Arcana skill optimization

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Last post

Last Update: April 2011


Optimizing Arcana

Reasons for high Arcana 



The Sage of the Ages epic destiny utility power allows for some very very beautiful things, assuming you get your arcana check high enough:

Trick of Knowledge (Utility 26)
Encounter * Arcane
Minor Action * Personal
Effect: Make an arcana check and gain a benefit based on your check result until the end of the encounter.
30 or lower: no effect
31-35: +5 to saving throws
36-40: +2 bonus to all defenses
41-45: +2 to arcane attack rolls
46-50: make saves at the beginning of your turn instead of end.
51-55: pick 2 of the below benefits
56-60: pick 3
61 or higher: pick 4


... in other words, with good optimization you will get +5 to saves, +2 to all defenses, +2 to attacks, and save at the start of your turn.


Other benefits of high Arcana
Sorcerous Vision (feat, AP): Use Arcana check for Insight and Perception checks (requires Sorcerer class or MC Sorcerer)
Suggestion (free mage utility power, HotfL): Use Arcana instead of Diplomacy
Arcane Mutterings (lvl2 encounter skill power, dragon 379): Use Arcana instead of Bluff, Intimidate or Diplomacy check
Fools Gold (lvl2 ritual, AP): Create illusionary gold, worth x100 component cost. DC to find out: your arcana check. 10 gp -> 1000gp :D
Seek Rumor (lvl2 ritual, FRPG): Substitute Streetwise with Arcana to find out everything there is to know...
Knock (lvl2 ritual, PHB): Arcana+5 instead of Thievery to open locks
Mythic Senses feat (PH3, requires Minotaur) - use Perception checks in place of initiative checks  - combine with sorcerous vision -> arcana for initiative
Cunning Artifice (Dragon 387, requires Artificer, Changeling) - use Arcana for Bluff in changeling racial power
Autohypnosis (heroic feat, Psionic Power): Use Arcana for Endurance Checks if not bloodied
Arcane Trickster (PP): Use Arcana for Athletics Checks


 


How to get it


items bonus:
iron of spite (head, phb) +6 item bonus
runic armor (armor, av2) +6 item bonus
ring of wizardry (ring, phb) +3 item bonus
mirror of secrets (Artifact, Open Grave) +2/+4/+6 item bonus (concordance dependent)
opal ring of remembrance (ring, AV): +4 item bonus
staff of psicraft(staff, phb3): +1/+2/+3 item bonus



feat bonus:
skill focus (phb) +3 feat bonus
highborn drow (Dragon 364, requires drow) +2 feat bonus
power of arcana (Divine Power, domain) +2 feat bonus
yuirwood feyfriend (Dragon 370) +1 feat bonus
bardic knowledge (phb2) +2 feat bonus
Drowning of Nhalloth (Dragon 391, requires Shadar Kai) +2 feat bonus

Power bonus:
Inspire Competence +2 power (Bard encounter or Wand of Aptitude daily power)
Good Omens (Cleric PP Divine Oracle daily util, phb): +5 power bonus
Fevered Certainty of Caiphon (warlock daily util, dragon 366): +5 power bonus
Elexir of Aptitude (consumable, AV): +1/+3/+5 to skill check, lasts 1 hour, requires healing surge
Symbol of Excellence (holy symbol, AV): +1-6 power bonus, requires daily item use
CD: Ancestral Guidance is a power bonus of +Wisdom for one check.  Requires Spirits of the Past.
CD: Divine Excellence is +2 power to you, and grants a +2 power on the same skill to you and all allies until the end of your next turn.  Requires skill domain.



Good Races:
Eldarin (phb) +2 to int, +2 to arcana
Gnome (phb2) +2 to int, +2 to arcana
Deva (phb2): +2 to int, Memory of a Thousand Lifetimes -> reroll with +1d6 bonus (+1d8 with feat)
Shardmind (phb3): +2 to int, +2 to arcana
Changeling (eberron) + feat: becomer (dragon 386): +2 int, +2 to arcana




Backgrounds
+2 (generic, phb2)
High Imaskar (FRPG): reroll arcana check, keep second result
Netheril (FRPG) +1
The Great Dale (FRPG) +1

Untyped bonuses
Paragon of Learning (ED Sage of Ages feature, AP) +6 untyped
Arcane Underpinning (PP Academy Master feature, dragon 374) +2 untyped
Dabbler (PP Jack-of-all-Trades feature, MP2) +2 untyped
Unseen Aid (Sorcerer encounter util, PHB2) +2 untyped
Mage class (for free, at level 21) +3 untyped
Disciple of Lore (heroic feat, HotFL) +1 untyped to all trained skills
Talent Shard (Consumable, minor action, PHB3)  +1 to +6 untyped
Resourceful Action (Halfling PP Halfling Scoundrel feature, PHB2) +5 untyped, requires AP
Fate of the Void (Star Pact Warlock pact boon, PHB) +1 untyped/ enemy killed
Morans Eye (P1 King of the Trollhaunt Warrens, wonderous item/implement, probably unique) +5 untyped for posession
Moonstone Sphere (E1 Deaths Reach, wonderous item/implement, probably unique) +2 untyped for posession
Head of Vyrellis (H3 Pyramid of Shadows, wonderous item/implement, probably unique) +2 untyped for posession
Tacticans Armor (Armor, AV): +1 untyped (maybe, check wording with DM)Familiar: Book imp +2 (Dragon 374)
Familiar: Crafter Homunculus +2 (Dragon 374)
Familiar: Rakshasa Claw +2 (Dragon 374, paragon) + free action item stow/retrieve (could allow to switch head slot items?)
Familiar: Skull +2 (Dragon 374)
Familiar: Greyspawn Shortfang +2 (paragon) (Dragon 374)
Familiar: Blazing Skull +2 (epic) (Dragon 374)
Familiar: Chaos Shard +2 (epic) (Dragon 374)
Familiar: Coure Attendant +2 (Dragon 290)
Relics of Creation (AV2, epic item set): +2 to +6 (depending on # of setitems)

Bonuses granted by Allies
Aid Another: +2 untyped per character helping BUT: requires standard action -> not practical
Clockwork Precision (Bard daily util, AP): aid another adds +3 untyped per character helping, but still requires standard action -> not practical
Find Another Way (Bard PP Lifesinger feature, AP) : +2 untyped for allies within 5 squares
Speak with Spirits (Shaman Class Feature, phb2) + feat Spirit Speaker: +wis bonus to skill check
Crucial Advice (Ranger Util 2, phb, encounter, immediate reaction): reroll check, with +wis power bonus, but works only on allies (not oneself)
Fatesinger Bard: Majestic Word -> roll twice, use better result
Glittergold's Gambit (Channel Divinity feat, FRPG) -> reroll attack roll or skill check
Golden Mean (Lord of Fate ED daily utility power, AP): take 10 on any check
CD: Sune's Touch is for an ally.  One ally in Close Burst 1 gets +2 power to his next skill check until the end of his next turn.

Rerolls
Potion of Clarity (consumable, AV, costs healing surge): reroll with +1 to +6 bonus
Arcane Insight (Wizard Util 2, Dragon 366, encounter, free action): reroll arcana check, use better result
Keeper's Prescience (Sage of the Ages 24 ability): roll d20 each round, switch result with any roll during that round
Dark One's Own Luck (Warlock Daily Util 6, PHB): reroll an attack roll, skill check, ability check, or saving throw
Kensei Control Action (Fighter PP Kensei feature, PHB): AP->reroll attack roll, damage roll, skill check or ability check (no extra action)
CD: Divine Fate is Revenant-only, but not tied to a deity and gives a RtB on any skill check.
CD: Imminent Luck is GOOD.  If you spend a power to reroll, and the reroll is lower, you can expend CD: ID not to expend the power.  Requires only the luck domain.  Note that this works with RtB powers.

Bonus to specific Arcana Checks
Note: These bonuses won't work with Trick of Knowledge. But they might still be of interest to get a high arcana result in other circumstances...
Consult Mystic Sages (ritual, skill:religion): Get +10 to an arcana check (specific purposes given in a list)
Arcane Ritualist (feat, AP): Get a untyped +2 bonus for one specific ritual
Foreign Memories (feat, Dragon 389): +5 feat bonus, only related to aberrant creatures
Oghmas Recall (feat/channel divinity power, FRPG): Get a +10 power bonus for a knowledge check
CD: Aureon's Instruction is RtB (reroll take better) with knowledge or monster knowledge checks until the end of your next turn.  Requires Aureon.
CD: Sure Knowledge is RtB for a knowledge check.  Candidate for an ally feat, as it's you or an ally.
Historical Revelation (enc. Skill Power): ally can reroll knowledge check
Let your Familiar also make the check: especially useful for knowledge checks (since they are free actions)




Current maximum:
15(lvl)+9(int)+6(item)+5(trained)+2(race)+2(background)+6(ED)+2(familiar)+2(PP)+3(feat)+6(items of creation)+6(talent shard) = +64

Which would allow us to always roll 65 for all 4 benefits. Or roll Insight/Perception/Bluff/Intimidate/Diplomacy/Streetwise/Thievery/Endurance/Athletics +65. And Initiative +65. And your fools gold will be more real than normal gold . But more versality is always better, since you usually don't want to optimize arcana only, more ways to get there or even higher are welcome...


You could have your friends help you on the skill check, but that only gives up to +5.

The second level encounter utility bard spell "Inspire Competence" gives you a +2 power bonus to one skill for the next check using that skill.

I bet there are some other leader utilities that give you a bonus to skill checks.
You could have your friends help you on the skill check, but that only gives up to +5.

The second level encounter utility bard spell "Inspire Competence" gives you a +2 power bonus to one skill for the next check using that skill.

I bet there are some other leader utilities that give you a bonus to skill checks.

Good ideas, i added them to the main post. I don't believe that the others will use up a standard action every combat to help your skillcheck, but the bard bonus great...
Arcane Insight (Wizard Encounter Utility 2) lets you reroll any arcana check as a free action.

Edit: Finally figured it out. You forgot to add the feat bonus. It should be +50, not +47'

This was how I did it when I first saw Sage of the Ages:
====== Created Using Wizards of the Coast D&DI Character Builder ======
AgeSage, level 30
Gnome, Wizard, Sage of the Ages
Arcane Implement Mastery: Staff of Defense
Noble Scion: Arcana
Background: Noble Scion

FINAL ABILITY SCORES
Str 12, Con 16, Dex 10, Int 28, Wis 12, Cha 15.

Starting Ability Scores
Str 10, Con 14, Dex 8, Int 18, Wis 10, Cha 11.

TRAINED SKILLS
Arcana.

FEATS
1: Ritual Caster
4: Skill Focus (Arcana)
6: Bardic Dilettante
8: Acolyte Power

POWERS
2, Utility: Arcane Insight
6, Utility: Disguise Self (retrained to Inspire Competence at Acolyte Power)

ITEMS
Spellbook, Iron of Spite (epic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======
Arcane Insight (Wizard Encounter Utility 2) lets you reroll any arcana check as a free action.

Is this a spell from Arcane Power ? (i don't have the book yet, I'm working with the information on rpg.net) the perfect power for a wizard/sage of ages.
Is this a spell from Arcane Power ? (i don't have the book yet, I'm working with the information on rpg.net) the perfect power for a wizard/sage of ages.

It's in Dragon 366. I also added to my last post the way I did this in the CB a week or two ago.
Making a friend with a Shaman will also add a hefty bonus. One of their class feature is Speak with Spirits which add a bonus to next skill check equal to their Wisdom modifier (about +9) and they have a heroic tier feat call Spirit Speaker which allow them to grant said bonus to an ally within 5 squares of them.

Since the benefits from both the bard utility and shaman power are untyped you can combine both so makes friend with both of them and you get a +11 bonus. On top of that if the said bard took the Fatesinger epic destiny, their level 24 feature is Fate's Clarity. Fate's Clarity allow the recipient of majestic word to roll twice on all attacks, saving throws, skill checks, and ability checks until the start of her next turn and use the better of the two results.
Crucial advice, ranger util 2. Reroll + wis (power bonus).

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Deva, + 1d8

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Of course, you could just multiclass into Shaman/Ranger/Bard and snag the relevant utility. Your wisdom won't be as high, but if you're an orb wizard it'll be good enough.
Of course, you could just multiclass into Shaman/Ranger/Bard and snag the relevant utility. Your wisdom won't be as high, but if you're an orb wizard it'll be good enough.

Crucial Advice is ally only. Still any ranger should have 5+ wis at that point.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

High Imaskar background lets you reroll any Arcana check.
Great, keep em coming ! Especially a way to get a item bonus without sacrificing the head slot would be perfect !

It's in Dragon 366. I also added to my last post the way I did this in the CB a week or two ago.

Ah, completely missed that power. Thank you!

Crucial advice, ranger util 2. Reroll + wis (power bonus).

Deva, + 1d8

Thanks, added it.

High Imaskar background lets you reroll any Arcana check.

Thanks, added it.

Making a friend with a Shaman will also add a hefty bonus. One of their class feature is Speak with Spirits which add a bonus to next skill check equal to their Wisdom modifier (about +9) and they have a heroic tier feat call Spirit Speaker which allow them to grant said bonus to an ally within 5 squares of them.

Since the benefits from both the bard utility and shaman power are untyped you can combine both so makes friend with both of them and you get a +11 bonus. On top of that if the said bard took the Fatesinger epic destiny, their level 24 feature is Fate's Clarity. Fate's Clarity allow the recipient of majestic word to roll twice on all attacks, saving throws, skill checks, and ability checks until the start of her next turn and use the better of the two results.

Wow, i somehow completely missed Fatesingers Clarity. Also added the other options.
Incomplete PMC build following, but its a taste of the idea I'm pulling together.

Int/Wis Deva Stalker Shaman multiclass Wizard
Paragon Path: PMC
Epic Destiny: Sage of Ages

Starting Ability Scores:
Str:10 Con:11 Dex:13 Int:18 Wis:18 Cha:8
Ending Ability Scores:
Str:12 Con:13 Dex:15 Int:26 Wis:26 Cha:10

Skills: Heal, Nature, Religion, Perception, Arcana(MC feat)

Feats: Learned Spellcaster(Arcana), Skill Focus(Arcana), Novice Power, Acolyte Power, Adept Power, Arcane Familiar(Rakshasa Claw), Nimble Spirit, Auspicious Lineage

At-Will Powers: Watcher's Strike, Spirit’s Fangs, Wizard At-Will?
Daily Powers: Wizard's Fury(with Magic Missle)?, ...

Arcana Check for Trick of Knowledge?
Level: +15 bonus
Intelligence: +8 bonus
Training: +5 bonus
Iron of spite: +6 item bonus
Skill focus: +3 feat bonus
Background: +2 bonus
Sage of the Ages: +6 untyped
Familiar: +2 bonus
Speak with Spirits: +8 bonus

Arcana Check = 1d20 + 55. Minimum of 56 at worst.

Then +1d8 from Memory of a Thousand Lifetimes if you roll low and want more bonuses, not that you really need it. Or the rerolls available from the potion, or bonuses from allies.
Incomplete PMC build following, but its a taste of the idea I'm pulling together.

Int/Wis Deva Stalker Shaman multiclass Wizard
Paragon Path: PMC
Epic Destiny: Sage of Ages

Starting Ability Scores:
Str:10 Con:11 Dex:13 Int:18 Wis:18 Cha:8
Ending Ability Scores:
Str:12 Con:13 Dex:15 Int:26 Wis:26 Cha:10

Skills: Heal, Nature, Religion, Perception, Arcana(MC feat)

Feats: Learned Spellcaster(Arcana), Skill Focus(Arcana), Novice Power, Acolyte Power, Adept Power, Arcane Familiar(Rakshasa Claw), Nimble Spirit, Auspicious Lineage

At-Will Powers: Watcher's Strike, Spirit’s Fangs, Wizard At-Will?
Daily Powers: Wizard's Fury(with Magic Missle)?, ...

Arcana Check for Trick of Knowledge?
Level: +15 bonus
Intelligence: +8 bonus
Training: +5 bonus
Iron of spite: +6 item bonus
Skill focus: +3 feat bonus
Background: +2 bonus
Sage of the Ages: +6 untyped
Familiar: +2 bonus
Speak with Spirits: +8 bonus

Arcana Check = 1d20 + 55. Minimum of 56 at worst.

Then +1d8 from Memory of a Thousand Lifetimes if you roll low and want more bonuses, not that you really need it. Or the rerolls available from the potion, or bonuses from allies.

Sadly, Sage of Ages only grants the +2 attack bonus on Arcane Powers, so you're partially wasting its effect.
Sadly, Sage of Ages only grants the +2 attack bonus on Arcane Powers, so you're partially wasting its effect.

Well, at least his minor action Magic Missle gets the benefit, so its no complete waste, and the other bonuses are useful for any class...
Sadly, Sage of Ages only grants the +2 attack bonus on Arcane Powers, so you're partially wasting its effect.

Hence the PMC. Though +5 to Saving Throws, +2 to all Defenses, and make Saving Throws at the Start of the turn is always a nice thing.

For possible At-Wills from Wizard? Still trying to decide on which one to take and set it in stone. Illusionary Ambush for Defense wise, Thunderwave for Push, Scorching Burst for AoE(7x7 feat combo), Magic Missile for Wizard's Fury, or Storm Pillar for ultimate ranged square occupation/"Threatening". Of all those, only Storm Pillar would not benefit from the +2, while Magic Missile + Wizard's Fury means at minimum of once per day it will be used every turn almost(Arcane Mastery to allow every other encounter).

That +2 to arcane attacks is still useful. That isn't even counting the probably 2 Encounter and 1-2 other Daily Wizard powers that will be in the arsenal. Very useful if the other Daily is say, Evard's Black Tentacles. Especially Evard's Black Tentacles. Have the Spirit Companion in there wailing on foes while you sustain the effect with them in the middle of it, Spirit Companions only get targeted by melee/ranged attacks.
You can get a +2 to all arcana checks from the Academy Master Paragon Path (dragon 374).
If I remeber well I've seen another paragon path that grants +2 to arcana checks as well, but dont remember which.
One solid way to get the 61+ is to get a good roll with the lv 24 feature and then just replace your arcana check if you roll low.
You can get a +2 to all arcana checks from the Academy Master Paragon Path (dragon 374).
If I remeber well I've seen another paragon path that grants +2 to arcana checks as well, but dont remember which.

Thanks, i added Academy Master.

One solid way to get the 61+ is to get a good roll with the lv 24 feature and then just replace your arcana check if you roll low.

Yes, combined with Arcane Insight you have a really good chance to get a high result, picking the best of three rolls. But more ways to get a high bonus are still good, especially the item bonus is in a really bad (that is, good for other items) slot...
Might've just come up with the solution to the head-slot problem (seeing as how in combat, we'd much rather be wearing a Phrenic Crown/Ioun Stone/Tinfoil Hat).
The familiars in Dragon 374, the Paragon Tier Rakshasa Claw in particular, might be it:
It grants a +2 to arcana, so we don't lose the book imp's bonus, it improves insight checks with +5 (cheer) and best of all: "You can retrieve or stow an item as a free action instead of as a minor action".
So at start of combat: use free actions to swap your default fightin' hat with Iron of Spite, cast Trick of Knowledge, then free action(s) to swap hats again!
It's cheesy I know, but that should work, no?
Ring of Wizardry (PHB) +3 Item Bonus to Arcana

Channel Divinity: Oghma's Recall (FRPG) +10 on knowledge checks UEONT.
(Since book wizards already multiclass to cleric for DO, is there a way to get this with Wizard as base class?)

Mirror of Secrets, Artifact (Open Grave) Depending on concordance +2/+4/+6 untyped bonus to Arcana

Highborn Drown (Dragon 364), +2 Feat Bonus

Yuirwood Feyfriend (Dragon 370), +2 Feat Bonus
Ring of Wizardry (PHB) +3 Item Bonus to Arcana

Channel Divinity: Oghma's Recall (FRPG) +10 on knowledge checks UEONT.
(Since book wizards already multiclass to cleric for DO, is there a way to get this with Wizard as base class?)

Mirror of Secrets, Artifact (Open Grave) Depending on concordance +2/+4/+6 untyped bonus to Arcana

Highborn Drown (Dragon 364), +2 Feat Bonus

Yuirwood Feyfriend (Dragon 370), +2 Feat Bonus

Thank you, i added your additions to the main post.

Might've just come up with the solution to the head-slot problem (seeing as how in combat, we'd much rather be wearing a Phrenic Crown/Ioun Stone/Tinfoil Hat).
The familiars in Dragon 374, the Paragon Tier Rakshasa Claw in particular, might be it:
It grants a +2 to arcana, so we don't lose the book imp's bonus, it improves insight checks with +5 (cheer) and best of all: "You can retrieve or stow an item as a free action instead of as a minor action".
So at start of combat: use free actions to swap your default fightin' hat with Iron of Spite, cast Trick of Knowledge, then free action(s) to swap hats again!
It's cheesy I know, but that should work, no?

If it works, it's great, and not just for this. However, i'm not really sure if you can use it like that, since a retrieved item is usually in your hand slot. Putting it into your head slot (or removing it from there) might require another action, type unknown...
"Channel Divinity: Oghma's Recall (FRPG) +10 untyped, requires hybrid cleric for channel divinty class feature"

Sorry, but the wording on Oghma's Recall says +10 power bonus to all knowledge checks, not knowledge skills, which is very different from what you are thinking it can do. While Arcana can be used to make knowledge checks for the areas it relates to (elemental, fey, shadow...), Sage of Ages specifically ask for an Arcana check to use Trick Of Knowledge.

Unfortunate, as Oghma seems a very fitting divinity for Sage of Ages.
Also, the regional benefits of Netheril and The Great Dale add Arcana to your class skill list and provide a +1 bonus to Arcana checks.
I think you really want to start out as a Cunning Bard. That lets you multiclass into Sorcerer and then pick up Sorcerous Vision(AP) as a paragon feat without sacrificing other options.

Which then lets you use Arcana skill to make Perception/Insight rolls...

Also in LFR, there's a card called "That'll Do" which lets you take 10 on any skill check - so once you get to +41, you're basically guaranteed to get +51 on it as there'll be less combats than cards at that point.
Sorry, sorry...

The Mirror of Secrets from Open Grave is not untyped, it's an item bonus.
"Channel Divinity: Oghma's Recall (FRPG) +10 untyped, requires hybrid cleric for channel divinty class feature"

Sorry, but the wording on Oghma's Recall says +10 power bonus to all knowledge checks, not knowledge skills, which is very different from what you are thinking it can do. While Arcana can be used to make knowledge checks for the areas it relates to (elemental, fey, shadow...), Sage of Ages specifically ask for an Arcana check to use Trick Of Knowledge.

Well, i'd say its an arcana knowledge check by the Sage (if you look at the fluff), but RAW you are right -> I removed it.

Also, the regional benefits of Netheril and The Great Dale add Arcana to your class skill list and provide a +1 bonus to Arcana checks.

Thank you, added to main post.

Sorry, sorry...

The Mirror of Secrets from Open Grave is not untyped, it's an item bonus.

Thanks, i moved it to the item bonus section (i don't have Open Grave myself)


I think you really want to start out as a Cunning Bard. That lets you multiclass into Sorcerer and then pick up Sorcerous Vision(AP) as a paragon feat without sacrificing other options.

Which then lets you use Arcana skill to make Perception/Insight rolls...

Definitely a good option. But its also two feats spent for for a skillcheck (sure, perception and insight are THE two skillchecks )

Also in LFR, there's a card called "That'll Do" which lets you take 10 on any skill check - so once you get to +41, you're basically guaranteed to get +51 on it as there'll be less combats than cards at that point.

Sometime someone has to explain to me what exactly Living Forgotten Realms is. I thought its just normal P&P + publishing your characters online, but there seems to be more to it...
If you are a Bard, then you will want to pick up Bardic Knowledge for a +2.

Moran's Eye gives a +5 untyped to Arcana checks, if you can use orbs as an implement. Alternate Implement Proficiency here we come!

Moonstone Sphere gives a +2 untyped bonus.
Definitely a good option. But its also two feats spent for for a skillcheck (sure, perception and insight are THE two skillchecks )

As an Epic Bard, you'll have Multiclass Mastery

Also, remember where our Arcana skill is - that's two feats for blowing away two of the most important skill checks.


Sometime someone has to explain to me what exactly Living Forgotten Realms is. I thought its just normal P&P + publishing your characters online, but there seems to be more to it...

It is a campaign run by WotC through the RPGA. Click on the link on the www.wizards.com/dnd
If you are a Bard, then you will want to pick up Bardic Knowledge for a +2.

Moran's Eye gives a +5 untyped to Arcana checks, if you can use orbs as an implement. Alternate Implement Proficiency here we come!

Moonstone Sphere gives a +2 untyped bonus.

What are these from?
A few more...

The warlocks "Dark One's Own Luck" (level 6 Daily Utility) power allows you to reroll an attack roll, skill check, ability check, or saving throw you dislike, which can include an arcana check.

The Kensei's (fighter PP) paragon path feature "Kensei Control Action (lvl 11)" allows expenditure of an action point to reroll an attack roll, damage roll, skill check or ability check instead of taking the extra action.

An ally can use Glittergold's Gambit (FRPG Channel Divinity feat) to let you reroll an attack roll or skill check.
A few more...

The warlocks "Dark One's Own Luck" (level 6 Daily Utility) power allows you to reroll an attack roll, skill check, ability check, or saving throw you dislike, which can include an arcana check.

The Kensei's (fighter PP) paragon path feature "Kensei Control Action (lvl 11)" allows expenditure of an action point to reroll an attack roll, damage roll, skill check or ability check instead of taking the extra action.

An ally can use Glittergold's Gambit (FRPG Channel Divinity feat) to let you reroll an attack roll or skill check.

Thank you, added them to the main post.

If you are a Bard, then you will want to pick up Bardic Knowledge for a +2.

Moran's Eye gives a +5 untyped to Arcana checks, if you can use orbs as an implement. Alternate Implement Proficiency here we come!

Moonstone Sphere gives a +2 untyped bonus.

Thanks, added Bardic Knowledge & Morans Eye. Where is Moonstone Sphere from ?
Moonstone Sphere is from E1 Death's Reach. For future ref, though:

http://www.wizards.com/dndinsider/compendium/database.aspx

You don't have to be a subscriber to search.
Where's Moran's Eye and what is it? Item, Feat?


Might've just come up with the solution to the head-slot problem (seeing as how in combat, we'd much rather be wearing a Phrenic Crown/Ioun Stone/Tinfoil Hat).
The familiars in Dragon 374, the Paragon Tier Rakshasa Claw in particular, might be it:
It grants a +2 to arcana, so we don't lose the book imp's bonus, it improves insight checks with +5 (cheer) and best of all: "You can retrieve or stow an item as a free action instead of as a minor action".
So at start of combat: use free actions to swap your default fightin' hat with Iron of Spite, cast Trick of Knowledge, then free action(s) to swap hats again!
It's cheesy I know, but that should work, no?
If it works, it's great, and not just for this. However, i'm not really sure if you can use it like that, since a retrieved item is usually in your hand slot. Putting it into your head slot (or removing it from there) might require another action, type unknown...

Wouldn't "retreive" also include picking up stuff from say, a table or a floor? And if so, would taking something from your head take more effort? Also, mage hand allows manipulation of items with minor actions. So worst case you sac 2 minor actions paired with some free ones to change hats...
What are these from?

Modules, P1 and E1 respectively.

Where's Moran's Eye and what is it? Item, Feat?

Moran's Eye gives a +5 untyped to Arcana checks, if you can use orbs as an implement.

Its an implement, specifically an orb.
Moonstone Sphere is from E1 Death's Reach. For future ref, though:

http://www.wizards.com/dndinsider/compendium/database.aspx

You don't have to be a subscriber to search.

Thanks !

Its an implement, specifically an orb.

And even better, for the arcana check you don't have to hold it or use it as an implement, possession is sufficient...

Where's Moran's Eye and what is it? Item, Feat?

Added item type & better location description to the main post.

Wouldn't "retreive" also include picking up stuff from say, a table or a floor? And if so, would taking something from your head take more effort? Also, mage hand allows manipulation of items with minor actions. So worst case you sac 2 minor actions paired with some free ones to change hats...

I just don't know. I haven't found the rules for donning items. Can you change your armor in battle with a minor action mage hand ? (probably not) Does it work for boots ? (probably not) Does it work for the cloak ? (maybe?)

The only clear rules i found are for drawing/stowing items between the free right hand/left hand and your inventory, or using mage hand as a free hand.
NM
Two ne'er connected possibilities ...

Consult Mystic Sages (or Consult oracle fog) ritual requires a Religion check, to get an untyped +10 bonus to Arcane checks.
Limited Time frame though, but I don't have the fine wording in front of me.

Then, there's a feat in Arcane Power that lets you sub Arcane for some other skill check.
Again, I'm foggy on the details.

If this works (and it might not) it would be a nice bump up.

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Two ne'er connected possibilities ...

Consult Mystic Sages ritual requires a Religion check, to get an untyped +10 bonus to Arcane checks.
Limited Time frame though, but I don't have the fine wording in front of me.

Then, there's a feat in Arcane Power that lets you sub Arcane for some other skill check.
Again, I'm foggy on the details.

If this works (and it might not) it would be a nice bump up.

I don't think it will. It specifically says you can use it to uncover one clue.... And you get to substitute Religion for History or Arcana.
Arcane Ritualist paragon feat, in Arcane Power. That's the one.
The feat also gives a +2 to the check.
And it can be taken multiple times, each time for a different ritual.

You get to substitute Arcane for whatever other skill check.
The skill check in Consult Mystic Sages is Religion.
So, sub in Arcane for Religion.

{ ... sorry i didn't have the details earlier ... }

There are time limits though, which might make some of the various rituals not work with this.

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Pray for my-kitty-avatar's Tail , and the tail MIGHT pray for you.

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