| Post/Author/DateTime | Post |
|---|---|
| exelcior03-20-07, 10:24 AM | Hello to all: I want to make a Rogue/Spy masters, changelin, that is very good infiltrating. I want to know what feats I must choose and in what skills I am have to focus:confused: . So, tell me yours opinions.:D |
| jadehawk03-20-07, 12:35 PM | Skills: Climb, Disable Device, Disguise, Hide, Jump, Move Silently, Open Locks, Tumble Feats: Agile Athlete (if you are focusing on dexterity, then you can apply dex to climb and jump instead of strength) Crossbow Sniper, Darkstalker (from Lords of Madness), and I can't think of the name but I think there is a feat that gives you a +2 bonus to hide and move silently Focus your book search on Complete Adventurer and Complete Scoundrel, but give the Players Handbook 1 and 2 a good look for feats. |
| Keeper of the Mists03-20-07, 05:02 PM | If it's infiltration you're looking at....you'll also want Knowledges. Specifically, Knowledge/Local (for infiltrating city organizations), Knowledge/ Nobility & Royalty (for getting into court), and Knowledge/Religion (to see what the high priest is up to). |
| Averroes03-20-07, 05:49 PM | Bluff? Where's the bluff? Get it, use it, and love it. For a spymaster character I disagree with Jadehawk as to how to build this guy. It does depend if you are doing trapfinding/dungeon crawl or more social. If it is the latter then I would go with Bluff, Disguise, Diplomacy, Intimiadate (I don't usually do this as I don't like resorting to it) and Sense Motive, as well as your sneaky Hide/MS. I tend to go with the social skills and be gimpy in the trap/locks department. As I have a higher Cha than Dex. I also tend to lean more for Use Magic Device than regular weapons. But that really depends on what kind of DM you have. I wouldn't count on UseMagic Device in general. For feats it depends on what kind of combat you are planning on doing. I would take feats that complement them. Or you can always just go skill Monkey with your feats. I think there is one in Complete Adventuerer that gives you 5 skill points. So you can have better skills in alot of things if you want or just focus. What are the prereqs for Spymaster anyway? I'd start there. |
| jadehawk03-20-07, 05:57 PM | Bluff? Where's the bluff? Get it, use it, and love it. For a spymaster character I disagree with Jadehawk as to how to build this guy. It does depend if you are doing trapfinding/dungeon crawl or more social. If it is the latter then I would go with Bluff, Disguise, Diplomacy, Intimiadate (I don't usually do this as I don't like resorting to it) and Sense Motive, as well as your sneaky Hide/MS. I tend to go with the social skills and be gimpy in the trap/locks department. As I have a higher Cha than Dex. I also tend to lean more for Use Magic Device than regular weapons. But that really depends on what kind of DM you have. I wouldn't count on UseMagic Device in general. For feats it depends on what kind of combat you are planning on doing. I would take feats that complement them. Or you can always just go skill Monkey with your feats. I think there is one in Complete Adventuerer that gives you 5 skill points. So you can have better skills in alot of things if you want or just focus. What are the prereqs for Spymaster anyway? I'd start there. I agree with you...which does mean I am disagreeing with myself I guess..I'm crazy that way I guess. My initial post was focusing on infiltration, so I would still suggest climb, jump, hide, and move silently, but I neglected the charisma skills and feats. |