**PFS** Let's build the ultimate diplomancer, con-man, fast talker, spy, etc.


Advice

Grand Lodge

Like the title says, how would you build the ultimate social skills type character...with amazing rolls in all the face skills (bluff, diplomacy and intimidate...bonus points if you can also work in disguise and/or stealth)

Some of the obvious race choices which spring to my mind are of course:

Human (Focused Study and Silver Tongued racial traits, variable stat placement, and they get a favored class bonus for literally every class)

Kitsune (charisma bonus, shape shifting and deception related racial trait options)

Lots of different class and archetype options...bards, rogues, mesmerists, sorcerers with certain bloodlines, and more.

Combat would be a low priority, talking your way out of combat situations would be ideal, followed by buffing and/or debuffing if it did come to combat, then actually getting your hands dirty if you absolutely have to defend yourself.

I know there are ways you can hyper-focus on a single skill and get absolutely insane rolls of +50 or higher...what I would like is something a bit more well rounded, able to do all the social stuff really well (preferably before level 10)

Multi-classing is pretty much expected, other than that, just keep it all PFS legal, all books are available.


What level?


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OK, here is a pfs legal investigator with a level dip into swashbuckler for a little combat viability. He covers a very large number of skills, is adding 1d8 inspiration for free to Diplomacy, Heal, Perception, Sense Motive, Bluff, Disable Device, Disguise, Intimidate, Sleight of Hand, Linguistics, Spellcraft and all Knowledge skills. His Intimidate isn't great but he can use Bluff or Diplomacy instead to change attitudes with it (but not to demoralise).

The stat block includes the benefits of ant haul (2hours/level), Darkvision and False Life (1hour/lvl), Heroism, Barkskin, Heightened Awaareness and Mutagen (all 10min/level).

Male human investigator (empiricist) 10/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125)
N Medium humanoid (human)
Init +8 (+4 heightened awareness, +2 blood-boiling pill)
Senses Perception +33, Darkvision 60'

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Defense
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AC 30, touch 15, flat-footed 25 (+6 armor, +5 Dex, +6 natural, +3 shield)
hp 107 (11 HD; 10d8+1d10+48)
Fort +13, Ref +21, Will +13 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +3; Resist unfailing logic

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Offense
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Speed 30 ft.

Melee +1 keen adamantine rapier +22/+17 (1d6+6/15-20 plus 5 precision damage)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (9), studied combat (+5, 8 rounds), studied strike +4d6

Investigator (Empiricist) Extracts Prepared (CL 10th; concentration +18)

. . 4th—echolocation[UM], freedom of movement, greater invisibility

. . 3rd—countless eyes[UM] (DC 21), displacement, fly, gaseous form, heroism

. . 2nd—acute senses[UM] (DC 20), aram zey’s focus, barkskin, darkvision, false life, investigative mind[ACG]

. . 1st—ant haul[APG] (DC 19), comprehend languages, heightened awareness[ACG], monkey fish[ACG], negate aroma[APG] (DC 19), shield, true skill

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Statistics
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Str 7, Dex 20, Con 16, Int 26, Wis 9, Cha 7
Base Atk +8; CMB +13; CMD 21

Feats Alertness, Combat Reflexes, Extra Investigator Talent (x4), Fencing Grace[UI], Skill Focus (Bluff), Skill Focus (Diplomacy), Weapon Focus (rapier)
Traits reactionary, student of philosophy

Skills Acrobatics +26, Appraise +14, Bluff +37 (+27 to feint), Craft Alchemy +14 (+24 to craft), Diplomacy +37, Disable Device +35, Disguise +24, Escape Artist +27, Fly +10, Intimidate +14, Knowledge (all) +16, Linguistics +14, Perception +33 (+38 for traps), Sense Motive +30, Sleight of Hand +26, Spellcraft +24, Stealth +31, Use Magic Device +24

Languages Abyssal, Aquan, Auran, Celestial, Common, Elven, Ignan, Infernal, Sylvan, Terran

SQ alchemy (alchemy crafting +10), ceaseless observation, inspiration (1d8, 13/day), inspired panache, investigator talents (amazing inspiration[ACG], coax information, combat inspiration[ACG], expanded inspiration[ACG], mutagen[UM], quick study[ACG], sickening offensive[ACG], underworld inspiration[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 100 minutes), silver tongued[ARG], trapfinding +5

Combat Gear mutagen[APG]; Other Gear +2 mithral chain shirt, +2 mithral buckler, +1 keen adamantine rapier, belt of physical might +2 (Dex, Con), boots of elvenkind, cloak of resistance +4, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saves), dark blue rhomboid ioun stone, eyes of the eagle, gloves of larceny[UE], handy haversack, hat of disguise, headband of vast intelligence +4, mulberry pentacle ioun stone, ring of chameleon power, vest of escape, wayfinder, investigator starting formula book, masterwork thieves' tools

Silver Crusade

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My favourite face character is a level 1 Human or Half Elf in any Int-based class with a Familiar (mainly Wizard, Witch and Arcanist).

Start with 20 Int, get a Parrot Familiar, pick Skill Focus (Linguistics) and Orator as your 1st level feats. Throw in a Gold Nodule (Cracked) Ioun Stone after your first game (150 gp) to add a +1 competence bonus in Linguistics.

You now have +16 on ALL social abilities to influence others (so no feinting, demoralising or gathering information, but who cares?), and you can go up to +18 if your familiar (who can talk) helps you.

AT FIRST LEVEL!

And of course this bonus applies to Linguistics itself, which can be used to craft forgeries, and with such a high bonus you'll be able to fake any document you want, hence being able to infiltrate almost anywhere.
Another option is going Tengu for the +4 racial bonus on Linguistics, but you will start at most with 18 Int and won't be able to get Orator before 3rd level. However, at 3rd level, it gives you a net +3 on the check.

For disguise/stealth, you are a full caster, so just use spells: Disguise Self and Vanish/Invisibility are amazing. Eventually buy a Hat of Disguise and later on upgrade it to the greater version so that you can transform into a small-sized race, hence getting a +1 racial bonus on Dex and +4 size bonus on stealth.


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Negotiator seems like a good starting point.
At level 10 you could have:
silver tongued focused study human negotiator bard 10
skill focus: bluff, skill focus: intimidate, persuasive, deceitful
mask of stony demeanor http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/mask- of-stony-demeanor/
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/elixe r-honeytongue/

bluff: +8 cha +10 skill ranks +3 class skill +2 silver tongue +6 skill focus +1 trait +5 negotiator +4 deceitful +10 competence mask +20 glibness +20 +10 honey tongue elixir take 20 = 107
diplomacy: +8 cha +10 skill ranks +3 class skill +2 silver tongue +6 skill focus +1 trait +5 negotiator +4 persuasive +5 competence some item +20 take 20 = 64

10 less if you're out of your take 20 for the day

Convincing Lie seems like a good rogue talent to take.

if you drop 1 level for cleric you can use this item to use diplomacy as a swift action.


I can't link to it from where I'm at (site's blocked), and I'm unsure if it's PFS legal (can't currently check), but in Ravingdork's Crazy Character Emporium there is a character named "Job the Lesser" who is a social skill focused rogue who is ridiculously good at all the face skills.


citricking wrote:

Negotiator seems like a good starting point.

At level 10 you could have:
silver tongued focused study human negotiator bard 10
skill focus: bluff, skill focus: intimidate, persuasive, deceitful
mask of stony demeanor http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/mask- of-stony-demeanor/
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/elixe r-honeytongue/

bluff: +8 cha +10 skill ranks +3 class skill +2 silver tongue +6 skill focus +1 trait +5 negotiator +4 deceitful +10 competence mask +20 glibness +20 +10 honey tongue elixir take 20 = 107
diplomacy: +8 cha +10 skill ranks +3 class skill +2 silver tongue +6 skill focus +1 trait +5 negotiator +4 persuasive +5 competence some item +20 take 20 = 64

10 less if you're out of your take 20 for the day

Convincing Lie seems like a good rogue talent to take.

if you drop 1 level for cleric you can use this item to use diplomacy as a swift action.

That Bard can use "Pageant of the Peacock" too.


Errant_Epoch wrote:


That Bard can use "Pageant of the Peacock" too.

Not PFS legal.


Dart.

EDIT: "Dart" and "Dot" - I dunno, I blame autocorrect (even though this isn't autocorrect's fault).


Do you like being a sauve motherf#&!er? Be a Phantom Thief. It's practically THE con artist archetype.

The obvious draw is the fact that you get skill unlocks earlier than typical rogues, but that skill unlocks are fantastic. You also have the highest skill ranks per level of any class, so this is an extra draw. You also get half your level on up to 10 different skills as you gain levels, and can take skill focus in place of rogue talents at any given time, along with multiple combat tricks and minor/major magic talents. This is in addition to standard rogue talents. You also get Dex to Damage if you go Unchained Rogue, so you can still very easily contribute to combat.

So; You get lots of class skills, but we are going to focus on particularly Intimidate for our combat uses. The skill unlocks for Intimidate essentially grant to you a powerful tool whenever you demoralize a creature, and there are lots of ways to make this easier. Utilizing Dazzling Display, you can cause creatures within an area around you to become frightened, and eventually panicked. This is great stuff, and really gets going as early as 4th, though you can get Dazzling Display by 1st through taking Human and choosing Adoptive Parentage, taking a humanoid race that doesn't have weapon familiarity and taking your light weapon of choice (try to get rapier, probably through Tengu, since Swordtrained is not weapon familiarity). Then, just take Dazzling Display with your regular feat and waza!

Then, we get to appreciate some of the vigilante social talents such as social grace and the like. Being able to boost checks further only makes this better, and you are already getting half your level on a variety of skill checks as is.

Definitely recommend it. I haven't trialed this myself but I'm itching to give it a go.

Silver Crusade

Something very Powerfull that isn't Mentioned here are 2 Inquisitor Ways and a Spell.

An Inquisitor with the Infiltrator Archtype can add his Wis to his Diplo, Inti and Bluff Checks.

The Reformation InquisitionlLets you use the Wis instead of the Cha for Diplo, Inti and Bluff. And at Forth Level lets you Roll Diplo Checks twice (Wis/Day)

(Both Things sadly don't stack)

Honeyed Tongue (Spell) lets you roll Diplo twice 10min/level and you can get it for 750 as a Wand.


Right off the bat Relic Channeler Medium with the trickster spirit might so the trick. Seven skills per level before INT and FCB, not to mention spirit bonuses and spirit surge.

Grand Lodge

DonKalleOne wrote:

...

Honeyed Tongue (Spell) lets you roll Diplo twice 10min/level and you can get it for 750 as a Wand.

Great spell for a face but the wand is level 2 in PFS.

Silver Crusade

Grandlounge wrote:
DonKalleOne wrote:

...

Honeyed Tongue (Spell) lets you roll Diplo twice 10min/level and you can get it for 750 as a Wand.
Great spell for a face but the wand is level 2 in PFS.

No! Its a Level 1 Paladin spell. Since this Spell isn't on Any Cleric, Druid and Wizard spell list you can Choose who crafts it.

So its a legally Level 1 Spell in PFS.


6 levels of bard getting versatile performance and advanced versatile performance you can get all three of those skills being based off of one performance skill. Then take a level of vigilante to get the +4 circumstance to it via social grace. Get a skill focus feat somehow for it. And 3 levels of Investigator for Unconventional Inspiration to add the free inspiration to it. And circlet of persuasion for +3 competence. So at lv10 you're at cha+26+1d6 at the least, traits and racial abilities for perform can make this higher. Take another level of bard with the banner of the ancient kings and you even have a +3 inspire courage.

Or go sacred attendant cleric with the glory domain.
Get a full 1/2 level as an enhancement bonus that lasts the full day.
and get 3+wis times per day getting your level to the check. So at lv 10 with skill focus and the circlet you're at cha+37 before traits or racials.

The Exchange

Diabolical Negotiator feat.

Silver-tongued human.

Authoritative Vestments and any class which can channel. Swift action diplomacy to change attitude. Won PFS.

At high levels you can take Conversion Channel and make your allies realize their faith should rest in Asmodeus as he heals them while the unbelievers perish.

As other people have shown it is absurdly easy to get the actual skill check ridiculously high. Your focus should be on getting special abilities to increase the effectiveness of your checks. The first 3 options allow that.

Dark Archive

Kitsune Lunar Oracle using the Wrecking Mysticism curse to swap off mystery spells for the magical tail feats and use your feat slots to get them as quickly as possible. First level Feat is Noble Scion War (initative off CHA) and first mystery is Prophetic Armor (CHA to reflex and AC instead of DEX). Grab a circlet of persuasion for +3 to all CHA checks (including your initiative now).

Use the Spirit Guide archetype of the Oracle to get a Wandering Spirit Shaman Hex at oracle level 4. Pick up the ancestor spirit (better spells than lore) hex called Wisdom of the Ages to get your CHA to all INT skills instead of INT. Select your traits in a way to pick up intimidate/bluff as class skills OR far better is to dip 1 Level into crossblooded serpentine/fey sorcerer to get +2 to Compulsion spells DCs and have enchantment spells effect a larger array of creatures and become somewhat language independent. Also grab the racial trait that gives another +1 DC to enchantments for being a Kitsune.

The magical tails really make up for the oracle's spell list which doesn't include the best enchantments. The feat gives you 2 per day uses of each spell for the tail you get. you can have them all by level 9 with this build and your +3 DC will work on all of them as well (note the CL is based on HD not your class in the event you didn't take the Bifurcated Magic trait that bumps your CL by 1 in two classes). The magical tail feats read as follows:

Magical Tail:

Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.

Special: You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above.

This is the character I run (level 4 now) and is my experiment to see how many things I can get CHA to go towards and also use compulsion enchantments on everything (His name is Jean Jean L'amour). Note I did take the extra revelations feat at level 3 to give me an animal companion (tiger called Catsanova) to provide some melee presence and dumped my dex to push my CHA/Con up. You are sitting in medium armor as a divine caster and don't have to worry about spell failures. You may also consider taking the Realistic Likeness feat to become a complete humanoid face shaper.

There are less effective versions you can consider, but they will be more effective in combat for sure:

- Inquisitor or Cleric with the Conversion domain (WIS to Diplomacy/Bluff/Intimidate) but I don't think the circlet of persuasion will bump this up.

- An Empiricist Investigator with the student of philosophy trait. This gives you INT to bluff and CHA (not intimidate unfortunately. With the selection of the appropriate talents you can also add a inspiration free 1D6 to all the relevant CHA skills. Same issue with above in that I don't think you get to use a circlet of persuasion to bump the checks.

The Exchange

Don't forget the Half-orc bonus for Intimidate.
Darkvision is also great for a spy.

Dark Archive

One of the fun things an investigator can do is stock up a bunch of elixirs or 1st to 3rd level potions that aren't on his list of extracts that he can make. Then you drink a 2nd level extract of alchemical allocation followed by the potion or elixir and spit it back in the bottle to use again (i.e., spell slot instead of using a consumable). These are some of the good ones:

- Honey Tongue Elixir (750gp) for +10 to bluff
- Honeyed Tongue (2nd level spell)
- Egorian Diplomacy (1st level spell)
- Glibness (3rd level spell)*** - +20 to bluff to tell bold face lies(so good).
- Innocence (1st level spell) - +10 to bluff to sound innocent.

Also the trait "Extremely Fashionable" gives a +1 to Diplomacy, Intimidate, and Bluff if you dress fancy.

Grand Lodge

DonKalleOne wrote:
Grandlounge wrote:
DonKalleOne wrote:

...

Honeyed Tongue (Spell) lets you roll Diplo twice 10min/level and you can get it for 750 as a Wand.
Great spell for a face but the wand is level 2 in PFS.

No! Its a Level 1 Paladin spell. Since this Spell isn't on Any Cleric, Druid and Wizard spell list you can Choose who crafts it.

So its a legally Level 1 Spell in PFS.

Thanks for cheecking me on that. Some how I got the idea that bard was on the madatory crafter list for spells.

Grand Lodge

Lots of great suggestions guys, keep it up. I'll be off reading up on a few of these classes and archetypes I am not up to speed on :)

Grand Lodge

Here are a few class/archetype dips and breakpoints that I found might be particularly appropriate.

Mesmerist (Vexing Trickster Archetype) 3-4 levels gets you +1 or +2 in Bluff, Disguise, Sleight of Hand, and Stealth checks. 2-3 mesmerist tricks and one bonus trick feat, and free combat expertise. Hypnotic Stare to give a foe -2 will saves, 1st and maybe 2nd level mesmerist spells and knacks. You also get 1 bold stare, such as Psychic Inception, which lets your mind effecting abilities work on mindless and immune creatures.

Unchained Rogue (Kitsune Trickster Archetype) 1-4 levels. 1 level lets you add your Int modifier to Bluff, Diplomacy, Disguise, and Sense Motive checks, finesse training, and sneak attack. Taking it up to level 3 or 4 gets you dex to damage, 1-2 rogue talents, evasion, uncanny dodge, and debilitating injury. Not to mention 8+ skill points per level.

Sorcerer (Rakshasha Bloodline) 1 level lets you self buff yourself with +5 bluff as a swift action 3+Cha mod times per day. Along with Eschew Materials, cantrips, and level 1 sorcerer spells.

Investigator (Mastermind Archetype) 1 level gets you unlimited uses per day of Inspiration on Diplomacy and Intimidate, and level 1 formulae.

Bard (Negotiator Archetype) 1+ levels. 1/2 level bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. Bard cantrips and spell list, rogue talents, etc.

Might be worth nothing that if you get a familiar, pig, thrush, and toucan all give +3 diplomacy.

I'll add more as I find them :)


Phantom thief rogue. Can diplomacy his way out of combat almost every time.


It is worth to look at the archetype of a courtly hunter.

Grand Lodge

Courtly Hunter has some definite possibilities. If you dip a single level and let you animal companion die, you can have a permanent +4 to a skill (or +2 to Cha), with another one for 1 minute per day.


Of course, not PFS, but as a aside I played a Courtier in a Rokugan campaign. Pretty much almost useless in combat, with a sort of mild bardic ability, but if he had a chance to do Diplomacy it was over.

Kemuri Kunoichi your name and avatar brought this memory out.

Silver Crusade

I'm surprised halflings haven't been mentioned. Besides their cha bonus, they have an alternate racial trait that gives +2 bluff.

I have an Infiltrator Inquisitor with the Student of Philosophy trait, so I add both my int and wis to my bluff and diplomacy, but not my cha score. Works great for a skill focused inquisitor, since int and wis are my highest stats.

Grand Lodge

Halflings are a strong option for a lot of the choices mentioned above.

Gnomes can be as well, the Gift of Tongues alternate racial trait gives a +1 to Bluff and Diplomacy, and also gives you 2 languages for every point you put into Linguistics (which is super nice, since bluff and diplomacy are language dependent).


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I still think the phantom thief is the ultimate skill monkey. Getting so many skill unlocks and getting them early is pretty amazing. Also getting half your level on so many skills.

Silver Crusade

I've always thought investigators were the ultimate skill monkeys, thought they're usually not focused on social skills. I haven't looked at the phantom thief in any detail.


ha-ha, dandy ranger! I forgot about him.


I can't wait to play my Dandy ranger in hells rebels. How high a diplomacy score do you think a Dandy could get?


So I am working on a build for a home game for a Negotiator human (Silver Tounged, Focused Study) bard that I believe is PFS legal. It is build to never deal a point of damage in combat form level 1 up.

It uses the Rogue Talent: Mien of despair: http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogu e-talents/mien-of-despair-su

Demoralize and Eventually ranged Feint + Greater Feint to basically us skills to debuff.

Unfortunately I do use Skill unlock Intimidate which isn't legal for a bard in PFS so id probably replace it with Call Truce: http://www.d20pfsrd.com/feats/general-feats/call-truce/

In addition the level 1 or 3 feat (The other one would be Persuasive) Combat Advice: http://www.d20pfsrd.com/feats/general-feats/combat-advice/

Its a funny little idea. Though Call Truce could either be amazing or terrible and might derail a lot of thing in a PFS game.

Grand Lodge

I keep coming back to the Kitsune race...the idea of a shapeshifting, sly fox character appeals to me.

So...I'll be starting with a 20 Cha, the rest of the stats are somewhat flexible...though I don't want to dump anything below an 8 (especially Str, as PFS does use encumbrance rules). Higher Int for more skills might be helpful.

I'll be using shapeshifting a fair amount, so I'll grab the Fast Shifter alternate racial trait, along with Gregarious. I'll also drop a feat on Realistic Likeness, gotta love fast shifting into any human you've met before as a move action.

Now I just need to decide on what class (or classes). So many choices...

Combat is definitely secondary, if not tertiary. Spellcasting, if any, should be primarily buffs or other spells which don't need to scale up their DCs (Unless single classing, or only taking a single 1-2 level dip or another class, which can be countered by taking the Magical Knack trait) I don't want to build a Kitsune Enchanter.

My mind is all over the place right now...I am picturing a crazy amalgam of 6+ classes mashed together, all at level 1-3. (Things like 1 level of tattooed sorcerer, with the rakshasa bloodline to get the +5 buff and a tattoo familiar...1 level of courtly hunter, losing the pet for the permanent animal focus...1 level of mastermind investigator for the inspiration...1 level of negotiator bard for a +1 bonus and some minor spells...1 level of kistune trickster rogue for the int bonus...

Thoughts?

Grand Lodge

I'm surprised that no one has mentioned the Asmodean Advocate Cleric yet. Use your profession Barrister bonus for bluff and diplomacy. Also gets a Serpent familar for the bluff bonus.

Grand Lodge

Asmodeus is an evil deity, and this is for PFS...no evil PCs.

Grand Lodge

He can have Lawful Neutral Clerics and he is a PFS Legal deity.

Grand Lodge

Interesting archetype...they are the ultimate rules lawyer. Not a fan of the flavor myself, but worth adding to the list.


I would recommend to pay attention to the investigator with the archetype "questioner".


Sadly, Questioner gets Spell Failure. But if he iant using armor, its one I was looking at for a long while now.

It seems that the OC likes Kitsune? Have you thought about going with the Tails build with the Sorcerer Archetype? You could get Dominate Person 2/day at level 7.

Silver Crusade

Kemuri Kunoichi wrote:

1 level of tattooed sorcerer, with the rakshasa bloodline to get the +5 buff and a tattoo familiar

That combination doesn't work. That Tattooed Sorcerer archetype gives up the 1st level bloodline power in order to get the familiar. So if you go for that archetype to get the familiar, then you lose the +5 bluff bonus.

Grand Lodge

TheMonkeyFish wrote:

Sadly, Questioner gets Spell Failure. But if he iant using armor, its one I was looking at for a long while now.

It seems that the OC likes Kitsune? Have you thought about going with the Tails build with the Sorcerer Archetype? You could get Dominate Person 2/day at level 7.

I don't want to play an enchanter, I want to play a social skills character.

Fromper wrote:
Kemuri Kunoichi wrote:

1 level of tattooed sorcerer, with the rakshasa bloodline to get the +5 buff and a tattoo familiar

That combination doesn't work. That Tattooed Sorcerer archetype gives up the 1st level bloodline power in order to get the familiar. So if you go for that archetype to get the familiar, then you lose the +5 bluff bonus.

Oops, forgot about that...been looking at too many options, getting all mixed up.

Grand Lodge

I don't think it has been mentioned yet but there is a new slayer archetype, turn coat, that can use bluff and get the benefits of a diplomacy check (change attitude). Study can be added to that giving a pretty good base for a melee class.


The questioner is made an archer, and armor is no longer so important. Enough haramaki.

And he will be the best in skills.


Something to consider would be an Infiltrator Investigator. Just be a Half Elf, Skill Focus (Linguistics) and then take Orator and max that Linguistics skill.

Basically max Lingustics and get to use it over Diplo/Bluff/Intimidate, but only in certain situations, (ie to tell a lie (Bluff), change an attitude (Diplomacy), or force cooperation (Intimidate). Take Clever Wordplay and make Disguise INT based. Max your intelligence (better skill points + linguistics mod), and use your extracts to buff (Acute Senses, Perceive Cues etc). As a bonus, you can also use Linguistics to forge documents which means if your con man wants to claim he is a legitimate tax collector - he can. Infiltrator gives you a heck of a lot of bonuses to disguise, including the ability to impersonate specific individuals. Take an investigator talent to make inspiration free to use on Linguistics and its INT+Mod+Inspiration+Favoured class bonus on whatever you roll. Bonus, with all the knowledge skills you have, you can more accurately pretend to be someone you are not.

Just an option to add to your list.
If you want to go Kitsune though, I would go CHA based and probably move into straight bard. You can try and take Eldritch Heritage to pick up Silver Tongue if you were minmaxing it. Otherwise to be honest, Phantom Thief rogue is really going to outshine @ skills and you could still go Kitsune for that.


Someone mentioned Asmodeus, so I figured I'd share my Devil Lawyer.

The Unchained Summoner's Eidolon has a very powerful Evolution that really helps in this situation. The Skilled Evolution offers a +8 racial bonus to any one skill. The Devil comes pre-loaded with Skilled (Bluff), so I added Skilled (Diplomacy) and Skilled (Profession: Barrister) to round him out.

At level 1, he was rocking a +15, with the skill rank, Skilled Evolution, and the Skill Focus feat. I have played him enough to earn level 5, and the Devil, without much more than adding skill ranks and the Persuasive feat, now has a +22 in Diplomacy. Since the Eidolon and the player character share magic item slots, the Devil Lawyer will be able to take all the fun items that bump his Diplomacy up.

The goal for this character is to use Call Truce, a feat which requires a hefty DC 30 + target's Charisma to use, but can freeze a fight for one full minute. The Eidolon will acquire that when the Summoner hits level 6. It'll require a 7 on the die roll to hit DC 30 at that time. Since that isn't taking into account magic items and other potential buffs, the DC should be achievable and consistent against most groups, save those with high-charisma types.

The final great piece to add to any Diplomancer is the feat Rhetorical Flourish. It allows the user to either Bluff a target for a +4 bonus to Diplomacy... Sweet! Or, it allows the user to Bluff after a failed Diplomacy check to gain a re-roll on the check. Sweeter! Getting very high modifiers is all well and good, but the die roll still matters. When it betrays you, this is a great "second chance" option.

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