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7

From Skills Summary: Miscellaneous Modifiers Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others. Each skill point you spend on a class skill gets you 1 rank in that skill. Class skills are the skills found on your character’s class skill list. Each skill point you spend on a ...


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Yes, in the starter kit In the introduction section of the Lost Mines of Phandelver there is a primer section for new DMs which includes descriptions of what type of activities would make up the Easy, Moderate, and Hard DC check levels. Easy (DC10). An easy task requires minimal level of competence or a modicum of luck to accomplish. Moderate (DC ...


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By RAW, creatures with less than 5 ranks in Balance that attempt the Balance check are flat-footed, but not those that attempt a Reflex save. As Wesley points out in his answer, this might not actually make any sense, which is a common thing with RAW.


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This would seem to be a "judgement call". Since it rather clearly spells out the intended consequences of succeeding Those who remain standing can move at only half normal speed. and makes no reference to Balance rules beyond allowing the check, it would seem to that flat-footedness is not an intended consequence of the spell. Likely, the Balance ...


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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 ...


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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 ...


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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 ...


2

It's fortunate the scout (CAd 10-13) 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 ...


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 ...


0

Well, you've already got 7 there, so for 4 more I would go with Spot, Listen, Jump and Climb. Even though they are based of abilities that you won't have all that high, there will be many situations where the scout is the best person around to use those skills ,either because you are out on your own, or just because not many wis based classes have spot and ...


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It really depends what you want to do with the character. To me, the Scout seems like a mix of Rogue and Ranger. My wife almost always plays Rogues. I suggested she try a Scout in the current game I'm running. So, she chose skills that would let her fulfill the "Rogue role" in the party - hide, move silently, disable device, etc.


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Here is an extremely useful document for getting the most out of your stats. It has a list of feats, spells, traits and class abilities sorted by ability scores. As a lore oracle you can drop your Int and Dex to build more combat focused if you wanted to. You can add your Cha score to AC, Reflex saves, and Knowledge checks through revelations. You can also ...


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There are traits for all the physical skills(Fly and Climb) notwithstanding in Ultimate Campaign and thus with the Additional Trait feat, you could get a similar effect. Most traits come with an additional bonus of some form, to 'counter' the bonus languages of Cosmopolitan.


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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 ...


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 " ...


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 ...


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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, ...



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