| Post/Author/DateTime | Post |
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| #1RigolAug 17, 2014 15:58:56 | Looking at the rules, I see that adding new Proficiencies when you go up levels is really expensive!
You have to forego +2 worth of stat increases (at levels 4, 8 etc) just to take the Feat that allows you to add three Proficiencies.
I am building a Gnome Wizard and want him to have a nice range proficiencies in Artisan's Tools, for flavour as much as anything else. But it's a bit frustrating to have to sacrifice, say, +2 Intelligence just to add something like Profiency in carpentry, woodworking and jeweller's tools.
Am I missing something? Thanks for any views.
Mike |
| #2JC999Aug 17, 2014 16:07:17 | Just being a Rock Gnome will give you proficiency with Tinker's Tools, the Guild Artisan background will give you a second set, and beyond that you can use downtime training (PHB Page 187) to pick up more tool proficiencies over time. |
| #3TiaNadiezjaAug 17, 2014 16:07:49 | Look at the downtime rules. 250 GP, 250 days, tool proficiency. |
| #4KugnarAug 17, 2014 16:17:36 | 250 days is a huge amount of time though. I've never been in or run a campaign that has that much bumming around in it-the most we ever had was 1 month to heal from some nasty lingering wounds while our wizard set up an alchemy lab. |
| #5MechaPilotAug 17, 2014 16:20:40 |
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| (Reply to #5)Rigol |
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| #7KugnarAug 17, 2014 16:31:23 |
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| #8MechaPilotAug 17, 2014 16:35:34 |
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| #9Sword_of_SpiritAug 18, 2014 15:20:22 |
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