to tumble through an opponent's square when invisible by RAW. From http://www.d20srd.org/srd/skills/tumble.htm : DC 25: Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop ...


4

If the party must make Perception checks when entering an area, the party should make Perception checks simultaneously If everyone enters the area at once, everyone makes individual Perception checks simultaneously because everyone entered the area at once. Having one PC bust open the door while the other PCs shield their eyes then having each PC open his ...


0

Rules as written does allow everyone to make that check, but it slows the game down and ruins things. The way my group does most checks like this is the person present who has the best skill makes the check, and if one other wants to assist then they can.


-3

If PC's have no way knowing, simply don't allow them a check outright, but "advice" them they should observe the creature a little longer. In stead of a lot of attack rolls, you're going to make a lot of (hide/move silent/spot/knowledge) skill checks first, where successful knowledge checks actually represent correct interpretation of its' behavior, in stead ...


1

If I remember correctly, skill costs are dependent on how useful a skill is for a setting. If the setting centers around the use of certain skills they should be costly, while off-center skills should be cheap so they can be used for flavor. Typically, if a skill has the potential to be a characters main 'solve problem skill' such as combat skills, magic ...


8

They stack. The misc box on the character sheet is a place for all the miscellaneous modifiers the character gets. Of course, if you were to get two bonuses of the same type they would not stack, but in this case they are different - +2 racial bonus, +3 class skill bonus = +5 in the "misc" box.


7

Skill modifier = relevant ability modifier + proficiency bonus (if proficient) + other modifiers What follows is a distillation of much of Chapter 7 of the PHB, "Using Ability Scores" relevant ability modifier: each skill is associated with an ability; you can find which either in tiny letters next to the skill on a WotC character sheet or in a chart on ...


2

That is the correct interpretation of these abilities. Raging hunter pounce gives you a full attack, which means that any abilities and effects you have that apply to full attacks apply here too. However, I do want to note that Path of War is currently undergoing errata where the high amounts of damage, particularly from full attacking initiators, is being ...


3

The correct GURPS skill for doing this is Linguistics. That's the study of the principles of languages, and you can use it to speed up learning a language from proper training materials. It's clearly the right skill for this job, but how fast you'll be able to do it depends on how much material you have in the new language, and if you have any bilingual ...


6

The Working Together rules specify that: A character can only provide help if the task is one that he or she could attempt alone. And: Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. The familiar has no special ...


3

Reading a document isn't the same as writing one, copying one, and certainly not the same as carefully forging a copy of it. If Linguistics is given as the skill one would use to forge a document, and they aren't trained in it, then it doesn't matter if the language is one which is native to the forger or not. NB: Linguistics is the skill given for forgery. ...


12

The very simple answer is that you are only trained in a skill if you have at least one skill point in it. You can read and write (and speak and listen) in any language that you know, the linguistics skill would be used if the character was trying to create a forgery (which is much more difficult that simply writing it yourself, as it needs to be presented ...


0

The key here is "Base Speed." You move at one quarter of your base land speed while swimming if you succeed in a swim check. Expeditious Retreat affects your base land speed, so it increases your swim speed as well. A person who moves at 30ft/rnd succeeds their check, they typically move at 5ft/rnd. With Expeditious Retreat, your new speed is 60ft/rnd on ...


0

I simply go with any movement type effect that doesn't specifically say it doesn't apply to the relevant movement form would extrapolate logically if there isn't a written rule. So your one leg penalty would affect swimming and climbing a little less than land speed without crutches or likely it would be virtually identical in proportion to land speed with ...


5

First off: I think you're right about the "golden rule of custom magic item creation". The headbands you're proposing to make would be much cheaper than making comparable items of add-a-competence-bonus-to-your-skill. This would seem to prohibit you from making these custom headbands, although you could still make the standard headbands of +2, +4, or +6 ...


0

No, but they could gain a standard action attack plus a full attack, all while the opponent is flat-footed. Exactly when the surprise round starts is not abundantly clear in the section on surprise. However, my understanding is that the surprise round starts either when at least one combatant from each side is aware of the other side, or when an aware ...


2

The basic answer is to make a bunch of different items in different slots. As you'll have noted, there are currently items that give skill bonuses that are associated to different slots (like the cloak of elvenkind and the boots of elvenkind). That last general rule you noted is one that most GMs could and should take seriously and cooperates with a ...


4

Because there are some magic items that allow profession checks to create them. Scrolls allow for profession (Scribe), Staves allow for profession (woodcutter), Runes allow for an applicable profession check, Wands allow for profession (woodcutter), Wondrous Items allow for applicable profession checks. I know that you can't use master craftsman to create ...


2

Because the feat Master Craftsman lacks a Special entry like, for example, the feat Skill Focus, a creature can't take the feat Master Craftsman multiple times. I've read that to expand the feat's mandate one should, if the GM allows, apply it to a very broad Craft or Profession skill like, for example, Craft (metalworking) rather than Craft (bows) or Craft ...


7

Yes The marshal needs to select the Motivate Charisma minor aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks. If the Charisma bonus that you normally add to skills did not stack with the Charisma bonus from the ability, there ...



Top 50 recent answers are included