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Help with a Mage-Who-Isn't
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<blockquote data-quote="Chun-tzu" data-source="post: 301909" data-attributes="member: 1441"><p>It is a good character concept, but it seems like it would translate much easier to an NPC, who only has a few encounters, than a PC. One question is, what will the character do in combat? You might be able to fake or bluff your way through one or two fights, but it will quickly become evident that the character is NOT a mage. This is a character that's fun to play for a few sessions, but you want to make it into one that you'll enjoy playing for a full campaign.</p><p></p><p>So expanding the character concept might help. You could have a rogue spy that uses this "mage" as one of his cover identities. Or you could have a character with some low-level illusion spells that pretends to be far more powerful than he is. This concept could also make a good prestige class for rogues or bards, gaining pseudo-magical abilities with levels. The character might also have a real magic item that can do something flashy but fairly innocuous (like create Light at will) that the character uses often to "prove" his might. Smoke also goes well with these guys (all smoke and mirrors), so you can create some kind of smoke-pellot alchemical item.</p><p></p><p>Pick pockets is definitely your sleight-of-hand skill, but you can create new sleight of hand uses for the skill. This guy should max his Bluff skill, and he'll probably need ranks in Disguise (got to really look the part) and Intimidate. Alchemy is great, and so is Knowledge: Arcana. Escape Artist is a classic Houdini skill. Hypnotism also makes for a nice trick, but there's just no way to do hypnotism without making it equal to at least a first level magic spell or psionic ability. A good charlatan should also have high ranks in Spot, because these guys are very observant.</p></blockquote><p></p>
[QUOTE="Chun-tzu, post: 301909, member: 1441"] It is a good character concept, but it seems like it would translate much easier to an NPC, who only has a few encounters, than a PC. One question is, what will the character do in combat? You might be able to fake or bluff your way through one or two fights, but it will quickly become evident that the character is NOT a mage. This is a character that's fun to play for a few sessions, but you want to make it into one that you'll enjoy playing for a full campaign. So expanding the character concept might help. You could have a rogue spy that uses this "mage" as one of his cover identities. Or you could have a character with some low-level illusion spells that pretends to be far more powerful than he is. This concept could also make a good prestige class for rogues or bards, gaining pseudo-magical abilities with levels. The character might also have a real magic item that can do something flashy but fairly innocuous (like create Light at will) that the character uses often to "prove" his might. Smoke also goes well with these guys (all smoke and mirrors), so you can create some kind of smoke-pellot alchemical item. Pick pockets is definitely your sleight-of-hand skill, but you can create new sleight of hand uses for the skill. This guy should max his Bluff skill, and he'll probably need ranks in Disguise (got to really look the part) and Intimidate. Alchemy is great, and so is Knowledge: Arcana. Escape Artist is a classic Houdini skill. Hypnotism also makes for a nice trick, but there's just no way to do hypnotism without making it equal to at least a first level magic spell or psionic ability. A good charlatan should also have high ranks in Spot, because these guys are very observant. [/QUOTE]
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