Unbalanced
2019-10-12, 10:35 PM
BUILD ADVICE PLEASE-
Picking up where I left off in Rise of the Runelords (book 3) but with a new character. I've built him but looking for any advice since its something I've never played before.
Narm'l Saranthil
Half-Elf
CN
Inquisitor (Witch Hunter) 4/Unchained Rogue (Knife Master) 3
STR 10
DEX 19 (Racial +2, Level 4 +1)
CON 12
INT 14
WIS 14
CHA 8
Traits- Beacon of Faith, Signature Moves
Level 1- Inquisitor domain: Scalykind (Dragon), Skill Focus: Bluff, Feat: Two-Weapon Fighting
Level 3- Rogue talent: Combat trick (weapon focus Kukri), Feat: Combat Expertise
Level 4- Rogue finesse weapon: Kukri
Level 5- Feat: Improved Feint
Level 6- Inquisitor bonus teamwork feat: Outflank
Level 7- Feat: Accomplished Sneak Attacker, Dragonbreath (acid)
Skills- Acrobatics +12, Bluff +15, Intimidate +11, Knowledge Arcana +12, Knowledge Religion +12, Perception +14, Spellcraft +12, Stealth +14, Survival +10
Gear:Keen living steel Kukri, Keen cold iron Kukri, Longbow, Mithril Chain shirt, Ring of Eloquence
Narm'l is a follower of a Dahak and brought up in a small, remote community where human use of arcane magic is heavily frowned upon. They believe arcane magic should only be wielded by fantastical beasts (like dragons). Divine magic however is perfectly acceptable as it is a gift from the gods.
Picking up where I left off in Rise of the Runelords (book 3) but with a new character. I've built him but looking for any advice since its something I've never played before.
Narm'l Saranthil
Half-Elf
CN
Inquisitor (Witch Hunter) 4/Unchained Rogue (Knife Master) 3
STR 10
DEX 19 (Racial +2, Level 4 +1)
CON 12
INT 14
WIS 14
CHA 8
Traits- Beacon of Faith, Signature Moves
Level 1- Inquisitor domain: Scalykind (Dragon), Skill Focus: Bluff, Feat: Two-Weapon Fighting
Level 3- Rogue talent: Combat trick (weapon focus Kukri), Feat: Combat Expertise
Level 4- Rogue finesse weapon: Kukri
Level 5- Feat: Improved Feint
Level 6- Inquisitor bonus teamwork feat: Outflank
Level 7- Feat: Accomplished Sneak Attacker, Dragonbreath (acid)
Skills- Acrobatics +12, Bluff +15, Intimidate +11, Knowledge Arcana +12, Knowledge Religion +12, Perception +14, Spellcraft +12, Stealth +14, Survival +10
Gear:Keen living steel Kukri, Keen cold iron Kukri, Longbow, Mithril Chain shirt, Ring of Eloquence
Narm'l is a follower of a Dahak and brought up in a small, remote community where human use of arcane magic is heavily frowned upon. They believe arcane magic should only be wielded by fantastical beasts (like dragons). Divine magic however is perfectly acceptable as it is a gift from the gods.