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2007-05-12, 07:14 PM (ISO 8601)
- Join Date
- Dec 2006
Average skill modifiers in lvl 1+ builds?
I'm looking at producing some higher-level characters from scratch, and I was wondering if there was a table or something that gave a good idea of the 'average' modifiers for a character of level X.
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2007-05-12, 07:17 PM (ISO 8601)
- Join Date
- Oct 2005
Re: Average skill modifiers in lvl 1+ builds?
How do you mean? Most builds will probably have their main skills at level + 3 + something, generally 1-10.
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2007-05-12, 07:34 PM (ISO 8601)
- Join Date
- Dec 2006
Re: Average skill modifiers in lvl 1+ builds?
Naturally, characters have the main skills that they focus on (and max out to the best of their abilities); I guess I'm asking more about the skill you take ranks in because you have points left over. Is there generally a minimum investment that you can put into a skill to make it useful?
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2007-05-12, 07:40 PM (ISO 8601)
- Join Date
- Feb 2007
Re: Average skill modifiers in lvl 1+ builds?
Yes... And No.
You have to plan your character if your starting at a high level. If you max out skills you will have HUGE gaps in others. A balanced diet works best.
I prefer that your level/2= a good minimum. Sometimes, by 2.5 might work.
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2007-05-12, 08:54 PM (ISO 8601)
- Join Date
- Dec 2006
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2007-05-12, 09:20 PM (ISO 8601)
- Join Date
- Mar 2006
Re: Average skill modifiers in lvl 1+ builds?
You're better off maxing the skills you're likely to need. D&D rewards specialization. Be the best at your chosen field, and coordinate with the other players so that there isn't too much overlap.
Once you have the skills you're going to specialize in maxed, then you can start looking for things you can do well, if not brilliantly. If you're a high-Int character, like a wizard, putting a point or two into each of the knowledge skills can be useful, since you have a chance of making 15+ or even 20+ checks, depending on your level. A few ranks into jump can give you a bit of mobility when you need it. Also look for prerequisites for any prestige classes or feats you want. You'll want to budget for those as early as possible.I am a poor man, some say I’m half crazy,
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2007-05-12, 09:30 PM (ISO 8601)
- Join Date
- Apr 2007
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- accross the street
Re: Average skill modifiers in lvl 1+ builds?
I'm going to have to agree with Jack Mann on this one.. specialization puts you one up on the enemy.. and if you're team don't all specialize the same way.. you've usually got one character that can oust the evil doers
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2007-05-12, 10:13 PM (ISO 8601)
- Join Date
- Feb 2007
Re: Average skill modifiers in lvl 1+ builds?
Any skill that requires training and meshes with your high ability scores is probably worth a point skimmed from somewhere.
Some skills, particularly knowledges, are worth taking to 5 ranks and dropping for synergy bonuses. But that's really just more specialization.
Handle Animal, Ride, Heal, and Survival have uses with fixed DCs that might justify taking only enough ranks to guarantee success on those uses...
But by far the standard is Character Level +3 points of every skill.
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2007-05-14, 01:02 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- Chicago, Il
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Re: Average skill modifiers in lvl 1+ builds?
realisticly it depends on the skill. knowledges are useful at 5 ranks with a good intelligence, and rarely needed above a +20 check for any reason (limiting hte useful ranks to about 15 generally). use magic device is much higher to use effectively, and a check of +30 is not a waste. any opposed skills are good to have at any rank. your +10 spot wizard might not catch the ranger or rogue, but he may catch the druid sneaking about.... 6 in tumble wil help a character fight defensively. 5 in bluff nets you a +2 bonus on half the social skills in game. basicly, figure out what dc you need, and shoot for that. make yourself able to succeed at hte rolls you feel the character needs to be capable of making regularly, and use the rest for fun.