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I'd imagine that the intent wqs, it's in the culture of those that follow that domain. As a result the skill ranks remain & are effective, but the reason the character has ranks is because they were raised around individuals who have ranks in that skill. It could certainly be different dependent on the game your in, but to me that makes sense.


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They cannot put more ranks in that skill until the cross-class maximum exceeds their current ranks, but they keep the ranks they have. Player’s Handbook pg. 62 SKILLS AT HIGHER LEVELS [...] If you have not maxed out a skill, you can spend extra skill points on it and increase its rank further. First, find out what your character’s ...


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No, there are not definitive Craft skills for each item Items can be crafted using any of a variety of skills. For example, Craft(Weaponsmithing) and Craft(Blacksmithing) could both be used to forge a sword, as could Craft(Weapon Making) and Craft(physical objects), but not Craft(Things that start with 'X') [though you could make a case for it, since they ...


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As far as I am aware there is no generic definitive and comprehensive list of Craft(X) or Profession(Y) skills for one obvious reason - there is no limit to human creativity. If a campaign requires dirigibles then its probably going to need Craft(Dirigible) and Profession(Dirigible Pilot) and a decision would be needed if they granted synergy to each other. ...


3

Disclaimer: it seems to me that juggling has little/no effect on the battle itself, therefore this answer concentrates on the mechanics of throwing, leaving juggling itself as fluff (covered by Perform/Tumble I suppose). Without any feat A character may throw a weapon it has in hands as a Standard Action, however getting said weapon in hands requires a ...


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I suggest you carefully read through Chapter 7 of the Player's Handbook (PHB) or Part 2 of the players basic rules. An explanation on proficiency bonuses can be found on page 173 of the PHB or page 57 of the basic rules. An explanation on the relevant numbers you need for ability (skill) checks can be found on page 174 of the PHB or page 58 of the basic ...


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The basic rules are laid out well in wraith808s answer. But to sum up: Items may provide skill bonuses Item bonuses can be derived from quality/material and/or magical enchantments I'd like to add a point on the bonus stacking you mentioned... Infinite skill bonus loop? (Skyrim anyone?) Now, I see the problem you brought up in the case of smithing ...


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In D&D it has no name, because it's not part of the game’s rules — you made it up, much like many other GMs before you have made it up. There are other games that include this mechanic though; some games call it a “graduated” roll, others call it an “open” roll, and others yet might call it something else. Some games feature degrees of success as a ...


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If you think about it, there must be a DC set; if Dave had rolled a 1 what would he have seen? The inside of his eyelids probably. What is generally going on is that the DM is setting multiple DCs: DC10 See webs DC15 See spider DC20 See gems in web etc. Does it have a specific name? No Personally, I call it "Jennifer". You might prefer "check vs ...


1

This is a technique you can use as a DM, it appears in the DMG, page 242, under Resolution and Consequences: Success at a cost This suggests that by failing a roll with 1 or 2 lower than the set DC that you still succeed but with complications such as succeeding on a fireball DEX save but being knocked prone by the explosion. Degrees of failureThis ...


3

The answer to the question at hand rests in Treasure Companion - Item #5811P (hereafter referred to as TC). You have to construct the item to be based on skill bonus, rather than weapon or defense bonus, which does involve more effort, and is specific to the item- rather than just automatic. First, let us refer to TC44 Objects — Objects are any items ...


3

All skill checks are Ability checks in 5th edition, however, most character sheets include a section for skills and saving throws. These fields are just compilations of the bonuses that are included for ease of reference. Your stealth skill, for example, is a Dexterity check so you use your Dexterity modifier when you roll a check (+3 in your case). If you ...


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(All references from D&D Player’s Basic Rules v0.2) In fifth edition you don't have a stealth modifier per se. When you make an ability check, you add your ability modifier (Dex) but if you are proficient in the relevant skill (Stealth) then you also add your proficiency bonus. Sources: Page 4 Roll the die and add a modifier. Roll a d20 and ...


4

They are similar in theory, but different in application. First, lets take a close look at the wording of each. Conceal Spellcasting If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell. Sleight of Hand When ...


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Wish has a very specific, limited list of things it definitely can do safely: Duplicate spellcasting (up to certain levels based on class) Undo many spells and heal many afflictions, up to and including death, as stated in those spells and in wish itself Create a nonmagical item of up to 25,000 gp Create a magical item or upgrade a magical item1 Grant ...


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Exceedingly unclear The rules never really say. Speak Language is listed like a skill, and you put skill points into it like a skill, and it can even be a class skill, but you don’t really end up with ranks in it, so it’s kind of impossible to say. The DM has to make a choice. For what it’s worth, the best information we’ve got is this: You can ...



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