Is Skill Mastery good? When can you take 10 normally?

Tessarael

Adventurer
How good is Skill Mastery and which skills is it most useful for? And is my interpretation of when you can take 10 correct?

My thoughts:

If you need to make multiple rolls with a skill, that you can't take 10 on, Skill Mastery becomes very helpful. In 3.5, using Tumble to get past multiple opponents in combat is a good example of this. Otherwise, looking at the odds, Skill Mastery is not better than putting an extra 2 to 3 skill points in the skill.

What skills is Skill Mastery useful for? (Just covering some of the skills here ...)

Bluff, Diplomacy, Intimidate, and Sense Motive - if you want to feint in combat, being able to take 10 with Bluff is quite useful. Outside of combat, can you take 10 on Bluff, Diplomacy, Intimidate, or Sense Motive? I assume not, so Skill Mastery can be useful with these skills.

Balance and Climb - I think you can take 10 when balancing or climbing, if not under attack. So Skill Mastery only becomes useful if by taking 10 you can make a check to catch yourself when falling or to catch a falling character.

Disable Device, Open Locks, and Search - you can take 10 (unless you're being attacked etc. while trying to do this) so no need for Skill Mastery.

Escape Artist - you can take 10, and if you have enough time, you can take 20 - unless you're being attacked while trying to escape your bonds. Escape Artist can be used to escape a grapple, which is the only time when Skill Mastery will be helpful with this skill.

Gather Information - you can normally take 10 with this skill, so no need for Skill Mastery

Hide and Move Silently - "when your character is not being threatened or distracted" - well if you haven't yet been seen, it would seem that you can take 10 with these skills, so Skill Mastery is not important. I think it would matter when you try to create a diversion to hide, and possibly when you snipe and try to hide again after taking a shot.

Jump - can you take 10 when trying to jump a chasm or between buildings? If you're not threatened, I guess so ... (same logic as Climb) ... so Skill Mastery is not important here, except when you use Jump in threatening or distracting situations.

Listen and Spot - unless your under duress, it would seem by the rules that you can take 10 on these skills (e.g. when on guard duty), so no major need for Skill Mastery unless you need to see or hear something in a combat situation or similar.

Ride - in combat, Skill Mastery in Ride could be quite useful for many of the ways of using ride (e.g. Leap, Fight with Warhorse).

Sleight of Hand - I assume that you are under duress when trying to pick-pocket someone, so you can't take 10 in that situation. Hence Skill Mastery is useful with Sleight of Hand.

Tumble - you can't take 10 when falling or in combat, and in combat you have to make multiple rolls, so Skill Mastery in Tumble is very useful

Other articles that may be of use when considering which skills you can take 10 or take 20 with:

http://www.seankreynolds.com/rpgfiles/misc/take20.html

3.5 PHB has rules on page 65 for taking 10 and taking 20.

So what does everyone else think?
 

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Skill Mastery is GREAT for things like Bluff, Disguise, Sense Motive, and Use Magic Device. With high ranks in Use Magic Device, you never need to worry about mishaps or anything of the sort. With high ranks in Disguise, you never need to worry about going in looking like your target's most hated enemy by accident. Bluff and Sense Motive should be no-brainers, assuming you've got decent scores in each.
 

UltimaGabe said:
Skill Mastery is GREAT for things like Bluff, Disguise, Sense Motive, and Use Magic Device. With high ranks in Use Magic Device, you never need to worry about mishaps or anything of the sort.

Considering that the Use Magic Device description (pg. 86) specifically says that you cannot take 10 with Use Magic Device, I don't think Skill Mastery will help with that skill.
 

shilsen said:
Considering that the Use Magic Device description (pg. 86) specifically says that you cannot take 10 with Use Magic Device, I don't think Skill Mastery will help with that skill.

They only state that because the majority of other skills, such as Search, Open Lock, and Climb CAN be used with the Take 10 option- whereas Use Magic Device can't. For all intents and purposes, 90% of players will NEVER be able to take 10 on Use MAgic Device checks.

Rogues with the skill mastery feat, however, are quite an exception. One would never guess that you could take 10 on a Sense Motive check, but the Skill Mastery description specifically states that you can take 10 on a skill check even when you normally couldn't. The Use Magic Device description says nothing that prohibits its use in conjunction with Skill Mastery, and for that reason I'd rule that it is feasible. (Some might say that it specifically states that you can't take 10 on it, EVER, but I strongly believe that that's only a clarification so that all of the Bards and Low-level Rogues don't walk around taking 10 on every wand they find to try and activate it. Once again, Skill Mastery is a VERY rare exception to the rule.
 

UltimaGabe said:
Skill Mastery description specifically states that you can take 10 on a skill check even when you normally couldn't.
...
The Use Magic Device description says nothing that prohibits its use in conjunction with Skill Mastery, and for that reason I'd rule that it is feasible. (Some might say that it specifically states that you can't take 10 on it, EVER, but I strongly believe that that's only a clarification so that all of the Bards and Low-level Rogues don't walk around taking 10 on every wand they find to try and activate it. Once again, Skill Mastery is a VERY rare exception to the rule.

Are you sure? Skill Mastery says only that "she may take 10 even if stress and distractions would normally prevent her from doing so" (and also "the rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions"). It it quite different from what you say about UMD.

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Back to original question, I think that combat is the most common "stress or distraction" which prevents to take 10 in a skill, but also quite important are when escaping or infiltrating a guarded area. For this reason, Skill Mastery works great at least with the following:

Balance
Bluff (especially feinting or creating a diversion to hide)
Climb
Concentration
Decipher Script*
Diplomacy*
Disable Device*
Disguise*
Escape Artist
Forgery*
Handle Animal (handle or push)
Heal (first aid, or short-term tending)
Hide
Intimidate*
Jump
Move Silently*
Open Lock*
Ride
Search*
Sleight of Hand*
Spellcraft*
Survival (tracking)*
Swim
Tumble
Use Rope

*mostly out-of-combat

I have my own issues with Listen and Spot, therefore I am still not sure about them. Some particular uses of other skills may apply but it doesn't come to my mind at the moment.
 

UltimaGabe said:
Rogues with the skill mastery feat, however, are quite an exception. One would never guess that you could take 10 on a Sense Motive check, but the Skill Mastery description specifically states that you can take 10 on a skill check even when you normally couldn't.

If that's exactly what the description did say, you'd have a point. But it doesn't. As Li Shenron posted above, it says that the rogue "may take 10 even if stress and distractions would normally prevent her from doing so". Stress and distractions aren't what's preventing taking 10 with UMD, but the specific rule that UMD can't be used that way. So Skill Mastery is irrelevant.

The Use Magic Device description says nothing that prohibits its use in conjunction with Skill Mastery, and for that reason I'd rule that it is feasible.

It doesn't have to say anything. It specifically says you cannot take 10 with the skill, so Skill Mastery is irrelevant to the skill anyway.

(Some might say that it specifically states that you can't take 10 on it, EVER, but I strongly believe that that's only a clarification so that all of the Bards and Low-level Rogues don't walk around taking 10 on every wand they find to try and activate it. Once again, Skill Mastery is a VERY rare exception to the rule.

"You cannot take 10 with this skill" is the same as "You cannot ever take 10 with this skill", in my estimation.
 

I think Skill Mastery is worth it as soon as you have enough ranks in your most frequently used skill(s) that you don't ever need to roll better than 10.

Somewhere around the +15 range (which isn't necessarily 15 ranks, of course) so that you can hit DC25 reliably. DC30 is even better.

Tumble and Disable Device, probably the two I would use most often. Being able to "buy" a guaranteed success with these skills will keep your rogue alive, which makes Skill Mastery worth it right there.

Again, basically I would get it just to avoid ever failing those two key skill rolls with an untimely "1," or, as they say,
"S*H*1*T!"
:D


Wulf
 
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