Stink Gash
2020-09-16, 01:50 AM
I have a rogue who recently took the leadership skill and acquired a minion. The DM gave me a Rogue 3/Bard 2 build (see below). They said I can't change what he gave me but I can level him at my discretion. I've been trying to max out the build based on what I already have, but it's difficult because its a multi-class character. A person in my campaign suggested Master of Masks, which I think might work out well given what I have to start with. Any suggestions are much appreciated.
Deep Halfling
Rogue 3 / Bard 2
Init: +3 Speed: 20 Darkvision: 60
Str 12
dex 16
con 12
int 14
wis 14
cha 18
SAVES
Fort
Ref
Will
Mod
1
3
2
race
1
1
1
bard
0
3
3
rogue
1
3
3
+3
+10
+9
+2 vs fear effects
Languages: Halfling, Common, Dwarven, Elven, Draconic
HP: 33 (4d6 + 12)
AC: 18 = 10 + 1(sz) + 3(dex) + 3(arm) + 1 (defl) | touch: 15 | Flat: 15
BAB: +4 (+1 small, +2 rogue, +1 bard)
Grpl: +1 (+4 BAB, + 1 str, -4 small)
Sneak Attack: +2d6
Attacks (all bonuses factored in)
+8 mwk rapier (1d4 + 1 / 18-20)
+9 mwk throwing daggers (x4) (10 ft range, 1d4 / 19-20)
Gear (gear bonuses already factored in)
Mwk studded leather, ring protect (+1), cloak of charisma (+2), Disguise kit (+2), entertainers outfit, mitts of glibness (+2)
Class Skills
Mod
Rank
Misc
Appraise
7/9
2
3
(+2 stone, +4 metal)
Craft (stone)
4
2
2
Craft (metal)
9
2
5
2
Listen
4
2
2
Hide
7
3
4
Balance
3
3
Bluff
11
4
7
Climb
1
1
Decipher
7
2
5
Diplomacy
11
4
5
2
Disable
2
2
Disguise
15
4
7
4
Escape
3
3
Forgery
11
2
7
2
Gather info
9
4
5
Intimidate
6
4
2
Jump
1
1
Move silent
3
3
Open lock
3
3
Perform (beatbox)
10
4
6
Profession (Con artist)
7
2
5
Search
2
2
Sense motive
2
2
Sleight of hand
16
3
7
6
Spot
2
2
Swim
1
1
Tumble
3
3
Use magic device
9/13
4
5
(+4 scrolls)
Use rope
3
3
Concentrate
7
2
5
Knowledge (local)
2
2
Knowledge (arcana)
4
2
2
Knowledge (history)
7
2
5
Spellcraft
7
2
5
Abilities / Feats
Deep Halfling traits: Stonecunning; +1 atk with slings and throwing weapons; all other racial traits already factored in
Trapfinding
Evasion
Trap Sense +1
Bardic Music (see below)
Bardic Knowledge: A bard can make a Bardic Knowledge check in place of any regular knowledge check. The bonus for this check is +1 per Bard level + cha mod. If you have 5 ranks in Knowledge (history), you get an additional +2. Current bonus: +5 (+2 Bard level, +4 cha, +2 history)
Bardic Spells (see below)
Weapon finesse (rapier)
Melodic Casting: Allows the bard to cast spells simultaneously with use of Bardic Music; use perform checks in place of concentration checks. Without this feat, a bard would have to stop performing in order to cast a spell.
Bardic Music (2/day)
Inspire Courage: Allies within earshot gain +1 vs fear/charm, +1 on atk/dmg
Countersong: Allies within 30ft can use the Bard’s perform check instead of their own saving throw against any sonic- or language-dependent magical attacks
Fascinate: Creatures within 90ft that can both hear and see the bard make a will save, DC = Bard’s Perform check. Creatures that fail become fascinated, sitting and quietly watching until the performance ends, taking no other actions. Fascinated creatures take a -4 penalty to react or notice things going on around them, but an obvious threat or danger breaks the enchantment.
Bardic Spells
Bardic Spells Known
0th: Message, Read Magic, Prestidigitation, Mage Hand, Songbird (+1 on next cha skill after performing)
1st: Empathy (detect surface feelings, gain a +2 to bluff/diplo/intim/sense)
Distract (target takes -4 to concentrate/spot/search/listen)
Spells per day
0th: □ □ □
1st: □
Deep Halfling
Rogue 3 / Bard 2
Init: +3 Speed: 20 Darkvision: 60
Str 12
dex 16
con 12
int 14
wis 14
cha 18
SAVES
Fort
Ref
Will
Mod
1
3
2
race
1
1
1
bard
0
3
3
rogue
1
3
3
+3
+10
+9
+2 vs fear effects
Languages: Halfling, Common, Dwarven, Elven, Draconic
HP: 33 (4d6 + 12)
AC: 18 = 10 + 1(sz) + 3(dex) + 3(arm) + 1 (defl) | touch: 15 | Flat: 15
BAB: +4 (+1 small, +2 rogue, +1 bard)
Grpl: +1 (+4 BAB, + 1 str, -4 small)
Sneak Attack: +2d6
Attacks (all bonuses factored in)
+8 mwk rapier (1d4 + 1 / 18-20)
+9 mwk throwing daggers (x4) (10 ft range, 1d4 / 19-20)
Gear (gear bonuses already factored in)
Mwk studded leather, ring protect (+1), cloak of charisma (+2), Disguise kit (+2), entertainers outfit, mitts of glibness (+2)
Class Skills
Mod
Rank
Misc
Appraise
7/9
2
3
(+2 stone, +4 metal)
Craft (stone)
4
2
2
Craft (metal)
9
2
5
2
Listen
4
2
2
Hide
7
3
4
Balance
3
3
Bluff
11
4
7
Climb
1
1
Decipher
7
2
5
Diplomacy
11
4
5
2
Disable
2
2
Disguise
15
4
7
4
Escape
3
3
Forgery
11
2
7
2
Gather info
9
4
5
Intimidate
6
4
2
Jump
1
1
Move silent
3
3
Open lock
3
3
Perform (beatbox)
10
4
6
Profession (Con artist)
7
2
5
Search
2
2
Sense motive
2
2
Sleight of hand
16
3
7
6
Spot
2
2
Swim
1
1
Tumble
3
3
Use magic device
9/13
4
5
(+4 scrolls)
Use rope
3
3
Concentrate
7
2
5
Knowledge (local)
2
2
Knowledge (arcana)
4
2
2
Knowledge (history)
7
2
5
Spellcraft
7
2
5
Abilities / Feats
Deep Halfling traits: Stonecunning; +1 atk with slings and throwing weapons; all other racial traits already factored in
Trapfinding
Evasion
Trap Sense +1
Bardic Music (see below)
Bardic Knowledge: A bard can make a Bardic Knowledge check in place of any regular knowledge check. The bonus for this check is +1 per Bard level + cha mod. If you have 5 ranks in Knowledge (history), you get an additional +2. Current bonus: +5 (+2 Bard level, +4 cha, +2 history)
Bardic Spells (see below)
Weapon finesse (rapier)
Melodic Casting: Allows the bard to cast spells simultaneously with use of Bardic Music; use perform checks in place of concentration checks. Without this feat, a bard would have to stop performing in order to cast a spell.
Bardic Music (2/day)
Inspire Courage: Allies within earshot gain +1 vs fear/charm, +1 on atk/dmg
Countersong: Allies within 30ft can use the Bard’s perform check instead of their own saving throw against any sonic- or language-dependent magical attacks
Fascinate: Creatures within 90ft that can both hear and see the bard make a will save, DC = Bard’s Perform check. Creatures that fail become fascinated, sitting and quietly watching until the performance ends, taking no other actions. Fascinated creatures take a -4 penalty to react or notice things going on around them, but an obvious threat or danger breaks the enchantment.
Bardic Spells
Bardic Spells Known
0th: Message, Read Magic, Prestidigitation, Mage Hand, Songbird (+1 on next cha skill after performing)
1st: Empathy (detect surface feelings, gain a +2 to bluff/diplo/intim/sense)
Distract (target takes -4 to concentrate/spot/search/listen)
Spells per day
0th: □ □ □
1st: □