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This build is heavily focused on increasing skill modifiers for 'soft' skills. When negotiations fail, it plays a supporting role in combat, enhancing survivability through the use of [[sanctuary]]. | This build is heavily focused on increasing skill modifiers for 'soft' skills. When negotiations fail, it plays a supporting role in combat, enhancing survivability through the use of [[sanctuary]]. | ||
Race: [[Halfling|Strongheart halfling]] for [[Halfling Luck]] which reduces the likelihood of critical failure on rolls. Poison resist is a nice bonus. | '''Race''': [[Halfling|Strongheart halfling]] for [[Halfling Luck]] which reduces the likelihood of critical failure on rolls. Poison resist is a nice bonus. | ||
Initial stats: | '''Initial stats''': | ||
STR: 8 (-1) | STR: 8 (-1) | ||
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There is some leeway here, feel free to swap INT and WIS if you prefer having stronger wizard skills, or INT-based skills. Similarly, I put 10 in CON because DEX becomes irrelevant with heavy armour (but costs you initiative). | There is some leeway here, feel free to swap INT and WIS if you prefer having stronger wizard skills, or INT-based skills. Similarly, I put 10 in CON because DEX becomes irrelevant with heavy armour (but costs you initiative). | ||
Level 1: [[Cleric| Cleric 1]] ([[Life Domain|Life]], [[Nature Domain|Nature]], [[Tempest Domain|Tempest]] or [[War Domain|War]]): Critically, this provides access to {{SAI|Sanctuary}}, and {{HeavyArmour}} proficiency which will help with survivability if negotiations fail. | '''Level 1''': [[Cleric| Cleric 1]] ([[Life Domain|Life]], [[Nature Domain|Nature]], [[Tempest Domain|Tempest]] or [[War Domain|War]]): Critically, this provides access to {{SAI|Sanctuary}}, and {{HeavyArmour}} proficiency which will help with survivability if negotiations fail. | ||
Level 2: [[Rogue| Rogue 1]] A level of rogue gets us one more skill and two {{SAI|Expertise}} points which we put into persuasion and deception. | '''Level 2''': [[Rogue| Rogue 1]] A level of rogue gets us one more skill and two {{SAI|Expertise}} points which we put into persuasion and deception. | ||
Levels 3-12: [[Wizard|Wizard (Divination) 2]] / [[Bard| Bard (Lore) 8]] We take two wizard levels in the divination school. This grants access to spell scribing (giving access to high-level wizard spells) as well as a portent dice which can be used while in [[Sanctuary]]. The remaining levels are in Bard, which gives diplomacy boosts at level 2 ({{SAI|Jack of All Trades}}) and 3 ({{SAI|Expertise}}). Our high Charisma | '''Levels 3-12''': [[Wizard|Wizard (Divination) 2]] / [[Bard| Bard (Lore) 8]] We take two wizard levels in the divination school. This grants access to spell scribing (giving access to high-level wizard spells) as well as a portent dice which can be used while in [[Sanctuary]]. The remaining levels are in Bard, which gives diplomacy boosts at level 2 ({{SAI|Jack of All Trades}}) and 3 ({{SAI|Expertise}}). Our high Charisma is useful for Bard spell DC while the vast array of wizard spells can be chosen for utility and summons. The exact order of the levels is up to you. | ||
Feats: | '''Feats''': | ||
[[Actor]] : gives us +1 to Charisma and expertise in deception and performance (make sure you don't choose these for your other expertise picks) | * [[Actor]] : gives us +1 to Charisma and expertise in deception and performance (make sure you don't choose these for your other expertise picks) | ||
[[Lucky]] : Useful both in- and out- of combat, but primarily used to shore up skill checks. | * [[Lucky]] : Useful both in- and out- of combat, but primarily used to shore up skill checks. | ||
== Strategy == | == Strategy == |