It does, although if you're just adding TL, why not use the headband?
This is the solution if you want bespoke allocation of skills on a per level basis that doesn't
let you exceed your level in skill points in a given skill and goes away if you take off the item.
Here is one I prepared earlier:
Totally not broken Int booster†<tab>KEY:My Int boosting item
<tab>BONUS:STAT|INT|2|TYPE=Inherent
<tab>BONUS:SKILLRANK|Perception|floor(TL+3/4)|TYPE=GMs pet‡
<tab>BONUS:SKILLRANK|Stealth|floor(TL+1/2)|TYPE=GMs pet
<tab>BONUS:SKILLRANK|Knowledge (dungeoneering)|TL|TYPE=GMs pet
Level Perception Stealth Knowledge (dungeoneering)
1 1 1 1
2 1 1 2
3 1 2 3
4 1 2 4
5 2 3 5
6 2 3 6
I do not believe there is a way to do this in the GUI, you will have to edit a text file.
My 2c, when Paizo makes James the official FAQ writer I'll accept his forum posts
as gospel, 'til then they're just some guy's* opinion.
andrew
† The item name, key and bonus types should be read tongue firmly in cheek.
‡ ;-)
* for some value of "some guy"
--
Andrew Wilson
andrew@rivendale.net
On Sat, 2 Feb 2019, at 6:59 PM, distant_scholar wrote:
Does BONUS:SKILLRANK allow variables? Could one use BONUS:SKILLRANK|Bluff,Listen|TL to give bonus skill ranks that automatically increase with character level?
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