| SepthSilver |
Hello!
I was wondering if you wouldn't mind helping me make a fast talking scoundrel for an upcoming CoT AP, think a cross between Drothe from Among Thieves(good book), and Locke Lamora from the Gentlemen Bastards(also great). His main feature would be smooth lies, cunning deception, and quick thinking. In short, the party talker, trouble maker, and scallywag.
I've heard good things about the Negotiator bard archetype, although feel free to suggest whatever.
It will be from 1-13, and most official paizo content should he good.
My 3 stat choices are below, arranged however you wish.
1. 17, 11, 6, 12, 17, 16
2. 12, 16, 6, 13, 18, 15
3. 15, 11, 8, 15, 7, 15
Thank you greatly in advance,
SepthSilver
| Secret Wizard |
Well, I would for one recommend Eldritch Heritage: Rakshasa for all your mythomaniac needs.
I don't think Bard is the only option here, Sczarni Swindler works well too. It has some pretty cool advantages - for example, you can Let Fate Decide on a Bluff vs. an Attack check, which can make you suave or deadly depending on your mood. Plus, you can do that in combat to Feint at every kind of enemy.
The Swindler requires high Charisma so it has synergy with Eldritch Heritage too. Plus, you wouldn't be relying on magic, making you much more the rogue.
You can go Dervish Dance to focus on CHA and DEX or just take Weapon Finesse and an Elven Curved Blade and wait out for an Agile weapon.
Here is a sample at level 1, trying to go for Eldritch Heritage, with no armor or weapon:
Male human rogue |(Sczarni Swindler)| 1
Medium humanoid (human)
Init +4; Senses Perception +5
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Special Attacks sneak attack 1d6
STATISTICS
Str 10, Dex 18, Con 10, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Skill Focus (Disguise), Weapon Finesse
Skills Acrobatics +8 , Bluff +6 , Diplomacy +8 , Disable Device +9 , Disable Device (Traps) +11 , Disguise +5 , Intimidate +6 , Knowledge (Local) +5 , Perception +5 , Perform (Dance) +6 , Sleight of Hand +8 , Stealth +8
Languages Common, Undercommon
SPECIAL ABILITIES
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Bonus Rogue Talent The human gains +1/6 of a new rogue talent.
Let Fate Decide (Ex) At 1st level, the Sczarni swindler can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the swindler then uses a random method to choose one of the declared activities, such as flipping a coin, rolling a die, or drawing a harrow card. The specific method doesn’t matter as long as there is an equal chance of either activity being chosen. If the swindler then performs the chosen activity within the next round, she gains a luck bonus on the roll type required for that activity—attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw—equal to half her rogue level (minimum +1) for 1 minute. If the swindler performs any other action (whether declared or not) in the round after using this ability, she becomes shaken for 1 minute instead. The swindler can use this ability a number of times per day equal to 3 + her Charisma modifier. This ability replaces trapfinding.
Trap Finder (Trait) You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Heirloom Weapon You are proficient with scimitars.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
So after that, you moved for Dervish Dance through Combat Trick Rogue Talent, then Eldritch Heritage: Rakshasa, and then you have quite a few options, like going for Antagonize and Dodge/Osyluth Guile (my recommendation because it's awesome), or going for Combat Expertise and Improved Feint/Trip/Disarm (I'd go for the Feint).
For Rogue Talents, Combat Trick at 2nd level for Dervish Dance, then Ninja Trick->Combat Trick (if GM allows) for Combat Expertise to move into Improved Feint, and then you have two very nice Rogue Talents: Underhanded, which allows you to deal max Sneak Attack damage and you can use as many times as your Charisma allows.
Underhanded is very sweet since it works not just in combat, but also like so: make a Bluff check to make the enemy look at the pretty birdie (if you go for Rakshasa bloodline, you can use your bloodline power to make him know for a fact there is a pretty birdie there that needs to be watched pronto), then go for a full, flat-footed sneak attack for max damage.
VARIANTS:
- An interesting way to go would be moving onto Aldori Swordlord afterwards. It can make high Charisma characters good in battle thanks to all the benefits it gives to Intimidating opponents (taunting them, basically).
- You can go the non-lethal route, using Underhanded to sap enemies for massive damage thanks to Sap Adept (for a level 7 rogue, dual-wielding Saps or Light Maces, that's over a hundred non-lethal damage), and you can pair that with Enforcer to make use of a high Intimidate.
- You can go Ninja which uses Charisma better.
- You can go Bard as you wanted.