Skill pluses how much is to much?


Advice


I'm building a rogue to join a campaign at lvl 7. I have a good deal of skills as any rogue does. I even have been taking my fav. class bonus as HP due to the fact that I'm just not sure how much skills I need. I haven't finalized it and may change my mind, but ATM I just think a few extra HP would be better.

Anyways to the point of the post.

22 acrobatics
19 stealth
20 disable device
15 sleight of hand
21 perception with trap sense

Since I will be more RP focused and utility and less about max damage and combat potential (tons of sneaking around and doing info gathering without getting caught)... are these skill enough or should I take some skill focus to get an extra 3/6 at 10 or one of the ones that will bump 2 skills by 2/4 at 10... potentially both? I know traps could be a major thing, but is 20 disable enough plus a roll or should I take skill focus: disable device and deft hands to go up to 25 now and 33 at lvl 10? Should I add to stealth and perception? I know failing a check can hurt, but is bumping skills that important or should I take some other feats to help the character?

I have Iron Will (+2 Will) already and Sanctified Rogue archetype (+1 Will & Fort) as well as indomitable faith trait (+1 Will). +10 Will at lvl 7 +12 ref +7 Fort.
20 AC

3 Feats to take... suggestions?


Total modifiers of 15 to 22 in 5 different skills at 7th level? How did you get that high?

Given the RP and utility focus, what are your other skills?


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my rule of thumb is check any material u can find on what is the DC of what is approximately ur CR. If a DC check of a magical trap of level 7 is say 25, then I would make my skill bonus at least to the point where I succeed on taking 10 or rolling ten. If im the ONLY one in a group that can make a specific skill check I raise it up more. Now it would be safe to say that I tend to go a little high on my chosen skill checks than others but not by THAT much.

edit: yes there a ton of feats that add to two skills at +2/4. they are in fact better than skill focus IF both are going to be used so I would go with them over skill focus. Now, using feats on skills is a hard thing to justify in pathfinder as combat is a central part of the game and feats are very often needed to aid in that combat. You say u want to not be such combat oriented and that is fine but examine your group and make sure that they are able to carry a little bit of your weight in battle.


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Well, since most traps start the Perception DC's at 20 (25 for Magical) and these will be higher since u r level 7, to even challenge you, I would suggest deft hands and skill focus (perception). There you cover those bases and still have a feat to burn. I would suggest Extra Rogue Talent if u haven't taken Trap Spotter, or Quick disable is also handy.

Grand Lodge

Pathfinder Companion Subscriber

What is your race?

What are your ability scores?

What are you current feats?

What books are allowed?

What is your god?

Liberty's Edge

What is your quest?


All the high skills are Dex based. cept perception.
I have a +2 belt of Dex. 16 roll 2 from race bonus... total 20 (21 with skill point at 4)

22 Acrobatics- 7 ranks, class 3, ability bonus 5, Boots of Elvenkind 5, Halfling sure footed 2.

19 stealth- 7 ranks, class 3, ability bonus 5, size 4

20 disable device- 7 ranks, class 3, ability bonus 5, MW thieves tools 2, trap sense 3

15 sleight of hand- 7 ranks, class 3, ability 5

21 perception- 7 ranks, class 3, ability 2, keen senses 2, trap sense 3, canny observer 4

Knowledge Religion-13
Sense Motive-12
I got 7 points left to scatter not sure where to place them.
Knowledge local, Bluff, climb, swim?


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I'm hesitant to say which AP we running cause I know people will jump in with all kinda spoilers and I don't want that. I don't want people to be like oh you running King Maker you don't need disable device... or Carrion Crown you won't be sneaking around so its not a big deal. I'd prefer to just make the character for a purpose and if it doesn't come up then oh well I wasted some skill points or a feat. I know these boards are usually for optimization, but I'm ok with not being top notch just want to make sure I bump the things I need. If I was going optimal I would be knife master with like a rapier or something going after them d8s.

I'm a hafling who worships Sarenrae. Im building my backstory to fit the cleric in the group. We joining at the same time so I am playing off his deity. I work for the church as a spy gathering info and things of the like. Kinda playing it like an infiltration expert.

11 STR
21 DEX
15 CON
12 INT
15 WIS
12 CHA

Rogue Talents
Finesse Rogue- can swap and take weapon finesse feat just know there is more flexibility in feats
Canny Observer- +4 perception for traps and overhear conversations hidden objects
Slow reactions- if enemy is hit by sneak attack can't make attack of opportunity for 1 round

Feat
Iron Will
3 left to choose.

I was given +1 short sword, +1 leather armor, belt of dex +2, ring of protection +1, Cloak of resistance +1, boots of elvenkind +5 acrobatics, and bag of holding. oh and a regular shortbow.

The group is large so asking the DM to remember trap spotter might get over looked.

Grand Lodge

Pathfinder Companion Subscriber

Dervish Dance.

With that dex, and your god, it works mechanically awesome, and thematically awesome.

Replace that Shortsword with a Scimitar, and wield your god's favored weapon with style.

Want to be really sneaky?

Nab Hellcat Stealth and Dampen Presence.

Hide from a Dragon, in the middle of the day, in an open field, that happens to be an Antimagic field.

Bam!


Wow, those feats along with a stealth skill booster item and a the fast stealth rogue talent and you will be invisible most of the time.

I would take some UMD so that you can use wands and scrolls.

Knowledge engineering and local might help but climb and swim are done through spells and items if you need them.


I would spread around your skill points, particularly since you specified that the campaign will be role-play heavy. Doesn't it make sense to get training in Diplomacy, Bluff, etc? One point in a class skill get you a free +3 right? I max out some of my skills too, but with so many skill points you should really diversify your abilities.

Grand Lodge

Pathfinder Companion Subscriber

For Bluff, you will want a Mask of Stony Demeanor.

To put off the last bits of stealth, a pair of Boots of the Soft Step will do fine.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber

Your skills look pretty good, I wouldn't put any more feats into skill focus or whatnots. You stand a good chance of finding most traps already. I'd spend the points in knowledge local. It's a great skill.

If you really want to stand out as the trap finding guy though, you might want to get a couple items for trapfinding:
There's a +5 perception item, the Lens of Detection.
Add some glasses for disable device, the Goggles of Minute Seeing

Ask your party members to chip in for some of it. 6kGP total for both items is very reasonable for the benefit, your party should be willing to put up half of that at least. Added bonus, the lens can be used when searching for hidden rooms and looking for tracks as well.

If they won't chip in, don't pick them up, and have the other party members check the doors for traps by trying to open it after you do your first trap check.

Grand Lodge

Pathfinder Companion Subscriber

Oh, and if you are going to put the next ability point into charisma, then you can nab the Eldritch Heritage feats., and choose the Shadow Bloodline.

Now, you will hide everywhere, anytime, against anyone.


SycoSurfer wrote:


All the high skills are Dex based. cept perception.
I have a +2 belt of Dex. 16 roll 2 from race bonus... total 20 (21 with skill point at 4)

22 Acrobatics- 7 ranks, class 3, ability bonus 5, Boots of Elvenkind 5, Halfling sure footed 2.

19 stealth- 7 ranks, class 3, ability bonus 5, size 4

20 disable device- 7 ranks, class 3, ability bonus 5, MW thieves tools 2, trap sense 3

15 sleight of hand- 7 ranks, class 3, ability 5

21 perception- 7 ranks, class 3, ability 2, keen senses 2, trap sense 3, canny observer 4

Knowledge Religion-13
Sense Motive-12
I got 7 points left to scatter not sure where to place them.
Knowledge local, Bluff, climb, swim?

SycoSurfer wrote:

I'm hesitant to say which AP we running cause I know people will jump in with all kinda spoilers and I don't want that. I don't want people to be like oh you running King Maker you don't need disable device... or Carrion Crown you won't be sneaking around so its not a big deal. I'd prefer to just make the character for a purpose and if it doesn't come up then oh well I wasted some skill points or a feat. I know these boards are usually for optimization, but I'm ok with not being top notch just want to make sure I bump the things I need. If I was going optimal I would be knife master with like a rapier or something going after them d8s.

I'm a hafling who worships Sarenrae. Im building my backstory to fit the cleric in the group. We joining at the same time so I am playing off his deity. I work for the church as a spy gathering info and things of the like. Kinda playing it like an infiltration expert.

11 STR
21 DEX
15 CON
12 INT
15 WIS
12 CHA

Rogue Talents
Finesse Rogue- can swap and take weapon finesse feat just know there is more flexibility in feats
Canny Observer- +4 perception for traps and overhear conversations hidden objects
Slow reactions- if enemy is hit by sneak attack can't make attack of opportunity for 1 round

Feat
Iron Will
3 left to choose.

I was given +1 short sword, +1 leather armor, belt of dex +2, ring of protection +1, Cloak of resistance +1, boots of elvenkind +5 acrobatics, and bag of holding. oh and a regular shortbow.

The group is large so asking the DM to remember trap spotter might get over looked.

Yow! Nice build! I haven't tried a halfling rogue in decades, but they synergize really well with rogue. I had forgotten.... I especially like Canny Observer. Awesome rogue talent. I'm going to check out the APG!

So. I've got a rogue at 8th level in RotRL. His bonuses are not as high as yours and I've spread his skill points around more. He's doing fine on skill checks. I recently threw in a level of fighter to try to boost his combat capabililty, because he really has begun to fall short in combat. I would recommend putting at least some of those free feats into combat.

I might have mis-counted, but don't you have 14 points left to play with? Acrobatics,stealth, disable device, sleight of hand, perception, Knowledge Religion, Sense Motive. That's seven maxed out skills and you should get 9 skill points per level counting your intelligence bonus.

I would definitely throw something into diplomacy if you are thinking a spy type character. I also like covering some basics like swim and climb. (Although if you're starting at 7 I might skip climb. The party should have magic available for that.) You don't have to max them out, but swim especially, can be a situational life saver.

I also like trap spotter as a rogue talent. Your DM will get used to it. Fast Stealth hasn't worked out that great. Fun for flavor, but it really is very situational.


blackbloodtroll wrote:

Oh, and if you are going to put the next ability point into charisma, then you can nab the Eldritch Heritage feats., and choose the Shadow Bloodline.

Now, you will hide everywhere, anytime, against anyone.

Interesting idea, really interesting. Anything that holds out hope for a hide in plain sight type ability is attractive.

But doesn't he need Improved Eldritch Heritage with it's 15 Ch prereq to do that? I guess he could sink money into a pretty pink ribbon of a headband.

I will keep this in mind for a character some day.

Grand Lodge

Pathfinder Companion Subscriber

There is Scentbane Incense to deal with Scent.

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