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Back at the table - new charcter older player
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<blockquote data-quote="WalterKovacs" data-source="post: 5562018" data-attributes="member: 63763"><p>They do have a sorceror though, so he should be able to deal with minions pretty easily.</p><p> </p><p></p><p> </p><p>This is more of an issue ... if it's a weaponmaster fighter, he'll have stickiness on his side, but other than that, it may be hard to get monsters where you want them.</p><p> </p><p>Depending on the cleric, you may have only the fighter to flank with, which would mean that looking for other ways to get combat advantage.</p><p> </p><p>For combat stuff, you may want to pick up a a rapier at some point (otherwise you are mostly looking at short sword, dagger or short bow, depending on what kind of melee/ranged mix you want. You can also go with two-fisted shooter to take a hand crossbow in one hand and a short sword or rapier in the other). There is also multiclassing into use of a spiked chain, it's a nice +3 to hit 2d4 reaching light blade. Not sure if it fits your theme at all, but it's an option.</p><p> </p><p>Assuming you have access to more than just the books (at the very least, with a genasi sorceror at the table, you have access to quite a bit of stuff), there are some different options for skill feats:</p><p> </p><p>Building Comraderie: It let's you make your diplomacy check get better and better each time you succeed. [I.e. +1 cumulative each time you succeed for the rest of the encounter, but you lose it all and can't get it anymore when you fail]. Could be helpful for the political stuff.</p><p> </p><p>Furtive Signals: If you can convince another player to also take this (probably the Sorceror), it would let you make bluff checks to communicate with each other silently, and also to make a bluff to give each other combat advantage or chances to hide. It also gives a little boost to bluff, but does require an ally taking it as well to make it useful.</p><p> </p><p>Street Eyes: Like the previous, needs someone else to grab it. Two people with this feat working together can either do a streetwise (gather info) check in half the time, or with a boost to the check.</p><p> </p><p>Connected: You roll twice on any streetwise check [Can be helpful later on, since at level 2 you can get the skill power that let's you use streetwise checks in place of other knowledge skills when in a place you've already succeeded on a streetwise check]</p><p> </p><p>As far as your at-will tricks:</p><p> </p><p>Leaving out the two you put, and considering you are lacking allies, I'd probably cut out Tactical Trick as well. </p><p> </p><p>Ambush trick may be useful. With a smaller party, you should be against fewer enemies, so it's easier for one of them to be alone. Unbalancing or Tumbling Trick are both nice for giving you good shifts (which can get you away from an enemy without provoking O/As, and even getting yourself far enough to be able to charge someone if you can't get where you want with the shift). Tumbling Trick gives you some minion clearing power (in case the fighter doesn't have cleave and the sorceror doesn't have an at-will burst attack), while Unbalancing Trick is a bit more useful if the cleric is melee (ranged people like the sorceror don't like prone opponent's much). Thug's Trick can be interesting if you intend to flank with the fighter (And the cleric) quite a bit.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5562018, member: 63763"] They do have a sorceror though, so he should be able to deal with minions pretty easily. This is more of an issue ... if it's a weaponmaster fighter, he'll have stickiness on his side, but other than that, it may be hard to get monsters where you want them. Depending on the cleric, you may have only the fighter to flank with, which would mean that looking for other ways to get combat advantage. For combat stuff, you may want to pick up a a rapier at some point (otherwise you are mostly looking at short sword, dagger or short bow, depending on what kind of melee/ranged mix you want. You can also go with two-fisted shooter to take a hand crossbow in one hand and a short sword or rapier in the other). There is also multiclassing into use of a spiked chain, it's a nice +3 to hit 2d4 reaching light blade. Not sure if it fits your theme at all, but it's an option. Assuming you have access to more than just the books (at the very least, with a genasi sorceror at the table, you have access to quite a bit of stuff), there are some different options for skill feats: Building Comraderie: It let's you make your diplomacy check get better and better each time you succeed. [I.e. +1 cumulative each time you succeed for the rest of the encounter, but you lose it all and can't get it anymore when you fail]. Could be helpful for the political stuff. Furtive Signals: If you can convince another player to also take this (probably the Sorceror), it would let you make bluff checks to communicate with each other silently, and also to make a bluff to give each other combat advantage or chances to hide. It also gives a little boost to bluff, but does require an ally taking it as well to make it useful. Street Eyes: Like the previous, needs someone else to grab it. Two people with this feat working together can either do a streetwise (gather info) check in half the time, or with a boost to the check. Connected: You roll twice on any streetwise check [Can be helpful later on, since at level 2 you can get the skill power that let's you use streetwise checks in place of other knowledge skills when in a place you've already succeeded on a streetwise check] As far as your at-will tricks: Leaving out the two you put, and considering you are lacking allies, I'd probably cut out Tactical Trick as well. Ambush trick may be useful. With a smaller party, you should be against fewer enemies, so it's easier for one of them to be alone. Unbalancing or Tumbling Trick are both nice for giving you good shifts (which can get you away from an enemy without provoking O/As, and even getting yourself far enough to be able to charge someone if you can't get where you want with the shift). Tumbling Trick gives you some minion clearing power (in case the fighter doesn't have cleave and the sorceror doesn't have an at-will burst attack), while Unbalancing Trick is a bit more useful if the cleric is melee (ranged people like the sorceror don't like prone opponent's much). Thug's Trick can be interesting if you intend to flank with the fighter (And the cleric) quite a bit. [/QUOTE]
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