Pick a skill; maximize it; share ideas here

BVB

First Post
Prompted by the +45-bonus-to-bluff-skill thread the other day, I thought I'd open the topic a bit:

Pick a single skill. Maximize it (at whatever level you want) -- magic items, feats, synergies, whatever.
Share some ideas here about how you'd exaggerate ("abuse") the skill's full potential, or its more creative applications.

In the case of a maxed-out diplomacy skill, for example, is there really any need for the group to fight and kill its opponents? Supplement the skill with lots of languages and you've got a character who could single-handedly bring peace to continent.
 

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Heal

Heal: (Level + 3) Ranks, Self-Sufficient (+2), Skill Focus: Heal (+3), Synergy Bonus from Profession: Herbalist 5+ (+2), Healer's Kit (+2 Circumstance Bonus). No magic items I know of.

Total: Level + 10.
 

The most over-used skill is Spot. Well, my current GM overuses it in any case. The rogue has tons of ranks in spot, but most of the rest of us don't, so he's always seeing everything.

But I just wonder what having a +50 spot check would really do for someone.
 

die_kluge said:
The most over-used skill is Spot. Well, my current GM overuses it in any case. The rogue has tons of ranks in spot, but most of the rest of us don't, so he's always seeing everything.

But I just wonder what having a +50 spot check would really do for someone.


Super high Spot, when combined with comparable values of Search and Sense Motive, produces a Sherlock Holmes effect.
 

I don't have my handbooks handy ...
How far could a character jump at 20th level maxed, wearing Boots of Striding and Bouncing (whatever) at +5, with skill synergy(s), skill focus +3 and some acrobatic paired skill bonus +2 ... with a good tail wind?
 


Degrees of success

I use the rule on page 32 of the DM's guide: Degrees of success. In the DMG, they stipulate that it only pertains to knowledge gained, but I use it on all the skills IMC.

For example, in our last game session, the monk closed the distance between him and the critter with tumble. He beat the DC by 10 or more, so I gave him a +2 to hit on his attack following the tumble. In the same game, he tumbled besides monsters without attacking, and beat the DC by 20, so I gave him a +2 to AC until his next round.

We also use a house ruled surprise mechanic. If I ask the PC's to roll a Spot check to spot a hidden critter, and they beat it by more than 10, I might give the extra-succeeding characters a standard action before combat actually start (in effect surprising the critter).

My players really like that I do this, it gives them a reason to keep boosting skills. It is also highly cynematic, creating spectacular situations... "The monk flip-flops towards the ogre and at the last second lurches through the air with a flying kick, hitting the ogre squarely in the abdomen."

YMMV...
 

Use. Magic. Device. Just use every magic item you encounter.

Or Climb. Handholds are for losers. The champ climbs up windows (not the frames, but the class part).
 

BVB said:
I don't have my handbooks handy ...
How far could a character jump at 20th level maxed, wearing Boots of Striding and Bouncing (whatever) at +5, with skill synergy(s), skill focus +3 and some acrobatic paired skill bonus +2 ... with a good tail wind?

3.5:
Let's see: The Barbaraian1/Monk 19 has the highest speed (the boot's +10' don't help I believe) so:

Ranks: +23
Speed: +28
Skill Focus: +3
Some Feat: +2
Synergy: +2
Competence: +10 (ring of Jumping)
Str: 16+ 5( levels) +5 (Inherent) +6(Enhancement)+4(Rage)=36==>+13

Grand Total of:+81
Which means he can jump from 82-101'
Which also means that he reaches an altitude of 20-25 (1/4 of the length). Or 2d6 of falling damage (1d6 if tumble DC 15 is approved) :D

this is a far cry from the 3.0 Jump. Assuming equal skill focus (+3), the same monkey feat (+2), the character's skill modifier becomes +53. But the 3.0 ring of Jumping gave a +30 to jump (instead of +10), so: +73
Rolling a miserly 1'---->(100/30)*(74)=246.6'
Rolling a 20'---------->(100/30)*(93)=310'
Which also means that he reaches an altitude of 62-77.5 (1/4 of the length). Or 6d6-7d6 of falling damage (5d6-6d6 if tumble DC 15 is approved)

All of the above is for a running long jump.
For a running high Jump the [3.5] altitude is: 1/4 the running distance
i.e
rolling 1---->Jump 82---->20,5' up
rolling 20--->Jump 101--->25.5

In 3.0:
rolling a 1: Jump 74-->(74-10)/4+2=18'---->(100/30)*18'=60'
rolling a 20: Jump 93-->(93-10)/4+2=22.8'---->(100/30)*22.8'=75.8'
 

This is what I posted on the Monte Cook boards regarding Arcana Unearthed:

It's been days since you last saw the sun. You and your group of stalwart heroes have fought your way through the dungeon's nastiest residents. Wounded, bleeding, and tired, you know the end is near. Just one room remains, its massive double doors guarding the entrance to the dark temple, and the evil that lurks within. Fear is thick in the air, as the smell of sweat mingles with the tang of blood.

The party's Giant Warmain knocks open the doors with one massive strike of his metallic boot, and the party charges in to slay the last evil resident of these foul depths.

You stride in, almost casual in your swagger, as you tap the palm of your hand lightly.

Inside the others are fighting for their lives. The dark lord of this realm flays incendiary bursts that rip through the ranks of your friends, and the scene appears grim.

You stop, feet planted firmly on the damp stone floor. With confidence rarely seen outside the ranks of royalty, you raise your hand with keen resolve towards the Dark One, and speak. "Parlay! I demand a truce!"

Your words rebound against the walls of the temple, echoing in the sudden silence.

To the utter shock of your fellow adventurers, the Dark One complies. "Agreed. Truce. We must speak, not fight."

You wait, letting the Dark One come to you. Quiet words are exchanged, as the remainder of the party looks on dubiously, weapons still held at the ready.

After a few moments of negotiation, you announce loudly "It is agreed. He shall release the King's daughter to our care, unharmed, and trouble not the land evermore."

You've won the day, without spilling a drop of blood, against a far superior foe, to the stunned disbelief of those you travel with. But not stunned for long. As they shall surely see this happen again and again as they get to know you better. For you are the voice of the Akashic, the collective mind of all those who came before you and who live now in the world.


How?

All you need to be is a 6th level Akashic.

Charisma 16, for +3 to Charisma skill checks. 9 ranks in Diplomacy. 5 ranks in Bluff, for a +2 synergy bonus to Diplomacy checks. 5 Ranks in Sense Motive, for a +2 synergy bonus to Diplomacy check. Feats: Affinity with Skill: Diplomacy (+4 Diplomacy checks), Skill focus: Diplomacy (+3 Diplomacy), Skill Application: Diplomacy and Bluff (+2 Diplomacy), Tattoo Spell: Heightened Canny Effort (+10 to next skill check once a day), Skill Mastery: Diplomacy + several other skills (allows you to take 10 when otherwise could not). Akashic Abilities used: Skill memory (+2 to skill check), and Skill Focus Ability: Diplomacy ability (+4 to skill check).

You could also sawp out one of those for Born Leader, which is also a +4 to Diplomacy and breaks ties in your favor in a negotiation with a third party that is regarded as the same attitude as you by the target.

So, you trigger your Skill Memory, seeking words of advice from the most charismatic people of the ages. You tap your tattoo. You take 10 on a Diplomacy check, using Skill Mastery. And there you go...you have a 51 for your Diplomacy check, 1 more than necessary to change any hostile opponent to both friendly and helpful.
 

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