Comprehensive Skill Substitution List

-- -- 4e Character Optimization
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Name
Type
Source
Level
Req
Skill
Replaces
Notes
Master Communicator|Feat|DR385 68|
|Half-Elf|Diplomacy|Arcana|Comprehend Languages
Fey-Minded|Feat|DR384 36|
|Nature trained|Nature|Arcana|Fey monster knowledge checks
Mark of Detection|Feat|EPG 90|
|
|Perception|Arcana|detecting magic
Cunning Artifice|Feat|DR387 33|
|Changeling, changeling trick, artificer|Arcana|Bluff|changeling trick
Initiate of Three Masks|Feat|DR382 30|
|Changeling, assassin|Stealth|Bluff|changeling trick
Friendly Deception|Feat|ArP 127|
|Bard, words of friendship|Bluff|Diplomacy|Words of Friendship
Words of Wrath|Feat|DR396|
|Bard, words of friendship|Intimidate|Diplomacy|Words of Friendship
Autohypnosis|Feat|PsP 130|
|Psionic class, Arcana trained|Arcana|Endurance|While not bloodied
Sorcerous Vision|Feat|
|11|Sorcerer|Arcana|Insight|
Sorcerous Vision|Feat|
|11|Sorcerer|Arcana|Perception|
Arcane Ritualist|Feat|ArP 130|11|Arcane class|Arcana|Ritual Skill|One ritual only
Dungeon Experience|Feat|DR385 80|
|Dungeoneering trained|Dungeoneering|Thievery|Disable Traps/Open Locks
Cord of Elusive Thoughts|Item|PsP 159|18|Uncommon|Arcana|Acrobatics|Escape checks
Cord of Elusive Thoughts|Item|PsP 159|18|Uncommon|Arcana|Athletics|Escape checks
Vecna's Puzzle Box|Item|AV2 127|30|Uncommon|Arcana|Religion|Divination rituals
Nimble Shoes|Item|PsP 158|12|
|Athletics|Acrobatics|
Soaring Blade|Paragon Path|PsP 76|11|Monk, Acrobatics trained|Acrobatics|Athletics|Jumping
Arcane Trickster|Paragon Path|MP2 72|11|Rogue, Arcana trained|Arcana|Athletics|
Phantasmagoric Scoundrel|Paragon Path|DR386 17|16|Arcana and Bluff or Thievery trained|Arcana|Bluff|1/encounter
Phantasmagoric Scoundrel|Paragon Path|DR386 17|16|Arcana and Bluff or Thievery trained|Arcana|Diplomacy|1/encounter
Insightful Negotiator|Paragon Path|DR385 8|16|Dragonborn, divine class|Insight|Diplomacy|
Phantasmagoric Scoundrel|Paragon Path|DR386 17|16|Arcana and Bluff or Thievery trained|Arcana|Intimidate|1/encounter
City Dweller|Skill Utility|PHB3 176|6|Streetwise trained|Streetwise|Acrobatics|In urban environment, daily power
Secrets of the City|Skill Utility|DR389|2|Streetwise trained|Streetwise|Arcana|In settlement after succeding 1st streetwise check
City Dweller|Skill Utility|PHB3 176|6|Streetwise trained|Streetwise|Athletics|In urban environment, daily power
Arcane Mutterings|Skill Utility|PHB3 165|2|Arcana trained|Arcana|Bluff|Encounter Power
Arcane Mutterings|Skill Utility|PHB3 165|2|Arcana trained|Arcana|Diplomacy|Encounter Power
Fast Talk|Skill Utility|PHB3 167|6|Bluff trained|Bluff|Diplomacy|Re-roll
Try the Stick|Skill Utility|PHB3 172|6|Intimidate trained|Intimidate|Diplomacy|Encounter Power
Secrets of the City|Skill Utility|DR389|2|Streetwise trained|Streetwise|History|In settlement after succeding 1st streetwise check
Secrets of the City|Skill Utility|DR389|2|Streetwise trained|Streetwise|Intelligence|In settlement after succeding 1st streetwise check
Arcane Mutterings|Skill Utility|PHB3 165|2|Arcana trained|Arcana|Intimidate|Encounter Power
Fast Talk|Skill Utility|PHB3 167|6|Bluff trained|Bluff|Intimidate|Re-roll
Damning Secret|Skill Utility|DR389|2|Insight trained|Insight|Intimidate|Must share language
Stonecunning|Skill Utility|PHB3 168|6|Dungeoneering trained|Dungeoneering|Perception|Underground
City Dweller|Skill Utility|PHB3 176|6|Streetwise trained|Streetwise|Perception|In urban environment, daily power
Secrets of the City|Skill Utility|DR389|2|Streetwise trained|Streetwise|Religion|In settlement after succeding 1st streetwise check
Improvisational Arcana|Skill Utility|PHB3 167|
|Bluff trained|Bluff|Ritual Skill|Daily Power
Deep Shadows|Skill Utility|PHB3 168|2|Dungeoneering trained|Dungeoneering|Stealth|Underground
City Rat|Skill Utility|PHB3 175|2|Streetwise trained|Streetwise|Stealth|In urban environment, encounter power
Kord's Force|Skill Utility|DR392|6|Athletics trained|Athletics|Strength|Encounter Power
Legend Lore|Skill Utility|PHB3 170|2|History trained|History|Arcana|Encounter Power
Legend Lore|Skill Utility|PHB3 170|2|History trained|History|Religion|Encounter Power
Legend Lore|Skill Utility|PHB3 170|2|History trained|History|Nature|Encounter Power
Legend Lore|Skill Utility|PHB3 170|2|History trained|History|Dungeoneering|Encounter Power
All-Encompassing Nature|Utility|DR386 35|2|Druid|Nature|Arcana|Encounter Power
All-Encompassing Nature|Utility|DR386 35|2|Druid|Nature|Dungeoneering|Encounter Power
All-Encompassing Nature|Utility|DR386 35|2|Druid|Nature|Religion|Encounter Power
Mighty Leap|Utility|MP2 9|2|Fighter|Athletics|Acrobatics|Reducing falling damage
Suggestion|Utility|HotFL 203|
|Wizard|Arcana|Diplomacy|Encounter Power
Spook|Utility|HoS 99|
|Wizard|Arcana|Intimidate|Encounter Power







So, of course I'm sure that I've missed tons. This was created with the goal in mind to be able to condense almost all skills checks onto one or two skills. I'm also sure there is a much easier way to display a table like this. Feel free to post away with more feats, items, and mistakes. I've sorted the table according to the skill being replaced.
Nimble Shoes, PsP 158, lv 12, replace athletics with acrobatics
Nice work, though I would recommend breaking the list down into categories (Items, paragon paths, powers, feats etc).
So... basically Arcana is the greatest skill there is.

Fun question, how many of these things can you chain together on a character?

i.e Use Improvisational Arcana to replace Religion from a ritual with Bluff, then use Initiate of Three Masks to replace Bluff with Stealth, then use Deep Shadows to replace Stealth with Dungeoneering, then use All-Encompassing Nature to make a Nature check to perform a religion ritual.

Laz 
Bonus points if you find a way to do a full circle substitution so that, at the end of the chain, you're using the same skill you started with.
Nimble Shoes, PsP 158, lv 12, replace athletics with acrobatics


Added.
Nice work, though I would recommend breaking the list down into categories (Items, paragon paths, powers, feats etc).


Done.
So... basically Arcana is the greatest skill there is.

Fun question, how many of these things can you chain together on a character?

i.e Use Improvisational Arcana to replace Religion from a ritual with Bluff, then use Initiate of Three Masks to replace Bluff with Stealth, then use Deep Shadows to replace Stealth with Dungeoneering, then use All-Encompassing Nature to make a Nature check to perform a religion ritual.

Laz 


That's actually the goal of a bard build I'm going to post soon. Nature is actually the best one out there, because with the Druid utility, it can replace arcana (and everything arcana replaces) as well as Dungeoneering and Religion. This is what I have so far:

All-Encompassing Nature
Sorcerous Vision
Arcane Mutterings
Arcane Trickster 
Autohypnosis

This gives us Arcana, Religion, Dungeoneering, Perception, Insight, Endurance, Bluff, Diplomacy, Intimidate, and Athletics all under Nature. Note that this is an encounter power, so some way to recover spent utility powers of level 6 or lower is a big necessity to the build. 

For those not keeping track, this means I still have Acrobatics, Heal, History, Stealth, Streetwise and Thievery to get onto Nature. 
I saw this a few weeks ago - plugged it into the CB and it worked like a charm. Filling in the rest of the slots with good Rogue stuff makes the in-combat application not useless, either!

You have untrained skills and you call yourself a skills monkey? ;)

Eladrin Thief/Sorcerer/Jack of All Trades


Str 11, Con 11, Dex 24, Int 14, Wis 9, Cha 18
Prison Conversion Background
Level 16

Trained Skills: Acrobatics+25, Arcana+22, Bluff+22, Diplomacy+22, Dungeoneering+17, Endurance+18, Heal+17, Intimidate+22, Nature+17, Stealth+25, Streetwise+25, Thievery+25
Tagged to Trained Skills:
Athletics+25, History+25, Insight+22, Perception+22, Religion+25
Untrained Skills:
Nada.

Feat 8: Disciple of Lore
Feat 10: Arcane Prodigy
Feat 11: Sorcerous Vision
Utility 2: Secrets of the City
Item 2: Ioun's Revelation
Item 12: Nimble Shoes



There's an streewise->arcana ritual (?).
As well as thivery->arcana (knock).

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.

Goal #1 --- PC winning their own participation in all skill challenges
Goal #2 --- PC insta-buffing Party to win all skill challenges
Goal #3 --- PC winning all skill challenges on their own, by-passing Party participation



There's a few thingies in the MP2 Martial Practices.
iirc I made a thread about one of them, basically 3e UMD for 4e.
No access, so details are idk.

*** Wizards will be shutting down the forums and deleting information/threads, effective October 29, 2015. ***

 

 

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

As far as I can push:
Tiefling Int/Cha Cunning Bard/Sorceror for Insight and Perception /Rogue for Athletics and  Acrotatics/Psion for Endurance/Ritual Casting for an extra +5 to Endurance (Song of Sustenance) and Streetwise and Thievery
and then go Sage of Ages for free rerolls and +2 to attacks and defenses and +5 sv all day, using utilities (and Secret of Belial) to make up for the rest of the skills.

Besides unlike the rest of the skills you only need one Runic Armor to boost the Arcana (and Sage of Ages provides another hefty +6). The rest of the item slots are completely free to fill out.

So basically it covers these skills
All STR skills (Cha to Athletics)
All Int skills (with bardic knowledge and Sage of Ages)
All Cha skills (Main stats Cha and Bard of All Trades)
All Wis Skills except Heal (At least you get the most important Perception and a very useful Insight, Nature and Dungeoneering is covered by Bardic Knowledge and Sage of Ages (+8, which is generally like Wis 26)).
All Con Skills (Endurance)
A few Dex skills (Acrobatics and thievery in certain condition).
Maybe the only skills that are not fully covered by this build is Stealth and Thievery and Heal.

And this build does not cost too much and is totally functional unlike some builds that does not work effectively once they spend resources to boost their skills. High Int also covers the AC problem. At least you can Staggering Note with Thunderous Anguish Wand and slides (and grants MBA  to those with that feat). Also the PP is unoccupied so one can either go life singer fo happy reroll or Jack of All Trades for another +2 boost.

Int/Arcana class just rules, no matter in combat or in the realm of skills.
The rest just sucks at skills, Scholar with Traveler's Insight and Ghost Panther excluded.





Legend Lore (2nd level Skill Power) seems like a glaring omission to me. It allows you to make a History check for any knowledge check, and almost any Nature, Religion, Arcana or Dungeoneering check outside of a ritual is a knowledge check.
Zuoken's Centering isn't a skill replacement, but it does allow a Githzerai Monk to use Wisdom instead of Strength for Atheltics.
Legend Lore (2nd level Skill Power) seems like a glaring omission to me. It allows you to make a History check for any knowledge check, and almost any Nature, Religion, Arcana or Dungeoneering check outside of a ritual is a knowledge check.

Added.
2 from the rituals article a while back (Dragon 405):

Exploration Mastery: Arcana/religion/nature for Endurance
Binding Mastery: Arcana/religion +2 for diplomacy/intimidate when dealing with non-natural creatures 

Both require a specific ritual (Endure Elements/Magic Circle) and one other of the correct type (Exploration/Binding), and give a 1/day free cast of a ritual of that type.

Exploration is a godsend in some skill challenges (endurance is quite a common "make this check or lose a surge" for LFR at least), and Binding is a better version of Arcane Mutterings when it works.

Figured I might as well add something useful as well as shamelessly bumping this thread because I want to be able to find it easier! 
"I am the seeker, I am the stalker, I am the walrus"
Just thought I might mention the lvl 2 History utility power Perfect recall:


Perfect Recall

Your mind is a steel trap; nothing escapes it.


At-Will
Free Action      Personal


Trigger: You would make an Intelligence check


Effect: You make a History check in place of the Intelligence check.




Published in Player's Handbook 3, page(s) 170.


 




















Chameleon's Mask|Utility|HotFW||Wizard|Arcana|Stealth|Encounter Power
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