PDA

View Full Version : Character Concept Build



Littlemike137
2020-08-11, 10:42 PM
Welcome to my humble shop, travelers. I, Vistran, proprietor and owner am here to provide you with any of the goods, material or otherwise, which you may require. So I recently had an idea for a character, who could (theoretically) work in either a RP heavy campaign, or a combat heavy one, who was basically a shopkeeper. I have traveled far and wide, collected many curious artifacts and wonders from distant places and ancient ruins. However, if you are here for some, shall we say, more select services, well, I know a secret or two that I might part with for the right price. Basically the idea is that he’s an adventurer/archeologist who collects curios and sells them to wealthy customers. Throughout the campaign, I’d try to build up a network of people, nobles for potential buyers, as well as common men and agents to establish an information network, trading in secrets, assassinations, removals of unfaithful partners, discrete and confidential, and at a reasonable price. I’m looking for how people would build him mechanics wise, without too much multiclassing beyond say a 3 level dip. I’m leaning towards a swords bard, with maybe a 2 level dip into fighter. He would be a melee combatant primarily, using support spells to enhance himself, disguised as items he’s picked up in his travels to keep his abilities secret, you don’t wanna give out information when your business is selling it. Theoretically, I could even end up using the party as a collection agency, using a noble front to pay them to do something that they wouldn’t do for the character himself, although the prices for that would be steep. Anyways, fell free to weigh in on either the concept or the build, and leave advice on how you would tweak it.

CornfedCommando
2020-08-11, 11:10 PM
Can’t go wrong with a Sword Bard in my estimation! But what about the College of Whispers for this guy? A seemingly eccentric merchant dealing in rare and exotic curios as a front for more nefarious dealings. Guild Merchant background. Or maybe the Sage background instead, to represent your ability to ferret out secrets and uncover hidden knowledge. Do you house rule subbing out musical instruments for one tool proficiency? Maybe take the Skilled feat to pick up some good artisan’s tools. Jeweler, Painter, Forger. Expertise in Deception and Insight up front. All the Bard’s enchantment spells are thematic. Charm Person, Suggestion, Detect Thoughts, and the like. Re-fluff Song of Rest to be more about the application of foreign holistic remedies uncovered in your studies. “Yes, just close your eyes and relax. This is a rare incense I swindled from a trader in the Ghostlands. It’ll set your spirit to rest.”

Sounds like a fun concept!

CornfedCommando
2020-08-11, 11:20 PM
I really like the idea of using antiques and other curios as fluff for your spells.

“Ahh, a portrait of the Countess du Vries. The last work of Claude Armand. Commissioned in the 7th century, at the height of the Countess’s reign of terror. The likeness is uncanny. She found it unflattering...” *cast Fear*

Biffoniacus_Furiou
2020-08-11, 11:24 PM
Swords Bard, three levels of Alchemist Artificer and be sure to pick Replicate Magic Item as one of your infusions.

CheddarChampion
2020-08-11, 11:27 PM
Sounds like a Thief Rogue with expertise in History and Persuasion to me. Add in the Dungeon Delver feat for the specialist feel. Thieves' Tools would probably help when dungeoneering.

I think a Rogue 1 (or 2)/Swords Bard X could suit this concept well. Half-Elf 10/16/14/10/10/16 for lots of skills and good stats. Or V. Human 10/16/14/10/10/14 and Dungeon Delver.

CornfedCommando
2020-08-11, 11:29 PM
Swords Bard, three levels of Alchemist Artificer and be sure to pick Replicate Magic Item as one of your infusions.

Yeah, I was thinking that Alchemist fits the concept pretty nicely as well, if a bit more of a “snake oil salesman” vibe.

CornfedCommando
2020-08-11, 11:30 PM
Sounds like a Thief Rogue with expertise in History and Persuasion to me. Add in the Dungeon Delver feat for the specialist feel. Thieves' Tools would probably help when dungeoneering.

I think a Rogue 1 (or 2)/Swords Bard X could suit this concept well. Half-Elf 10/16/14/10/10/16 for lots of skills and good stats. Or V. Human 10/16/14/10/10/14 and Dungeon Delver.

Maybe Mastermind to capture the character’s more nefarious proclivities?

CornfedCommando
2020-08-12, 12:40 AM
Variant Human Rogue (Mastermind) 4/Bard (College of Whispers) X
Background: Criminal
Bonus Feat: Prodigy

At level 1, your attributes would be: Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 14.

First four levels in Mastermind to get their 3rd level features, Sneak Attack 2d6, and your ASI (+2 Cha).

Skills: Arcana, Deception, History, Insight, Investigation, Perception, Persuasion, Sleight of Hand. Your Expertise would be in Deception, History, Insight.

Tools: Jeweler, Painter, Potter, Thief, plus Disguise, Forger, and Gaming at level 3.

Languages: Common and two of your choosing, plus two more at level 3. You’ll be able to wheel and deal with all sorts of folk (and monsters too). Edit: You also have Thieves’ Cant, for all your black market dealings!

In the first four levels, you’re well established as an extremely knowledgeable and sly merchant of antiquities and assorted curios. If you follow the tool proficiency rules in XGTE, you know a lot about the sort of things you might sell; paintings, jewelry, ceramics, and the like. At level 3, you can spot fakes as well as craft fakes. Plus, you’re making strong strides towards accomplishing the goals of your side hustle.

At level 5, you begin to delve more into the arcane and build upon the foundation you’ve established with your Rogue levels. You get another skill right off the bat; maybe Intimidation or Stealth, depending on how you want to play it. Or, better yet, take Religion and open up a whole new market trafficking in religious artifacts. You also get a musical instrument proficiency, thus expanding your knowledge of the wares in which you deal (this flute entertained the court of King Leonin III). Your Bardic Inspiration and Master of Tactics let you better buff your underlings (errr, party members).

At level 6, you now know a little about everything, which can apply to any tool proficiency checks you don’t have. At level 7, you get two more Expertise proficiencies, only one level later than if you’d stayed Rogue. Pick whatever two you’ve been leaning towards; Investigation and Persuasion are probably solid picks. You’ll get two more at level 14, by which time you’ll be making your favored proficiency checks with ease. But even by level 7 you are kicking ass in this department. It really is your thing and has been all along.

At level 7 you also get Psychic Blades, which is going conceivably let you add +4d6 to your damage rolls for one Inspiration. Advantage for sneak attack will be easier to come by with access to Faerie Fire (a small lantern containing mechanical butterflies whose wings glow? You got it off a down-on-his-luck artificer who didn’t realize your coin was shaved). So you can hang in a sword fight if you want. You’ll have at least one good round plus a lot of support and utility with your spells (as follows).

Your spell casting is of course delayed in favor of first focusing on your scheming merchant persona, but such is the nature of the game. Your first level spells offer solid choices that will still be useful then and always.

Minor Illusion and Prestidigitation are solid cantrips ripe for your idea of using various wares to invoke spell effects. Dissonant Words is a great spell and thematic. Healing Word (a bronze censer you conned off a priest who owed you a debt?) lets you bounce back that downed ally, which will never not be useful. I also like Bane, though some people are down on it. If you play with UA Class Variants, Cause Fear and Command are useful and fun additions to your repertoire.

All of this for just that first level of Bard. Yeah, you’re well behind the curve compared to other full-casters, but you immediately beat your Rogue equivalent (Arcane Trickster). You’re behind a half-caster at this point too, but you’ll catch up pretty quick. Pros and cons, ya know.

Future feats and ASI’s can be whatever you’d like. You’re on track to have Dex and Cha at 18 by level 12, if you’d like. Edit: Hell, at level 8 I’d be inclined to forgo the ASI and take the Skilled feat in order to pick up three more tool proficiencies. You’ll damn near be rolling with advantage and Expertise to know something about practically every item you come across! Hope your DM has mad improvisation skills. 😄

Littlemike137
2020-08-12, 06:44 AM
The only problem with mastermind rogue is that, at least in the initial concept he wouldn’t be so much of a snake oil salesman. The idea would be to sell the antiques and items I find while adventuring, and then use said funds to build a network of agents, informers and the like so that I could always have information on who hated who, where wars were about to start etc. think Moriarty from the Sherlock books, publicly a math professor but secretly running a criminal empire, but swap professor for adventurer and criminal for information. The reason I thought bard was because it would first give me the high charisma to successfully befriend my customers, and swords bard in particular in order to appear more fighterish, disguise what I actually can do. That’s also whiy I didn’t think artificer would work, because the magic isn’t the items, I just “use” the items as a front to get away with actual spell casting without showing myself as a spell caster. I have only thought about this overnight, so the ideas are a help to focus on exactly what I would like though, so thanks for the help.