Presto2112
Explorer
takyris said:1) If this is a legal build, don't penalize the character unless this is not the kind of game you want to run. "I want to run high-combat, with conversatoins as just flavor-text to get you to the next combat" is perfectly legitimate, but this is an awful character for that kind of campaign, because he has the ability to affect the plot with his social skills.
2) This character can be a blessing, because he's powerful enough that you can really unleash a nasty skill-based opponent. Ordinarily, an opponent with a +20 Bluff check can't really act, because he could say "I'm actually your father under the effect of a Polymorph spell -- I only look like a black dragon" and the party would fall for it, and then have to roleplay "The black dragon sounding believable" when it says such idiotic stuff as that and succeeds in its bluff check.
3) Allow this character to succeed in trivial cases. Let him bluff his way past the guard easily, when the other people have to sneak by or beat up the guard. Let him find out stuff that might not have shown up until next chapter. Plan for these kinds of skills, both in terms of "Special Challenges designed to let this guy shine" and "What do I do if he succeeds here?" I once had a character turn an opponent from Hostile to Friendly with a diplomacy check of 37. Had to do some fast thinking, there. Changed quite a bit of that adventure.
4) Read up on these skills. Know the rules. Diplomacy has limitations. It can turn someone Friendly, but that doesn't mean that they're charmed. It means that they will deal with you in this situation as they'd deal with someone they liked. If you've just been caught robbing the king's vault, and Diplomacy turns a guard Friendly, that means that he's going to give you a chance to come peacefully, just like he'd do if he found a friend robbing the king's vault. He doesn't say, "Oh, okay then, off you go, good luck selling that loot!" By the same token, Gather Information only works if that information is known by someone in the area, and it takes several hours.
5) Consider modifying the rules to let the player have more choices. I use a "-5 per time increment shorter" approach for some of my players and things like "Research" or "Gather Information". He can take the usual "several hours" as normal, or he can drop to "tens of minutes" for -5, "single minutes" for -10, or "single rounds" for -15, or even "single round" for -20. At a +17, that guy would find out a ton of useful stuff in two to five hours, but he could also find out some stuff in just one hour (the tens of minutes setting, -5 penalty), giving him the option of hurrying stuff up. If you put a time limit on things ("We've got to find out where the assassin's guild is located by midnight, and it's already 10:30!"), this means that the checks get harder, and the PC gets to shine by doing something that would ordinarily be just about impossible.
This build, if legal, is perfectly viable. It's just something you have to plan for, just as if the character had, well, spells.
I'd offer this as extra advice. A lot of these skill can often require opposable checks. If tis character has high ranks in Diplomacy, Bluff, etc., his / her main rival could be just as high in Sense Motive and other similar checks. Nothing stopping you from stymying him / her with someone equal in opposing skills. Don't have the nemesis show up everywhere, mind you, but enough to become annoying.