Zurai
First Post
Some uses of both Nature and Dungeoneering - relating to finding what you need - also take 1 hour.Sadrik said:Streetwise requires an hour to go and talk to the locals this is far different than nature or dungeoneering.
Some uses of both Nature and Dungeoneering - relating to finding what you need - also take 1 hour.Sadrik said:Streetwise requires an hour to go and talk to the locals this is far different than nature or dungeoneering.
Except in 3.5, "Knowledge: Local" was commonly used to obtain monster information about humanoids.Mistwell said:Streetwise DID combine two skills: Gather Information, and Knowledge: Local.
I'm with this guy.webrunner said:Here's something to ponder:
It's called Streetwise but it's based on Cha. Wouldnt that make it Streetcharismatic?
Here's another something to ponder:webrunner said:Here's something to ponder:
It's called Streetwise but it's based on Cha. Wouldnt that make it Streetcharismatic?
And what about cracking wise?Zurai said:Here's another something to ponder:
Is a wiseguy wise, or charismatic?
The parties rogue first leads the party to the hidden temple of Kord (streetwise: hard DC) where the cleric uses his Religion knowledge to sympathise with the resident priest and the wizard uses diplomacy to get info A.
Next the rogue leads the party to the city's dungeon's (streetwise: easy DC) where the fighter intimidates a prisoner to get info B.
Finally the rogue searches for the local thieves guild (streetwise: hard DC) but fails the check. He was hoping to bluff his way into finding out info C but the party will carry on without it...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.