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Best skill monky build?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9669113" data-attributes="member: 6790260"><p>The build I used to use in 5.0 has had most of its pieces altered too much to use anymore (e.g. the Cleric dip is no longer worthwhile), but it's possible that a bit of Warlock would do the trick...albeit likely costing another level.</p><p></p><p>So we take...</p><p></p><p>Any BG which offers Skilled (+3 trained skills)</p><p>Human (+1 skill, extra origin feat: Skilled if necessary, persuade DM for Prodigy if not--either +3 or +1+Expertise)</p><p>Rogue 1 (choose 4 proficiencies from a fairly large list)</p><p>MC Bard 1 (+1 skill, no restriction)</p><p>4th level: Bard subclass, Lore, +3 skills</p><p></p><p>This character is level 4 and now has 3 (BG) + 1 (species) + 4 (starting as Rogue) + 1 (MC Bard) + 3 (Lore subclass) + 3 (bonus origin feat, Skilled) = 16 skills.</p><p></p><p>That leaves you with only two untrained skills--no doubt you can think of two skills that aren't worth the investment, especially since Bard gives Jack of All Trades to cover the stuff you aren't proficient in. It also gives you Bardic Inspiration, and with just two more Bard levels, that becomes (in theory) 5 uses per short rest assuming you max out Cha, in addition to the baseline ability to recharge it with spell slots.</p><p></p><p>If it really matters, two more levels of Rogue would let you pick up Soulknife, which provides a <em>different</em> pool of short-rest-based skill-boosting dice, and these aren't keyed to your stats. I definitely think maxing out Bard is overall more valuable, but a Rogue 1/Bard 5/Rogue +14 strikes you as more interesting, wouldn't be the worst thing in the world, though you'd miss out on your psi dice becoming 12d12 instead of 10d10 per short rest. You'd still have some 3rd level spell slots for utility, and Rogue <em>does</em> get an extra feat at high level. I don't think it would be as strong as a Bard with just 1 (or 3) Rogue levels, but it wouldn't be bad.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9669113, member: 6790260"] The build I used to use in 5.0 has had most of its pieces altered too much to use anymore (e.g. the Cleric dip is no longer worthwhile), but it's possible that a bit of Warlock would do the trick...albeit likely costing another level. So we take... Any BG which offers Skilled (+3 trained skills) Human (+1 skill, extra origin feat: Skilled if necessary, persuade DM for Prodigy if not--either +3 or +1+Expertise) Rogue 1 (choose 4 proficiencies from a fairly large list) MC Bard 1 (+1 skill, no restriction) 4th level: Bard subclass, Lore, +3 skills This character is level 4 and now has 3 (BG) + 1 (species) + 4 (starting as Rogue) + 1 (MC Bard) + 3 (Lore subclass) + 3 (bonus origin feat, Skilled) = 16 skills. That leaves you with only two untrained skills--no doubt you can think of two skills that aren't worth the investment, especially since Bard gives Jack of All Trades to cover the stuff you aren't proficient in. It also gives you Bardic Inspiration, and with just two more Bard levels, that becomes (in theory) 5 uses per short rest assuming you max out Cha, in addition to the baseline ability to recharge it with spell slots. If it really matters, two more levels of Rogue would let you pick up Soulknife, which provides a [I]different[/I] pool of short-rest-based skill-boosting dice, and these aren't keyed to your stats. I definitely think maxing out Bard is overall more valuable, but a Rogue 1/Bard 5/Rogue +14 strikes you as more interesting, wouldn't be the worst thing in the world, though you'd miss out on your psi dice becoming 12d12 instead of 10d10 per short rest. You'd still have some 3rd level spell slots for utility, and Rogue [I]does[/I] get an extra feat at high level. I don't think it would be as strong as a Bard with just 1 (or 3) Rogue levels, but it wouldn't be bad. [/QUOTE]
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