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Underpowered INT solution - Bonus Skill Proficiencies for high INT
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<blockquote data-quote="Esker" data-source="post: 7837285" data-attributes="member: 6966824"><p>I think letting INT grant armor proficiency is too strong. What wizard wouldn't like to be proficient in medium armor at least?</p><p></p><p>Would definitely be on board with letting INT grant additional proficiency in INT-based skills, but it doesn't make a lot of sense to be able to pick Acrobatics, say. Languages, certainly; but there are so many ways to get on-demand language proficiency through magic that that's not that big an incentive. As for tools, some make more sense than others.</p><p></p><p>How about the following chargen variant:</p><p></p><p>You know a number of languages equal to your INT mod. These are in addition to language proficiencies you get from other sources. In addition, you can pick a number of skill proficiencies equal to your INT modifier, selected from Arcana, History, Investigation, Nature, Religion. These do not count against the number of skills you are proficient in by virtue of your class or background. You may choose to forego proficiency in one or more of these skills to instead gain proficiency in two tools for each skill proficiency you forego, selected from the list of artisan's tools, gaming sets, herbalism kit, navigator's tools, or poisoner's kit. You may pick the same skill or tool more than once, or pick skills or tools that you already have proficiency in from another source: if you pick a skill or tool twice, you add 1.5 times your proficiency bonus to all checks made using that skill or tool; if you pick it three times, you add twice your proficiency bonus.</p></blockquote><p></p>
[QUOTE="Esker, post: 7837285, member: 6966824"] I think letting INT grant armor proficiency is too strong. What wizard wouldn't like to be proficient in medium armor at least? Would definitely be on board with letting INT grant additional proficiency in INT-based skills, but it doesn't make a lot of sense to be able to pick Acrobatics, say. Languages, certainly; but there are so many ways to get on-demand language proficiency through magic that that's not that big an incentive. As for tools, some make more sense than others. How about the following chargen variant: You know a number of languages equal to your INT mod. These are in addition to language proficiencies you get from other sources. In addition, you can pick a number of skill proficiencies equal to your INT modifier, selected from Arcana, History, Investigation, Nature, Religion. These do not count against the number of skills you are proficient in by virtue of your class or background. You may choose to forego proficiency in one or more of these skills to instead gain proficiency in two tools for each skill proficiency you forego, selected from the list of artisan's tools, gaming sets, herbalism kit, navigator's tools, or poisoner's kit. You may pick the same skill or tool more than once, or pick skills or tools that you already have proficiency in from another source: if you pick a skill or tool twice, you add 1.5 times your proficiency bonus to all checks made using that skill or tool; if you pick it three times, you add twice your proficiency bonus. [/QUOTE]
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Underpowered INT solution - Bonus Skill Proficiencies for high INT
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