Author Topic: What is the easiest skill to bring to +150?  (Read 8850 times)

Offline Garloth

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What is the easiest skill to bring to +150?
« on: January 15, 2014, 03:50:12 AM »
I'm creating a character at lvl 20 and I want to turn all the people fanatical using anything as diplomacy checks via Exemplar or the perform.
Is there any reasonable way to do it besides the Jumplomancer?

Offline X-Codes

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Re: What is the easiest skill to bring to +150?
« Reply #1 on: January 15, 2014, 03:56:51 AM »
The Jumplomancer was hardly reasonable.

In any case, beyond Jump, I think Bluff is the next most ridiculously boostable skill.

Offline Garloth

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Re: What is the easiest skill to bring to +150?
« Reply #2 on: January 15, 2014, 04:02:25 AM »
It's just that another party member goes with jumplomancer, so I'm looking for another idea.

Offline ketaro

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Re: What is the easiest skill to bring to +150?
« Reply #3 on: January 15, 2014, 04:21:19 AM »
Well if max ranks in the skill and at least a +10 modifier on the stat that affects the skill is assumed, we're starting out with a +33~, +35 with cheap little masterwork tools. So all we need is a +115 more.

If you want to be super simple, be an Artificer, throw in a few crafting feats, and make 12 slotless items of +10 bonus to whatever skill you want, which would only cost you about at most 120k out of your 20th lvl budget. A few extra tricks could knock you down to 80-50k without being too bad. They can even all be the same bonus type. Afterwards, all you gotta do is cast Item Alteration (4th lvl Artificer spell) 11 times and change the bonus types to something else, even untyped to stack easier, and you're done. The spell takes 1 round to cast, but it'll last almost 2 1/2 hours at 20th. Put Item Alteration on a wand and just cast Power Surge(3rd lvl Artificer spell) from an Eternal Wand and never actually use the real charges from the Item Alteration wand.

Clean and simple. Doesn't even need full Artificer, could stop taking the class after gaining 4th level spells, or even after getting 3rd level spells, but at least 3 levels in the class to get Craft Wondrous for free and just buy the spells you need. None the less, this method could easily let you pick any skill you want without discretion. Unfortunately you are open to Disjunctions and AMFs. But then who isn't at 20th. *shrugs*

Anything else I can think of doesn't come off as simple to me. But then I just like crafting magic items too.

Offline Garloth

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Re: What is the easiest skill to bring to +150?
« Reply #4 on: January 15, 2014, 04:30:12 AM »
How much would 5 30 bonus continous alteration item cost to craft? Or I have another idea: Jumplomancer jumps in a magic gulid and orders them to make me a lot of them. This could work.

Offline ketaro

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Re: What is the easiest skill to bring to +150?
« Reply #5 on: January 15, 2014, 04:41:45 AM »
How much would 5 30 bonus continous alteration item cost to craft? Or I have another idea: Jumplomancer jumps in a magic gulid and orders them to make me a lot of them. This could work.

Technically, 90,000 gp market. But I'm pretty sure non epic skill bonuses cap out at around...either +15 or +20, I'm not sure.
That's why I just went with almost a dozen slotless thingamajigs. Because epic +'s start costing hundreds of thousands.

Going off that idea from your quote though, you could just Leadership a bunch of low level artificers to make this stuff for you and then you can literally play anything you want.
« Last Edit: January 15, 2014, 04:43:59 AM by ketaro »

Offline Garloth

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Re: What is the easiest skill to bring to +150?
« Reply #6 on: January 15, 2014, 05:12:26 AM »
My own team of artificers... That must happen! And than diplomacy on a solar for wishes. Fully renewable source of magic items.
And for the cap: http://www.dandwiki.com/wiki/SRD:About_Epic_Magic_Items says "an item with even one of these characteristics is an epic magic item. [...] Grants an enhancement bonus on a skill check greater than +30. "
The continuous alteration would be additional 96 000, is there a way to make the bouns untyped cheaper without going artificer?.
« Last Edit: January 15, 2014, 06:17:54 AM by Garloth »

Offline ketaro

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Re: What is the easiest skill to bring to +150?
« Reply #7 on: January 15, 2014, 06:58:22 AM »
Well Artificer doesn't make things cheaper, it's just granting free craft feats and the ability to pretend to have any spell you need when crafting.

There's some crafting feats and some other tricks to reduce crafting costs. Craft Reduction handbook somewhere around here.....
Making bonuses a different type than the standard enhancement type is x2 the cost.

Offline Garloth

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Re: What is the easiest skill to bring to +150?
« Reply #8 on: January 15, 2014, 07:00:49 AM »
Making bonuses a different type than the standard enhancement type is x2 the cost.
Could you provide a source for that?

Offline ketaro

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Re: What is the easiest skill to bring to +150?
« Reply #9 on: January 15, 2014, 07:58:27 AM »
Making bonuses a different type than the standard enhancement type is x2 the cost.
Could you provide a source for that?

The chart in the DMG about making custom items. Uuuuuuh, I guess I'll check the page...
Or, well, you can only do "Other" types for AC & Save bonuses as per the chart's on page 285 of the DMG's Creating Magic Items section.
But if the DM is fine with it, then it roughly comes out to x2 the price.  :-\

Offline Rebel7284

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Re: What is the easiest skill to bring to +150?
« Reply #10 on: January 15, 2014, 08:20:46 AM »
Item familiar effectively doubles your ranks in a skill as I recall.

Factotum 3 adds your Int to Str and Dex checks.  Marshal 1 adds Cha to a chosen attribute's skills.

Offline sirpercival

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Re: What is the easiest skill to bring to +150?
« Reply #11 on: January 15, 2014, 08:32:56 AM »
You can have a skill be whatever you want. Reserves of Strength + Divine Insight and make use of any number of CL boosters... my favorite is Shambling Mound for insane Con + arcane surge chain Suffer the Flesh (if you're using RoS anyway).
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Offline Ithamar

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Re: What is the easiest skill to bring to +150?
« Reply #12 on: January 15, 2014, 12:07:05 PM »
Cancer Mage for super high strength and then become a Climb-o-mancer or Swim-o-mancer?

Offline Garloth

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Re: What is the easiest skill to bring to +150?
« Reply #13 on: January 15, 2014, 12:23:16 PM »
Cancer Mage for super high strength and then become a Climb-o-mancer or Swim-o-mancer?
How to get high strength using CM?

Offline Ithamar

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Re: What is the easiest skill to bring to +150?
« Reply #14 on: January 15, 2014, 12:24:40 PM »
As I recall the trick, you contract Festering Anger which gives you more STR as the disease eats away at your body.  But Cancer Mage lets you ignore the drawbacks of the disease and just gives you the benefit.  So get infinite STR if you want.

Offline Garloth

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Re: What is the easiest skill to bring to +150?
« Reply #15 on: January 15, 2014, 12:34:09 PM »
I think that the boils could get me banned from every city I come across and/or make people run away from causing some difficulties in using examplar's ability.

Offline Ithamar

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Re: What is the easiest skill to bring to +150?
« Reply #16 on: January 15, 2014, 12:39:12 PM »
So wear a disguise?  Cast Alter Self?  :P

Offline skydragonknight

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Re: What is the easiest skill to bring to +150?
« Reply #17 on: January 15, 2014, 01:11:40 PM »
Extended Footsteps of the Divine at CL 20 can grant +400 movement speed for 1 round, plus the base increase for the deity (Fharlanghn has the highest at +50 ft).

That's +180 to your Jump for a Fharlanghn cleric (+176 for several other deities), which decreases by -4 for each turn that you wait to "pop" the boost. Add in Divine Insight, Boots of Springing and Striding, etc. and a +200 Jump modifier becomes trivial.

Ring of Spell-storing and a Cleric party member/cohort is all you need, assuming you only need the check once or twice a day.
« Last Edit: January 15, 2014, 01:19:07 PM by skydragonknight »
Hmm.

Offline Garloth

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Re: What is the easiest skill to bring to +150?
« Reply #18 on: January 15, 2014, 01:22:31 PM »
Doesn't it stack with running (run feat - speed *5)? If yes then a 7lvl could do the same.

Offline skydragonknight

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Re: What is the easiest skill to bring to +150?
« Reply #19 on: January 15, 2014, 02:07:06 PM »
The bonus to jump is based on how much your base speed exceeds 30 ft, so the Run feat won't help since it only affects how far you travel, not the actual base. You can still get around a +90 bonus at caster level 10 and a +15 (the max) from Divine Insight at that same CL. That's +105.

At level 10 (my hypothetical starting point) you'd have 13 ranks, so +118. From there you have options. Item Familiar is another 13, Boots of Springing and Striding is +9 (4 from the move increase 5 from the competence), which brings it to +140 (plus your mod - normally Strength) and you can probably find small boosts to make it from there.

Or a Bead of Karma (from Strand of Prayer Beads - individually costs 20,000 gold) can boost the caster level on Footsteps of the Divine by 4, which with extend would give another +32, bringing it to +150 (plus ability mod) on the turn it is cast, -4 for each subsequent round. If it's a PC Cleric they'll probably split the cost with you since it benefits them a ton, so it shouldn't be as expensive as it sounds.

So it's more than doable at level 10 if you're willing a spend the gold (mostly for the Ring of Spell Storing - 50,000 gold) and have a 10th level cleric available. You should be able to do it a couple levels earlier even, but you'd need to really spend most or all of your wealth by level, feats, etc. on it, so it's more theoretical than practical at that point.
Hmm.