Daniel D. Fox
Explorer
sustain minor likely means you use a minor action to sustain an effect beyond its initial duration.
Moniker said:sustain minor likely means you use a minor action to sustain an effect beyond its initial duration.
Fifth Element said:Skill Training feat gives +2 to a skill
Lizard said:Doesn't this basically make skills meaningless?
I mean, what this all boils down to is:
a)Decide to do something.
b)The DM decides what attribute covers it (remember local history? Int. Kick down a door? Str.)
c)Roll 1d20+Attr Modifier+1/2 level to see if you do it. [1]
You can select certain broad categories of things to be very good at it. You get +5 with these.
If you want to spend a feat, you can get another +5, for a total of +10.
I honestly don't see why they bother with a skill system. You can go wholly free-form. EVERYTHING is now an untrained skill -- kick down a door, toss some darts, gamble, guzzle beer, there's no distinction between 'attribute checks' and 'skill checks'. So why bother with a skill system at all? Each DM can define, say, 15 categories of 'special uses for attributes' that fit his game, decide what attributes to base them one, and poof! All done!
[1]If I wanted to play Castles&Crusades, that's what I'd be playing.
pweent said:I see where you're getting that, but I disagree. My interpretation is that Skill Training lets you add another skill as a trained skill (in the Wizard's case, Stealth), and that the Tiefling has a +2 racial bonus to Stealth. Thus, +2 (Dex) +5 (Trained) +2 (racial) gives +9 total.
pweent said:I see where you're getting that, but I disagree. My interpretation is that Skill Training lets you add another skill as a trained skill (in the Wizard's case, Stealth), and that the Tiefling has a +2 racial bonus to Stealth. Thus, +2 (Dex) +5 (Trained) +2 (racial) gives +9 total.
Bandreus said:As far as I understand.
1: every chracter sheet clearly says "Some race and class feature are already added into the character's statistics and are not listed on the sheet". Since multiclassing is one of the yet-top-secret features of the game, odds are the warlock has some wizard training feat, but they didn't show that on the sheet willingly.
2: I'm not sure about Sustain Minor. It seems like a kind of action you can take for free when using a given skill. The Wizard's "Mage Hand" has a Sustain Minor effect too: "You can sustain the hand indefinitely".
So I think for the Curse of the Dark Dream, whether you hit or miss, you can slide the target 1 square on every round, untill he saves.
3: The Primer (point 10. Saving throws are straightforward): "sometimes your character will be hit by an ongoing effect [...] the effect will usually continue until you have to make another saving throw at the end of your next turn."
So odds are the target of an ongoing effect first have to be hit (the attack could be vs AC, ref or whatever), then he get the chance to make a saving trow at the end of his own next turn. Usually ongoing effects will be applied (not entirelly) even if the original attack misses.
A couple exemples:
The Cleric's Cascade of Light: if the target his being hit, he gains vulnerability. Save ends, but the target makes his saving trow during his next turn.
If the attack misses, the target still gets half damage, but vulnerability is not applied.
The Wizard's Sleep Spell: the target will be slowed, either it hit or miss, until the target manages to save (at the end of his next turn). If the target fails his saving throw, he falls asleep.
And that's what I can guess. Maybe people who played at the tables will confirm or denie