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The Skill Monkey's Skills
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<blockquote data-quote="Timely Drought" data-source="post: 2333226" data-attributes="member: 13859"><p>Assuming I can get at least intelligence 16, I should load up on at least 12 skills. Is tumble any use for someone who wouldn't get into melee? I'm wary of climb because of spells and magical items that can do the same much better. Balance looks like one of those funky skills that no one in there right minds would pick despite having an otherwise athletic concept. Intimidate can be picked up by a tank (who probably has nothing better to do with his skills other than filling up prestige class requirements); diplomacy by the bard, cleric or paladin; miscellaneous knowledge by the wizard... I'm not sure what knowledge (local) would be good for that gather information wouldn't pick up. </p><p></p><p>Use Magic Device is missing from that list, probably the most useful skill ever. Decipher script might be fun for a game with an archeological bent. Disable device is another essential rogue skills to get by traps, along with search. Open lock unless you prefer bashing down doors.</p><p></p><p>Burglar skills: Climb, Sleight of hand, Spot, Listen, Move silently, Hide, disable device, search, open lock, escape artist.</p><p></p><p>Other sneaky skills: Forgery, Disguise, Bluff.</p><p></p><p>Forgery is one of those skills thats only good in a setting with strong bureaucracy, say Eberron if the DM plays up that aspect. Otherwise mostly useless. Disguise is better forgotten to be quickly replaced by a hat of disguise or any of many illusion or transmutation spells. Same for climb with slippers of spider climbing or better yet a cloak of arachnida.</p><p></p><p>Going for 1 or 2 levels of shadowdancer for HiPS and maybe darkvision. So also picking up perform (dance) 5.</p><p></p><p>Bluff</p><p>disable device</p><p>Gather information</p><p>Hide</p><p>Listen</p><p>Move silently</p><p>open lock</p><p>perform (dance)</p><p>search</p><p>Sleight of hand</p><p>Spot</p><p>Use Magic Device</p><p></p><p>Other essential skills that need to be picked up if the rest of the group doesnt have them: </p><p></p><p>Diplomacy</p><p>Intimidate</p><p>Sense motive</p><p>Knowledge (dungeoneering)</p><p></p><p>Other skills that might be good to have:</p><p></p><p>Knowledge (local) [assuming the campaign stays local]</p><p>Tumble (essential for a standard rogue but I'm going for ranged)</p><p>Use rope (bondage!!)</p><p></p><p>Might be worthwhile to pick up skill focus (umd).</p><p></p><p>Comments? Or even anecdotes on amusing use of skills?</p></blockquote><p></p>
[QUOTE="Timely Drought, post: 2333226, member: 13859"] Assuming I can get at least intelligence 16, I should load up on at least 12 skills. Is tumble any use for someone who wouldn't get into melee? I'm wary of climb because of spells and magical items that can do the same much better. Balance looks like one of those funky skills that no one in there right minds would pick despite having an otherwise athletic concept. Intimidate can be picked up by a tank (who probably has nothing better to do with his skills other than filling up prestige class requirements); diplomacy by the bard, cleric or paladin; miscellaneous knowledge by the wizard... I'm not sure what knowledge (local) would be good for that gather information wouldn't pick up. Use Magic Device is missing from that list, probably the most useful skill ever. Decipher script might be fun for a game with an archeological bent. Disable device is another essential rogue skills to get by traps, along with search. Open lock unless you prefer bashing down doors. Burglar skills: Climb, Sleight of hand, Spot, Listen, Move silently, Hide, disable device, search, open lock, escape artist. Other sneaky skills: Forgery, Disguise, Bluff. Forgery is one of those skills thats only good in a setting with strong bureaucracy, say Eberron if the DM plays up that aspect. Otherwise mostly useless. Disguise is better forgotten to be quickly replaced by a hat of disguise or any of many illusion or transmutation spells. Same for climb with slippers of spider climbing or better yet a cloak of arachnida. Going for 1 or 2 levels of shadowdancer for HiPS and maybe darkvision. So also picking up perform (dance) 5. Bluff disable device Gather information Hide Listen Move silently open lock perform (dance) search Sleight of hand Spot Use Magic Device Other essential skills that need to be picked up if the rest of the group doesnt have them: Diplomacy Intimidate Sense motive Knowledge (dungeoneering) Other skills that might be good to have: Knowledge (local) [assuming the campaign stays local] Tumble (essential for a standard rogue but I'm going for ranged) Use rope (bondage!!) Might be worthwhile to pick up skill focus (umd). Comments? Or even anecdotes on amusing use of skills? [/QUOTE]
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