keerawa
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My Archaeologist Bard has hit 12 and can now take an advanced rogue talent, woo-hoo! I've built her to be a skills and knowledge monkey, with solid face skills and decent in-combat utility. I'll be going through the Eyes of the Ten with this character, and I want to make sure she really has all her bases covered.
Now, I can already take 10 on Knowledges and Disable Device. GMs always seem to allow me to take 10 on Perception, and with Heroism, my base is 31, so I'm not going to worry about that.
The Advanced Rogue Talent Skills Mastery, with an Int of 16, will let me take 10 on 6 other skills, even if stress and distractions would normally prevent it.
This is the list of skills I am currently thinking of for taking 10.
1) UMD
2) Spellcraft
3) Linguistics
4) Acrobatics
5) Escape Artist
6) Diplomacy? Swim? Stealth? (I hardly ever stealth)
Any suggestions for which skills would be most useful?