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Abilities like Factotum Cunning Knowledge?
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<blockquote data-quote="zyzzyr" data-source="post: 5080328" data-attributes="member: 1867"><p>Wow, that sounds awesome but unfortunately does not fit with the character concept (from what I know of warlocks) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p></p><p>I am thinking that I would use the following skills (ni alphabetical order) on a regular basis:</p><p></p><p>1. Balance</p><p>2. Bluff</p><p>3. Climb</p><p>4. Decipher Script</p><p>5. Disable Device</p><p>6. Gather Information</p><p>7. Jump</p><p>8. Knowledge (local)</p><p>9. Knowledge (religion)</p><p>10. Knowledge (dungeoneering)</p><p>11. Listen</p><p>12. Move Silently</p><p>13. Open Lock</p><p>14. Search</p><p>15. Spot</p><p>16. Tumble</p><p>17. Use Rope</p><p></p><p>The character theme is "man trained to enter dungeons and abandoned temples in order to steal artifacts and knowledge". The character is not meant to understand the monetary value of the items or interact with people much beyond trying to find rumoured dungeons from locals.</p><p></p><p>Ones that are absolute locks for me are Decipher Script, Knowledge (religion), Knowledge (dungeoneering) due to character theme, along with Search, Disable Device, Open Lock. </p><p></p><p>Next category would be Balance, Climb, Jump, Tumble, Hide, Move Silently. </p><p></p><p>Second to last category would be Listen, Spot, Knowledge (local), Gather Information.</p><p></p><p>Finally I would prioritize Bluff and Use Rope. </p><p></p><p>I think I can save some points by not maxxing out knowledge (local) and gather information, since I'm not positive I'll be getting much use for that (not as much ferreting out info from towns), and it's always possible to cheat a bit on spot and listen. Use Rope is another I'm not 100% sure about, but I assumed that at least some ranks would be useful in order to try to pull off some daring-do of some kind using ropes and zip lines.</p><p></p><p>Bluff is intended as a rogue in order to maximize Sneak Attack opportunities, though it's possible to take a skill trick instead to Tumble through an enemy's space and leave them flat footed, giving the same effect (with a few more restrictions), so it might be possible to lose Bluff entirely.</p></blockquote><p></p>
[QUOTE="zyzzyr, post: 5080328, member: 1867"] Wow, that sounds awesome but unfortunately does not fit with the character concept (from what I know of warlocks) :( I am thinking that I would use the following skills (ni alphabetical order) on a regular basis: 1. Balance 2. Bluff 3. Climb 4. Decipher Script 5. Disable Device 6. Gather Information 7. Jump 8. Knowledge (local) 9. Knowledge (religion) 10. Knowledge (dungeoneering) 11. Listen 12. Move Silently 13. Open Lock 14. Search 15. Spot 16. Tumble 17. Use Rope The character theme is "man trained to enter dungeons and abandoned temples in order to steal artifacts and knowledge". The character is not meant to understand the monetary value of the items or interact with people much beyond trying to find rumoured dungeons from locals. Ones that are absolute locks for me are Decipher Script, Knowledge (religion), Knowledge (dungeoneering) due to character theme, along with Search, Disable Device, Open Lock. Next category would be Balance, Climb, Jump, Tumble, Hide, Move Silently. Second to last category would be Listen, Spot, Knowledge (local), Gather Information. Finally I would prioritize Bluff and Use Rope. I think I can save some points by not maxxing out knowledge (local) and gather information, since I'm not positive I'll be getting much use for that (not as much ferreting out info from towns), and it's always possible to cheat a bit on spot and listen. Use Rope is another I'm not 100% sure about, but I assumed that at least some ranks would be useful in order to try to pull off some daring-do of some kind using ropes and zip lines. Bluff is intended as a rogue in order to maximize Sneak Attack opportunities, though it's possible to take a skill trick instead to Tumble through an enemy's space and leave them flat footed, giving the same effect (with a few more restrictions), so it might be possible to lose Bluff entirely. [/QUOTE]
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Abilities like Factotum Cunning Knowledge?
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