Assassin / Social Gnome. Concept of character


Advice


Umbral (dark vision) Gnome. Thief Rogue

8 Str 18 Dex 10 Con 8 Int 12 Wis 18 Char

Ancestry feat: Animal accomplice (bird)
Skill feat: Pick Pocket (background)

Class feat: Nimble dodge.

Weapon:
Crossbow
Shortsword
Dagger

Armor: unarmor

Skills: All the Cha/Dex skill + others.

My plan is to be an assassin with a lot of damage and very good on social interactions: Intimidating, Diplomacy, dedception, thivery, etc.
His familiar will be a bird magically bonded to him. He will help the gnome to flank, listen conversations for him, bring him little objects, create distractions, etc.

¿Do someone have some suggestions to make this character better?

¿Best weapons?
¿Level 2 feats or multiclass options?
¿Witch skil should I improve?


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You should read the rules about character creation. Your character is far from being valid. You can't have 18 Charisma as a Rogue, you're not supposed to have 8 Intelligence as a Gnome and you can't have so few attributes at 12.


SuperBidi wrote:
You should read the rules about character creation. Your character is far from being valid. You can't have 18 Charisma as a Rogue, you're not supposed to have 8 Intelligence as a Gnome and you can't have so few attributes at 12.

Step 1: Ancestry

+2 Dex +2 Con +2 Cha - 2 Str

_____

Step 2: Background

+ 2 Dex + 2 Cha

_____

Step 3: Class

+ 2 Dex

_______

Step 4: Extra Bonus

+2 Dex + 2 Cha + 2 Con + 2 Wis

_____

Step 5 (OPTIONAL): Character flaws rules. (-2, -2, +2)

- 2 Con - 2 Int + 2 Cha

There is nothign wrong


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Your ancestry is already giving you a bonus to Charisma, so you can't apply the ability boost from the optional character flaw rule to Charisma. It must be applied to either Strength or Wisdom.


SuperBidi wrote:
Your ancestry is already giving you a bonus to Charisma, so you can't apply the ability boost from the optional character flaw rule to Charisma. It must be applied to either Strength or Wisdom.

Where did you read it?

"Sometimes, it’s fun to play a character with a major flaw even if you’re not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can’t apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma. You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves’ ability flaw during this step."


You can't assign 2 bonuses to the same stat at the same moment. As this flaws and bonuses arrive during the Ancestry phase, you can't assign them to an ability that is modified by your Ancestry. So, no +4 to Charisma.


SuperBidi wrote:
You can't assign 2 bonuses to the same stat at the same moment. As this flaws and bonuses arrive during the Ancestry phase, you can't assign them to an ability that is modified by your Ancestry. So, no +4 to Charisma.

That's true, I didn't notice it was part of the ancestry step and I saw someone doing it in a video. Thanks for making me notice that I was close to play a non legal character. I have to do some modifications. I think I will play with 16 Cha and Con/Wis 12


Thanks to you also, I discovered an optional rule (I didn't know about the optional flaw).

Another issue: Familiars can't give you flanking. In PF2, they are no more able to participate directly to combat. You should get an Animal Companion if you want a flanking buddy. Animal Companions are very good at doing it. For example, the raptor gives you the flank even if it is not in flanking position as long as the flanking position is 10 ft away from it. So, if this is something important to you, you should multiclass to Druid or Ranger to get it.

The Exchange

Every step in the process is designed to add a +2 boost or -2 flaw at most to any ability (attribute).

There are four steps with ability adjustments
1 Ancestry (which includes voluntary flaw procedure)
2 Background
3 Class
4 Free

Class step gives only a fixed boost to 1 ability so you are only able to get to 18 in your class prime ability and all other abilities cap at 16

The two exceptions to the normal limit of applying a single adjustment to an individual ability in each step are 1) you can apply BOTH FLAWS to an ability with a BOOST from ancestry (Thus flipping a net boost of +2 to a net flaw of -2) and 2) you can apply BOTH free BOOSTS to an ability with a FLAW from ancestry (thus flipping a net flaw of -2 to a net boost of +2).

Grand Lodge

Some things:

1) I strongly recommend getting Athletics trained and take Hefty Hauler as your 1st level skill feat. only having 4 bulk before being encumbered will hurt, 6 is much more manageable.

2) Unless you MC into Sorc and get the Enhanced Familiar feat, you're hawk will only have one free familiar ability you can give it; when you make your preparations each day you must assign two abilities to it, and since it's a flying creature one of those has to be flight. So you'd have to take Sorcerer dedication (since you have the Cha to MC) and Enhanced Familiar at levels 2 and 4, respectively, unless you're okay with your hawk being severely limited in usability.

3) There isn't really an assassinate option for any class in the game, including rogue. TBH the closest thing you could get to an assassin would be a fighter for those sweet sweet crit chances. You're going to have to be able to stand your ground; you won't be able to ambush someone and just have them die on your first attack unless they're like a -1 level NPC.

4) I'd swap out crossbow for a shortbow; you want to save on actions and having to spend an action to reload will hurt, even if it means less damage.

5) Taking the Assurance feat on skills where you don't have a strong ability modifier is a really good option. See below.

6) Skills are super important, obviously, and even for a rogue it seems like there won't be enough. Pick a couple to dedicate to get to legendary, and be sure to upgrade those as soon as possible in order of importance.

7) Some skill feats will impose circumstance penalties when you do certain actions with them. See below for more about Assurance and how you can counteract that.

Assurance: It's a godsend of a feat if you apply it correctly. It lets you "take 10" but at the cost of not being able to add ANYTHING other than your proficiency. So a level 1 rogue with trained Acrobatics and 18 Dex will have a +7 modifier, meaning a low of 8 and a max of 27. Assurance means that you'll get a 13 (10+proficiency). 13 is still fairly low, and you have a 70% chance of at least rolling a 6 or higher to match or exceed that 13 you would need. So Assurance here doesn't really help you out for Acrobatics. But say you're level 3 with trained Medicine and only 12 Wis, for a total of +6 bonus. If you needed to treat wounds, which is usually a DC 15, you're needing to roll at least a 9 on the dice, which is a 55% chance of success. But with Assurance in Medicine you're always able to hit the DC 15, 100% of the time.
Another thing to note: Assurance takes away penalties from feats, in addition to ignoring penalties due to status afflictions. Take Glad-Hand for example. Having a Charisma of +3 means your bonus to the check becomes your proficiency bonus -2, but with Assurance you just get 10+proficiency.

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