The line from the Player's Handbook reads, "When you make an Intelligence or Wisdom check related to your current natural environment, your proficiency bonus is doubled if you are using a skill that you’re proficient in." How often do you find ways to apply the double proficiency bonus to skills other than Nature and Survival? Some random examples:
1) Perception or Investigation check to deal with traps covered snow/leaves/sand/other natural material?
2) Intelligence check to identify symbols carved into side of a mountain/trees or the pattern of the crop circle in a grassfield.
3) Medicine check to identify the right materials you need for your latest potion or healing herb project.
My DM has granted the bonus to History checks to recall specific information about a specific location, either the greater forest/mountain range or some specific location within (battle site/lost ruin etc.).
I'm sure if my Ranger had proficiency in Arcana or Religion I would also be able to use this feature with those to identify any arcane or religious features of the environment.
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
You must be using an Int or Wis skill that you are proficient in to be able to double your proficiency bonus so you shouldn't be able to use it for a simple Intelligence check as your proficiency bonus doesn't apply.
Thinking a bit more outside the box I could see an argument for being able to make an Intelligence (Stealth) check in order to hide your party's tracks.
How often you get to apply the feature is therefore a function of how often you find yourself in your favored terrain, what qualifying skills your character knows and whether you can find ways to use typically non-Int- or Wis-based skills with Intelligence or Wisdom.
Thinking a bit more outside the box I could see an argument for being able to make an Intelligence (Stealth) check in order to hide your party's tracks.
Thinking a bit more outside the box I could see an argument for being able to make an Intelligence (Stealth) check in order to hide your party's tracks.
Notice that the tooltip doesn't list hide tracks as an example so I don't know where it is RAW, please quote me a page reference where it explicitly states your position that this is rules as written.
Survival is about following tracks, hunting/foraging and overcoming natural hazards. While disguising tracks can be interpreted as a use of the Survival skill, as a player you roll whatever check the DM asks you to roll. As a DM this activity is open to interpretation so you could call for a Wisdom (Survival) check or you could call for a Wisdom (Stealth), Intelligence (Stealth) or Dexterity (Stealth) check.
Thinking a bit more outside the box I could see an argument for being able to make an Intelligence (Stealth) check in order to hide your party's tracks.
Notice that the tooltip doesn't list hide tracks as an example so I don't know where it is RAW, please quote me a page reference where it explicitly states your position that this is rules as written.
Survival is about following tracks, hunting/foraging and overcoming natural hazards. While disguising tracks can be interpreted as a use of the Survival skill, as a player you roll whatever check the DM asks you to roll. As a DM this activity is open to interpretation so you could call for a Wisdom (Survival) check or you could call for a Wisdom (Stealth), Intelligence (Stealth) or Dexterity (Stealth) check.
Fair enough. My group don't own or play any of the official adventures, so rules not printed in any of the "Rules" product in the compendium will not be seen by my group.
Also Rangers get Vanish at Level 14 finish says that enemies cannot track you, without the use of magic, unless you choose to leave a trail. To anybody who has played a Level 14+ adventure, how helpful is that feature?
You don't have to be in the favored terrain for the first part of the ability to be active. The skill you are attempting just has to be related to one or more of your favored terrains(s).
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The line from the Player's Handbook reads, "When you make an Intelligence or Wisdom check related to your current natural environment, your proficiency bonus is doubled if you are using a skill that you’re proficient in." How often do you find ways to apply the double proficiency bonus to skills other than Nature and Survival? Some random examples:
1) Perception or Investigation check to deal with traps covered snow/leaves/sand/other natural material?
2) Intelligence check to identify symbols carved into side of a mountain/trees or the pattern of the crop circle in a grassfield.
3) Medicine check to identify the right materials you need for your latest potion or healing herb project.
"Time is money. Nobody knows how much time they have, but you can always count how much time you spent. So spend it wisely."
My DM has granted the bonus to History checks to recall specific information about a specific location, either the greater forest/mountain range or some specific location within (battle site/lost ruin etc.).
I'm sure if my Ranger had proficiency in Arcana or Religion I would also be able to use this feature with those to identify any arcane or religious features of the environment.
You must be using an Int or Wis skill that you are proficient in to be able to double your proficiency bonus so you shouldn't be able to use it for a simple Intelligence check as your proficiency bonus doesn't apply.
Thinking a bit more outside the box I could see an argument for being able to make an Intelligence (Stealth) check in order to hide your party's tracks.
How often you get to apply the feature is therefore a function of how often you find yourself in your favored terrain, what qualifying skills your character knows and whether you can find ways to use typically non-Int- or Wis-based skills with Intelligence or Wisdom.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Fair enough. My group don't own or play any of the official adventures, so rules not printed in any of the "Rules" product in the compendium will not be seen by my group.
Also Rangers get Vanish at Level 14 finish says that enemies cannot track you, without the use of magic, unless you choose to leave a trail. To anybody who has played a Level 14+ adventure, how helpful is that feature?
"Time is money. Nobody knows how much time they have, but you can always count how much time you spent. So spend it wisely."
You don't have to be in the favored terrain for the first part of the ability to be active. The skill you are attempting just has to be related to one or more of your favored terrains(s).