Max Skill


Rules Questions

Sczarni RPG Superstar 2012 Top 32

At 20th level, how can I further boost a skill check attempt?

Skill Focus (?)
Feat that gives +4 after 10th level
???

Liberty's Edge

The Skill Focus feat already does this. How high do you need the skill to go, anyway?


Headband/belt, tome/manual, and potion of the appropriate ability score.
A friendly 19th level bard inspiring competence. (+6 competence)
Greater Heroism. (+4 morale)
Moment of Prescience if it's an opposed check. (+CL insight, max +25)
Warrior of Holy Light paladin's shining light ability. (+2 sacred)
A witch's Fortune hex (not a bonus, but you roll twice and take the better roll).

The Exchange

Epic Skill Focus [Epic] (Epic Level Handbook)
Prerequisite: 20 ranks in the skill selected.
Benefit: You gain a +10 bonus on all skill checks with that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different skill.

---

LIMITLESS POTENTIAL [EPIC] (Epic Feats & Familiars)
You have a certain area where there’s no limit to what you can potentially do.
Prerequisite: Epic Skill Focus.
Benefit: Choose a skill that you have taken the Epic Skill Focus feat for; you no longer have a limit to the maximum number of ranks you can purchase in that skill.
Normal: You may only have a maximum number of ranks equal to 3 + your level in a class skill, or half that number in a cross-class skill.


Skill focus give you +6 to skill check. A lot of skills have feat that gives +4 to two skill like Stealthy for Stealth and Escape if I remember right. Then magic items depending on the skill. Like greater shadow armor give +15 to stealth or a Circlet of Persuasion that gives you +3 on any Charisma based skill check.

Owner - House of Books and Games LLC

Don't forget magic items. Skill-based magic items are dirt cheap, and they don't go epic until they grant a bonus of more than +30.

So, you can get a +30 competence bonus for 90,000gp (30x30x100), and a +30 non-competence bonus for twice that, or 180,000gp (note that I'm assuming a non-competence bonus is 2x).


Thomas LeBlanc wrote:
At 20th level, how can I further boost a skill check attempt?

Do you have a particular skill in mind? Some skills have specific ways to improve them.

Sczarni RPG Superstar 2012 Top 32

Blueluck wrote:
Do you have a particular skill in mind? Some skills have specific ways to improve them.

Not particularly, I have been invited to join a high level campaign and I was wondering just how high I could boost some skill checks.

Thanks for all the info! Especially to Sizik and gbone.


gbonehead wrote:
Skill-based magic items are dirt cheap, and they don't go epic until they grant a bonus of more than +30.

I'm a bit lost here.

I know that there are rules to limit the maximum enhancement bonus on a weapon/armor/shield (CL/3).
However, I don't remember seeing a limit on the skill bonuses (while we're at it, is there a limit to ability bonuses, too?)
Can someone point the bit of rule to me?

As it is, the PRD don't give limits, so I can, obeying the rules, make a Spellcraft+5 item which would be raised to +50 step by step, followed by a Wisdom+20 thingy. The GM might not follow, though.

Additionally, are there rules to make skill bonuses with another type than "competence" (and ability bonuses beside "enhancement")?


Within the Pathfinder rules set it is implied that the upper limit on a skill bonus from a non-epic item is a +15 competence bonus. Given just how gawdsawful a bonus this is, I *highly* recommend sticking to the existing magical items in the Core Rulebook for your goodies. That will spend more than enough of your gp allowance as is.

If you do go "outside the box" with a GM you don't know or have VERY clear house rules as regards selecting your swag, be prepared to swap out for a more "standard" gear set.

You also usually need to have the # of ranks of (Skill X) to enchant a matching competence bonus into the item.

Note that the default magic item pricing also presumes that the item - if permanent - uses one of the item slots. So your +15 non-competence bonus non-slotted item just suddenly jumped over the 200k gp cap.

EDIT: It is generally assumed (as far as I can tell) that when you have a "starting gp allowance" (or whatever) to select your magic items with, you do NOT get to apply the benefits of any item creation feats your character might have.

In other words, no doubling your gp for YOU. Caveat: GM provided house rules that indicate otherwise. If so, feel free to cheese-monkey the snot out of them ... come in with a few golems, that kind of thing.


Turin the Mad wrote:

Within the Pathfinder rules set it is implied that the upper limit on a skill bonus from a non-epic item is a +15 competence bonus. Given just how gawdsawful a bonus this is, I *highly* recommend sticking to the existing magical items in the Core Rulebook for your goodies. That will spend more than enough of your gp allowance as is.

If you do go "outside the box" with a GM you don't know or have VERY clear house rules as regards selecting your swag, be prepared to swap out for a more "standard" gear set.

You wrote "implied"... (1) I don't see where it is implied, and (2) if it's implied, then it's not written, then it's not "rules-as-written".

I'm thinking about crafting, so the existing items are seen more like guidelines.

Same for the items' location on the body: the existing items have specific ones, but a crafter can adapt things.

Sure, a given character might be retooled when switching GMs.

Note that I agree with your ideas, I'm just checking the rules.

Last question: suppose that I'm crafting an item delivering two spells in one action (for instance, Enlarge Person and Lead Blades). Are there rules supporting this? Are there rules (cost multiplier et al.) for changing the type of action needed (swift instead of standard, for instance)?

Thanks for your input.

EDIT: no doubling? how sad ;-) I can still apply the 30% cut from "class restriction" and the 5% from "hedge magician" and maybe the 25% from that 3.5 feat I'm not remembering the name of right now. But but but... you wrote "assumed" again :-)

And I wouldn't craft a "permanent" +50 spellcraft item ever. I'd make it a "once-per-day" thing. You know, like, when you have to make that craft check ;-)

And I probably don't need to have the same skill score to make an item. Ultimately, I can even waive it with a DC+5.


If your GM is allowing Traits, many will grant a +1 trait bonus to a skill. It isn't much, but every little bit helps.

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