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Questa parte è dedicata al gioco di ruolo più famoso del mondo. Domanda tipica: "Che malus hanno i drow alla luce del sole?"
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That damned, loved bastard [creazione personaggio]

mer nov 07, 2012 14:40

Ok vi spiego a grandi linee l'idea di base.

Voglio un personaggio che sia di animo (allineamento) fondamentalmente buono, ma al contempo un figlio di buona donna, frequentatore di taverne, bordelli, lui stesso un magnaccia, truffatore, edonista, anarcoide ma a suo modo religioso, capace di accantonare gli scrupoli, intelligenza acuta e lingua sciolta. Ama il popolino, i miseri, gli ultimi sfigati del mondo, i giocatori d'azzardo e il vino, odia i nobili, i preti, i mercanti borghesi.

- build per livelli 6° e 12°
- ottime capacità di sopravvivenza e cavarsela nella maggior parte delle situazioni
- limitate capacità di incantesimi (max 4°) e no classi full casting
- decente con lame corte
- no razze assurde

Io ho cominciato a stilare una lista di materiale plausibile, appena riesco ve la posto.

Re: That damned, loved bastard [creazione personaggio]

mer nov 07, 2012 18:14

quanto deve essere power player?

Re: That damned, loved bastard [creazione personaggio]

mer nov 07, 2012 21:02

La potenza è subordinata alla figosità :sisi:

Diciamo che non deve morire al primo combattimento e fare del suo, ma pestare non è il suo ruolo primario.
L'importante è che sappia sempre salvarsi il culo XD

Re: That damned, loved bastard [creazione personaggio]

mer nov 07, 2012 21:40

Talenti interessanti :ok:

Fade into violence:
When you wear no armor or light armor and carry nothing in your hands, your opponents might assume that you are an ineffectual fighter. As an immediate action, choose a single target for this feat. If that opponent threatens both you and one of your allies, that foe strikes your ally rather than you unless he succeeds on a Sense Motive check opposed by your Bluff check. If your foe is larger than you, you gain a +4 bonus on your Bluff check. You lose this benefit if you attack any opponent or target an opponent with a spell. This benefit does not apply to ranged attacks or attacks of opportunity that you provoke. Once you choose a target for this feat, you cannot switch to a new target for the rest of the encounter.

While engaged in combat, you may attempt to use the Sleight of Hand skill to pickpocket an enemy without provoking an attack of opportunity. This feat allows you to disguise your Sleight of Hand as combat maneuvers.

Improved Diversion:
You can use Bluff to create a diversion to hide (see page 68 of the Player's Handbook) as a move action. You gain a +4 bonus on Bluff checks made for this purpose.

You take a -2 penalty on saving throws against fear effects. However, when making a sneak attack, you deal an extra 1 point of damage per character level.

Keen intellect:
You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, Spot, or Survival checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw.

Mercurial Strike:
Any time an opponent provokes an attack of opportunity from you, but you are unarmed, you may draw a melee weapon and make your attack of opportunity with it. The target of your attack of opportunity is caught flat-footed for that attack.

Elusive Target:
The Elusive Target feat enables the use of three tactical maneuvers. Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll. Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally. Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.

poison expert + poison master:
Choose a type of poison (contact, ingested, inhaled, or injury). The DC to resist both the initial and secondary damage of poisons of this type that you create and use increases by 1.

Choose a type of poison (contact, ingested, inhaled, or injury) for which you have selected the Poison Expert feat. The initial and secondary damage dealt by poisons of this type that you create and use increases by 1 point per die of damage (or by 1 point, if it deals a fixed amount of damage).

Master Manipulator:
This feat grants two new uses for the Diplomacy skill. You must share a language with a creature to use these options against it. Neither ability functions during combat. Captivating Speech: You can distract a creature with your compelling delivery and witticisms. With a successful Diplomacy check opposed by the target's own Diplomacy check or Will save, you can impose a -4 penalty on the target's Listen, Sense Motive, and Spot checks so long as you continue speaking. You can affect a number of targets equal to 1 + your Cha bonus (if any), as long as they are all within 20 feet. Trap of Words: If a creature attempts and fails to successfully to use Bluff to lie to you, you skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your Sense Motive check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target's Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it.

Wanderer's Diplomacy:
You excel in using your words and wit to make your way in the world. This feat grants you three separate abilities. Canny Merchant: You can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where you are currently located. The DC of this check is 10 + (the item's gp cost minus the community's gp limit, divided by 1,000). If this check succeeds, you learn of a merchant who can supply the item to you. You must still purchase it as normal. Intuitive Communication: When you are faced with a creature whose language you do not understand, you can attempt to communicate with it by making a successful Sense Motive check. This check requires that you spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check's base DC is 20. If the creature is not the same type as you, the DC is 30. With a successful check, you learn the basic gist of the creature's speech. This ability gives you no special talent to speak the creature's tongue. Social Agility: You can temporarily alter a creature's attitude toward you. You can use Bluff against an unfriendly or less hostile creature in the same way you use Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target's attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes.

Re: That damned, loved bastard [creazione personaggio]

mer nov 07, 2012 21:51

Skill tricks interessanti :ok:

Social Recovery
f your Diplomacy check to influence an NPC's attitude fails, you can spend another full round talking to the NPC, then make a Bluff check with a —10 penalty. Use the result of this check in place of the Diplomacy check result, except that it can't improve the NPC's attitude by more than one step.

Group Fake out
You can use Bluff to feint in combat (PH 68) against more than one opponent. Make one Bluff check opposed by separate Sense Motive checks for each opponent. For each opponent after the first that you wish to affect, you take a cumulative —2 penalty on your Bluff check.

Second impression
If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check to convince him that he's mistaken. Use the observer's Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show.
You must be aware of the observer's discovery in order to use this trick; for example, you can't use it against someone viewing you secretly, nor can you use it against someone who sees through your disguise but keeps that information secret. When in doubt, the DM should allow a character to use this trick if she has any reason to fear that her cover has been blown.
You can use this trick only once per day, but its effect extends to all viewers within 30 feet of you. For example, you could attempt it against an entire patrol of guards confronting you just as effectively as against a single person.
This trick doesn't let you maintain a disguise that has been defeated by other means; for example, if your disguise self spell is penetrated by a true seeing spell, Second Impression won't help.

Assume Quirk
When impersonating a particular individual, you can eliminate the normal Spot bonus granted to a viewer familiar with that individual (PH 73). The effect extends to all viewers.

Mosquito's Bite
If you use a light weapon to hit a flat-footed opponent, you can choose to have the opponent not realize that it has been hit until the start of your next turn. Instead, that opponent reacts as if you had attacked and missed.
This trick doesn't allow the opponent to ignore any of the other effects of your attack, such as ability damage from poison on your blade or falling unconscious when reduced to fewer than 0 hit points.
Using this trick requires no special action, but you can maintain the deception for only 1 hour per day.

Sudden Draw
If an opponent provokes an attack of opportunity from you, you can draw a weapon that you have successfully concealed using Sleight of Hand (PH 81) as an immediate action to deliver the attack of opportunity with that weapon. That opponent is treated as flat-footed against the attack with the concealed weapon.

Timely Misdirection
If you succeed on a Bluff check to feint in combat (PH 68), your opponent can't make any attacks of opportunity against you until the start of its next turn. This effect is in addition to the normal benefits of a successful feint.

Acrobatic Backstab
If you succeed on a Tumble check to move through an enemy's space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn. Your enemy must be standing on the ground or floor in order for you to use this trick.

Easy Escape
If your opponent is larger than Medium, you gain a circumstance bonus on your Escape Artist check to escape a grapple or pin. The size of the bonus depends on your opponent's size, according to the following table.
Large +4, Huge +8, Gargantuan +12, Colossal +16

Hidden Blade
After you have used the Sleight of Hand skill to successfully conceal a weapon (PH 81), you can draw that weapon as a move action instead of a standard action. An opponent that was unaware of the concealed weapon is treated as flat-footed against the first attack you make in that turn.

Re: That damned, loved bastard [creazione personaggio]

mer nov 07, 2012 22:23

Così di primo acchitto mi viene in mente un hexblade magari con un paio di livelli da ladro per eludere ed il boost abilità.

Re: That damned, loved bastard [creazione personaggio]

mer nov 07, 2012 22:28

L'hexblade non l'avevo considerato :ahsisi: però non può essere buono...

Re: That damned, loved bastard [creazione personaggio]

gio nov 08, 2012 01:50

L'idea che mi ero fatto era Warlock/ladro, tanto per prendersi il buff a diplomazia, rarggirare ed intimidire. Questo ovviamente solo se vuoi per forza che abbia capacità magiche. Io sarei per farlo Skillmonkey Puro, senza magia, massimizzando i gradi di raggirare, rapidità di mano ed acrobazia. Magari prenderei Qualche CDP tipo il maestro tiratore che sta sul perfetto combattente, per fare bei giochetti con pugnali e quant'altro, visto che immagino non sarà un tipo che spacca crani a destra e a manca. Carino potrebbe essere anche mischiare il talento regionale "lottatore coi pugnali" che permette di usare i coltelli in lotta senza problemi, unito ad un bel furtivo e a dei talenti di sostegno direi che è un buon affare. Per finire la razza: Se umano è troppo scontato qualsiasi cosa con carisma va bene.

un bel Beguiler potrebbe essere una valida alternativa, ma non saprei cosa inventarmi se non tirarlo su Puro, senza multiclassare

In entrambi i casi ti consiglio come CDP il Fortune's Friend, sul Complete Scoundrel.
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