Gwazi Magnum
2013-02-24, 04:25 PM
Currently I am making a character capable of gaining 14 SP per level (So basically 14 maximized skills).
This is done with a rogue who from a house rule agreement with the DM gives 10+Int Mod per level, (gives up trapfinding and trap sense). Intelligence 16 for +3 SP (attributes were rolled, I got pretty high), and +1 SP per level from being a human.
I'm curious though about what skills I should be investing in as a character. My goal with my skills is to never be caught useless. He is always able to do something to stay capable and/or involved in what is going on.
Note: I also with the Martial Rogue variant where I get fighter bonus feats rather than sneak attacks so my Rogue is more competent in a straight up fight/can fend for himself and not only be useful from the shadows.
Also if it helps my current ability score array (at level 8, it's where we start the campaign) is:
STR 10 DEX 18 CON 12 INT 16 WIS 16 CHA 16
Level 1 DEX was 17 and Wis or Cha at 15, level 4 and 8 boost raised them to 18 and 16.
Last note: Our DM said he working on an investigative style sort of RP.
Now, these the skills I currently have planned and my reasoning behind it currently.
1. Diplomacy - I want to be able to talk out of situations and get NPCs to help us. Pretty simply I'm a big fan of talking people to our side.
2. Bluff - Meant to complement Diplomacy for the odd time when I need to make up something.
3. Sense Motive - Keep myself aware of when someone is being dishonest with me, so I'm less likely to be stabbed in the back and/or more likely to pursue something for further information.
4. Gather Info - I want to be able to gain information from towns rather easily so we can follow more leads, get more treasure, not be so lost etc.
5/6. Listen/Spot - To be more aware of my surroundings and not miss out on some vital information or a vital event going on.
7. Search - So when I'm purposely looking for something/someone I can find it more easily.
8/9. Hide/Move Silently - So I can remain hidden. I think this can be useful for when I need to spy on someone or sneak in somewhere.
10. Survival - For tracking, I'm picking up the track feat too so if I need to follow someone and find them we'll easily be able to.
11. Open Lock - So I can open containers and get into locations that otherwise we would be locked out of.
12. Knowledge (Arcana) - So I can indentify anything magical going on and any notable magical monsters we may fight.
13. Disable Device - Incase traps are an issue, even with me no longer having trapsense/trap finding. Also incase we need to destroy some sort of device/contraption.
14. Decipher Script - So I can read/understand scriptures, ancient words etc when in a tomb, looking at a scroll etc.
This is done with a rogue who from a house rule agreement with the DM gives 10+Int Mod per level, (gives up trapfinding and trap sense). Intelligence 16 for +3 SP (attributes were rolled, I got pretty high), and +1 SP per level from being a human.
I'm curious though about what skills I should be investing in as a character. My goal with my skills is to never be caught useless. He is always able to do something to stay capable and/or involved in what is going on.
Note: I also with the Martial Rogue variant where I get fighter bonus feats rather than sneak attacks so my Rogue is more competent in a straight up fight/can fend for himself and not only be useful from the shadows.
Also if it helps my current ability score array (at level 8, it's where we start the campaign) is:
STR 10 DEX 18 CON 12 INT 16 WIS 16 CHA 16
Level 1 DEX was 17 and Wis or Cha at 15, level 4 and 8 boost raised them to 18 and 16.
Last note: Our DM said he working on an investigative style sort of RP.
Now, these the skills I currently have planned and my reasoning behind it currently.
1. Diplomacy - I want to be able to talk out of situations and get NPCs to help us. Pretty simply I'm a big fan of talking people to our side.
2. Bluff - Meant to complement Diplomacy for the odd time when I need to make up something.
3. Sense Motive - Keep myself aware of when someone is being dishonest with me, so I'm less likely to be stabbed in the back and/or more likely to pursue something for further information.
4. Gather Info - I want to be able to gain information from towns rather easily so we can follow more leads, get more treasure, not be so lost etc.
5/6. Listen/Spot - To be more aware of my surroundings and not miss out on some vital information or a vital event going on.
7. Search - So when I'm purposely looking for something/someone I can find it more easily.
8/9. Hide/Move Silently - So I can remain hidden. I think this can be useful for when I need to spy on someone or sneak in somewhere.
10. Survival - For tracking, I'm picking up the track feat too so if I need to follow someone and find them we'll easily be able to.
11. Open Lock - So I can open containers and get into locations that otherwise we would be locked out of.
12. Knowledge (Arcana) - So I can indentify anything magical going on and any notable magical monsters we may fight.
13. Disable Device - Incase traps are an issue, even with me no longer having trapsense/trap finding. Also incase we need to destroy some sort of device/contraption.
14. Decipher Script - So I can read/understand scriptures, ancient words etc when in a tomb, looking at a scroll etc.