| Post/Author/DateTime | Post |
|---|---|
| togapika12-10-07, 12:08 PM | 10th level Underdark campaign. I'll be playing a 10 ECL Feytouched descended from a Gray Jester (HOH 151) which is a fey that steals peoples charisma. Other than that I'm lacking in ideas for fluff and mechanics. And yes I know I mispelled Rogue |
| Dead_Weasel12-11-07, 06:10 PM | Spellthief would mesh nicely with the character's ancestry, and will certainly help you more than makeup.Improved Initiative, Two-Weapon Fighting and Weapon Finesse are the standard beginning rogue (or rogue-like) feats. Either Improved Feint, Hand Crossbow Focus and Crossbow Sniper, or the Superior Flanking teamwork benefit will be major assets, but assume that you have already chosen a fighting 'style,' making you most effective while cleaving to that specific tactic. Arcane Strike or Razing Strike will help you deal damage to SA-immune enemies, but you will have a hard time fueling them with your own spells, if there are no enemy spellcasters around to steal from.Stepping away from mechanics, how aware is the character of the precise nature of his/her lineage? How does the character feel about it? What is the character's alignment? How would the character react to encountering his/her ancestor? How does all of this affect the character's relations with the rest of the party? What are the character's goals (ex: what is he doing in the Underdark)? |
| togapika12-12-07, 08:37 AM | It's a mostly evil game (No CE) so probably NE or LN. He likes the idea of a gray jester ancestor and would probably try and get power from him if he met him. As for what he's doing in the underdark.... power? |
| Dead_Weasel12-14-07, 03:40 AM | Definitely Spellthief, maybe Master of Masks or Chameleon later on. You might want to trade in Trapfinding for Poison Use; up to you though. The character ought to be quiet and cautious, but quick to seize advantage and use it. You have to stay on the party's good side by appearing to be a team player, while keeping an eye out for anything that will give you leverage should the need arise for an "accident." Even if you make the character morally neutral, you will still have to keep an eye out and be ready; some or all of your teammates would kill you for a copper piece in a heartbeat, after all. Lots of Underdark critters have neat abilities, and taking them simultaneously weakens your enemy and strengthens you. Even if an ability cannot help you against its rightful owner, it might help you against the creature's neighbors. You will be either loved or hated by the party's arcane spellcaster, if any; it depends on whether he sees you as a gullible asset or a dangerous obstacle. Convince him that he can trust you with "just a little" power, to speed fights up, until it turns into a habit. Eventually he will weaken himself by strengthening you, making him look a little bit worse in the party's eyes. The party's toughs will soon learn that you help them squish those irritating magical enemies fast, but will be leery of you seizing too much power at once - they do not want you thinking that you can trump them, because the situation could very well arise if they are not careful. Stay on their good side without standing out, and they ought to forget that you are there - which will give you opportunities to be somewhere else from time to time. Simply because you succeed on a Search check does not mean that you have to go telling everyone else, when you can come back later; just remember that you are vulnerable alone. The biggest problem with stolen magic is that it is on a timer; make the best use of things while you can, before they run out. That said, do not bite off more than you can chew. Playing smart keeps you alive, which gives you the opportunity to accumulate power; playing brave gets you dead, which is painful and often permanent. |