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Help me list spells that make skills irrelevant.
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<blockquote data-quote="James the Newbie" data-source="post: 5986429" data-attributes="member: 6692006"><p><strong>Appraise: </strong></p><p>Lots of divinations, including <u>commune with lesser spirit</u>/<u>contact other plane</u>.</p><p></p><p><strong>Craft:</strong> </p><p>To some degree <u>polymorph any object</u>. getting duration permanent by changing a stone to a statue, or iron filings into an iron sword works fine. You Can't make anything valuable though,</p><p></p><p><strong>Disable device: </strong></p><p><u>Understand Device</u> pretty much does this, might want to mix it with the <u>locate traps</u> spell.</p><p></p><p><strong>Forgery: </strong></p><p><u>Polymorph any object</u> (looks like cheese, but) there are no rules on how well you can copy something. Paper changed to paper with writing on it that perfectly duplicates documents, has duration permanent, the same with seals, wax, signatures, and just about anything else you want. Unless your DM rules its of intrinsic value.</p><p></p><p><strong>Gather Information:</strong></p><p><u>Ghost sound:</u> a lions roar travels for 6 miles. You can use ghost sound to make sound as loud as a lions roar. You can use ghost sound to transmit your voice 6 miles. If you shout offering 5 or so silver pieces, and telling the people you will use zone of truth to identify what they are saying, you would get plenty of information, very easy to mess with. Lacks subtlety </p><p></p><p>Again lots of divinations, i<u>ncluding commune with lesser spirit/contact other plane/probe thoughts</u></p><p></p><p><u>Commune with city</u> also helps</p><p></p><p>Knowledge: </p><p><u>Spiritual Advisor</u>, allows you to retry a knowledge check, and gives a +4 and lets you use it untrained. If you have an eternal want you get one attempt per party member.</p><p></p><p>Perform: It says spells can be used instead of regular performances, so to a lesser degree illusions, or anything with duration concentration could be used for this purpose, though your more likely to get a +2 from spell craft than actually convince your DM to let you substitute spell craft for perform.</p><p></p><p>Sense Motive: </p><p><u>Know motivation</u></p><p><u>Probe thoughts</u></p><p></p><p></p><p>Survival: it has been pointed out to be before <u>scent </u>is good for tracking.</p><p></p><p><u>Commune with nature</u> can help a lot.</p><p></p><p><strong>Sleight Of Hand: </strong></p><p></p><p><u>Absorb weapon</u> (for hiding and revealing weapons anyway)</p><p></p><p><strong>Spot: </strong></p><p><u>Detect evil</u> will find most hostile monsters you are going to find on your travels.</p><p><u>True seeing:</u> Deals with any trickery</p><p><u>Prying eyes:</u> if your hinting for something within one mile of you. at +1 spot per caster level, by level 15 you can find most things.</p><p></p><p><strong>Use Rope:</strong></p><p><u>Animate rope</u> (for quite a few purposes)</p><p></p><p>----</p><p>Other mentions</p><p></p><p>The classics</p><p>eagles splendor</p><p>Owl's wisdom</p><p></p><p>And other's I forget the name of, all provide a +2 bonus to any skill check due to stat increase obviously.</p><p></p><p>Wieldskill grants a bonus to all skill checks also.</p></blockquote><p></p>
[QUOTE="James the Newbie, post: 5986429, member: 6692006"] [B]Appraise: [/B] Lots of divinations, including [U]commune with lesser spirit[/U]/[U]contact other plane[/U]. [B]Craft:[/B] To some degree [U]polymorph any object[/U]. getting duration permanent by changing a stone to a statue, or iron filings into an iron sword works fine. You Can't make anything valuable though, [B]Disable device: [/B] [U]Understand Device[/U] pretty much does this, might want to mix it with the [U]locate traps[/U] spell. [B]Forgery: [/B] [U]Polymorph any object[/U] (looks like cheese, but) there are no rules on how well you can copy something. Paper changed to paper with writing on it that perfectly duplicates documents, has duration permanent, the same with seals, wax, signatures, and just about anything else you want. Unless your DM rules its of intrinsic value. [B]Gather Information:[/B] [U]Ghost sound:[/U] a lions roar travels for 6 miles. You can use ghost sound to make sound as loud as a lions roar. You can use ghost sound to transmit your voice 6 miles. If you shout offering 5 or so silver pieces, and telling the people you will use zone of truth to identify what they are saying, you would get plenty of information, very easy to mess with. Lacks subtlety Again lots of divinations, i[U]ncluding commune with lesser spirit/contact other plane/probe thoughts[/U] [U]Commune with city[/U] also helps Knowledge: [U]Spiritual Advisor[/U], allows you to retry a knowledge check, and gives a +4 and lets you use it untrained. If you have an eternal want you get one attempt per party member. Perform: It says spells can be used instead of regular performances, so to a lesser degree illusions, or anything with duration concentration could be used for this purpose, though your more likely to get a +2 from spell craft than actually convince your DM to let you substitute spell craft for perform. Sense Motive: [U]Know motivation Probe thoughts[/U] Survival: it has been pointed out to be before [U]scent [/U]is good for tracking. [U]Commune with nature[/U] can help a lot. [B]Sleight Of Hand: [/B] [U]Absorb weapon[/U] (for hiding and revealing weapons anyway) [B]Spot: [/B] [U]Detect evil[/U] will find most hostile monsters you are going to find on your travels. [U]True seeing:[/U] Deals with any trickery [U]Prying eyes:[/U] if your hinting for something within one mile of you. at +1 spot per caster level, by level 15 you can find most things. [B]Use Rope:[/B] [U]Animate rope[/U] (for quite a few purposes) ---- Other mentions The classics eagles splendor Owl's wisdom And other's I forget the name of, all provide a +2 bonus to any skill check due to stat increase obviously. Wieldskill grants a bonus to all skill checks also. [/QUOTE]
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