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<blockquote data-quote="Cheiromancer" data-source="post: 1324517" data-attributes="member: 141"><p>A straightforward rogue build, designed around dungeoneering skills.</p><p></p><p>You are a sun elf (FRCS +2 Int, -2 Con). Especially relevant is your racial bonus +2 to listen, search and spot checks. A gray elf (MM +2 Int, +2 Dex, -2 Str, -2 Con) is also possible.</p><p></p><p>32 point buy, so abilities (after racial adjustments) are</p><p></p><p>Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 14 </p><p>Ability bonuses to Intelligence (at level 8 and above the int bonus to skill points per level changes)</p><p></p><p>1. Rogue 1- Nimble Fingers (+2 to OL and Disable Device)</p><p>2. Wizard 1- Scribe Scroll*, familiar (Rat)</p><p>3. Rogue 2- evasion, Investigator (+2 to Gather Information and Search)</p><p>4. Rogue 3- trap sense +1</p><p>5. Rogue 4- uncanny dodge</p><p>6. Rogue 5- Skill Focus: Use Magic Device (+3)</p><p>7. Rogue 6- trap sense +2</p><p>8. Rogue 7</p><p>9. Rogue 8- improved uncanny dodge, Skill Focus: Disable Device (+3)</p><p>10. Rogue 9- trap sense +3</p><p>11. Rogue 10- skill mastery (balance, disable device, hide, move silently, open locks, search, use magic device).</p><p></p><p>Wizard level: Allows arcane wands and scrolls to be used, and improves will saves. The familiar grants the alertness feat (+2 to spot and listen) while within arm's length and +2 to fortitude saves. Spells can vary, but will include Feather Fall and Read Magic. Reduce Person could help get out of binds. Maybe specialize in Transmutation?</p><p></p><p>Wizard skills: 5 points- buy 5 ranks of Knowledge (architecture and engineering). This gives a +2 synergy bonus to finding secret doors and similar compartments.</p><p></p><p>Rogue Skills: 99 for levels 1-6, 48 for 7-10; 147 total. Cap is 14</p><p></p><p>Max out the following: Balance (Dex), Disable Device (Int), Open Locks (Dex), Search (Int), Use Magic Device (Cha), Hide (Dex), Move Silently (Dex), Spot (Wis), Listen (Wis) (126 ranks total)</p><p>5 ranks in each of the following: Climb (Str), Use Rope (Dex), Tumble (Dex).</p><p></p><p>6 ranks unspent (languages, maybe?)</p><p></p><p>Here are some skill modifier totals. This character can take 10 with skills marked with an asterisk (*), even in situations of stress or danger (10th level rogue special ability).</p><p></p><p>Balance*: 14 ranks + 2 Dexterity +2 synergy (tumble) + 1 luck = 19. (DC 29 is enough for a sloped, narrow, lightly obstructed icy walkway)</p><p>Disable Device*: 14 ranks + 4 intelligence + 2 nimble fingers + 3 skill focus +2 masterwork thieves' tools + 1 luck = +26</p><p>Open Locks*: 14 ranks + 2 dexterity + 2 nimble fingers + 2 masterwork thieves' tools + 1 luck = +21</p><p>Search*: 14 ranks + 4 intelligence + 2 racial + 2 investigator + 5 goggles +1 luck= +28 (+30 for secret compartments or doors)</p><p>Use Magic Device*: 14 ranks + 2 charisma +3 skill focus + 1 luck= +20</p><p></p><p></p><p>Equipment- </p><p></p><p><strong>Masterwork Thieves' Tools:</strong> +2 to OL and Disable Device. Price 100 gp</p><p><strong>Goggles of Minute Seeing:</strong> grant a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Price 1,250 gp</p><p><strong>Stone of Good Luck (Luckstone): </strong> +1 luck bonus on saving throws, ability checks, and skill checks. Price 20,000 gp.</p><p></p><p>Note that magical traps have a DC of 25+spell level used to create them (both to search and disable), so they cap out at DC 34. Taking 10, this guy can hit DC 36. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> "Wicked" traps have a DC of 25; he can bypass them without disarming them, if he wishes (that increases the DC by 10).</p><p></p><p>A +20 on UMD means that, while taking 10, the character can activate any item, decipher a written 5th level spell, use a scroll as a 10th level caster, emulate a class feature as a 10th level character, emulate an ability score of 15, and emulate any race or alignment.</p><p></p><p>A good lock (DC 30) can be opened as a standard action. An amazing lock (DC 40) requires the character to take 20.</p><p>------</p><p><strong>After 11th level:</strong> While spending many more skill points on balance, search and UMD is probably pointless, another rank or two in some skills would mean that some equipment wouldn't be missed. As it is, the character can emulate an alignment and open a good lock while taking 10. Without the luckstone he can't emulate an alignment consistently, and without the masterwork thieves' tools he can't consistently open a good lock. </p><p></p><p>If going a social route, take Negotiator (+2 to Sense Motive and Diplomacy) at 12th level, and start maxing out diplomacy. Get the synergy bonuses from 5 ranks of bluff and sense motive. Another level of Wizard would not hurt, and could be used for Knowledge: nobility and royalty (+2 to diplomacy checks). At 15th level take Skill focus: diplomacy. Gather information will also be helpful.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1324517, member: 141"] A straightforward rogue build, designed around dungeoneering skills. You are a sun elf (FRCS +2 Int, -2 Con). Especially relevant is your racial bonus +2 to listen, search and spot checks. A gray elf (MM +2 Int, +2 Dex, -2 Str, -2 Con) is also possible. 32 point buy, so abilities (after racial adjustments) are Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 14 Ability bonuses to Intelligence (at level 8 and above the int bonus to skill points per level changes) 1. Rogue 1- Nimble Fingers (+2 to OL and Disable Device) 2. Wizard 1- Scribe Scroll*, familiar (Rat) 3. Rogue 2- evasion, Investigator (+2 to Gather Information and Search) 4. Rogue 3- trap sense +1 5. Rogue 4- uncanny dodge 6. Rogue 5- Skill Focus: Use Magic Device (+3) 7. Rogue 6- trap sense +2 8. Rogue 7 9. Rogue 8- improved uncanny dodge, Skill Focus: Disable Device (+3) 10. Rogue 9- trap sense +3 11. Rogue 10- skill mastery (balance, disable device, hide, move silently, open locks, search, use magic device). Wizard level: Allows arcane wands and scrolls to be used, and improves will saves. The familiar grants the alertness feat (+2 to spot and listen) while within arm's length and +2 to fortitude saves. Spells can vary, but will include Feather Fall and Read Magic. Reduce Person could help get out of binds. Maybe specialize in Transmutation? Wizard skills: 5 points- buy 5 ranks of Knowledge (architecture and engineering). This gives a +2 synergy bonus to finding secret doors and similar compartments. Rogue Skills: 99 for levels 1-6, 48 for 7-10; 147 total. Cap is 14 Max out the following: Balance (Dex), Disable Device (Int), Open Locks (Dex), Search (Int), Use Magic Device (Cha), Hide (Dex), Move Silently (Dex), Spot (Wis), Listen (Wis) (126 ranks total) 5 ranks in each of the following: Climb (Str), Use Rope (Dex), Tumble (Dex). 6 ranks unspent (languages, maybe?) Here are some skill modifier totals. This character can take 10 with skills marked with an asterisk (*), even in situations of stress or danger (10th level rogue special ability). Balance*: 14 ranks + 2 Dexterity +2 synergy (tumble) + 1 luck = 19. (DC 29 is enough for a sloped, narrow, lightly obstructed icy walkway) Disable Device*: 14 ranks + 4 intelligence + 2 nimble fingers + 3 skill focus +2 masterwork thieves' tools + 1 luck = +26 Open Locks*: 14 ranks + 2 dexterity + 2 nimble fingers + 2 masterwork thieves' tools + 1 luck = +21 Search*: 14 ranks + 4 intelligence + 2 racial + 2 investigator + 5 goggles +1 luck= +28 (+30 for secret compartments or doors) Use Magic Device*: 14 ranks + 2 charisma +3 skill focus + 1 luck= +20 Equipment- [B]Masterwork Thieves' Tools:[/B] +2 to OL and Disable Device. Price 100 gp [B]Goggles of Minute Seeing:[/B] grant a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Price 1,250 gp [B]Stone of Good Luck (Luckstone): [/B] +1 luck bonus on saving throws, ability checks, and skill checks. Price 20,000 gp. Note that magical traps have a DC of 25+spell level used to create them (both to search and disable), so they cap out at DC 34. Taking 10, this guy can hit DC 36. :D "Wicked" traps have a DC of 25; he can bypass them without disarming them, if he wishes (that increases the DC by 10). A +20 on UMD means that, while taking 10, the character can activate any item, decipher a written 5th level spell, use a scroll as a 10th level caster, emulate a class feature as a 10th level character, emulate an ability score of 15, and emulate any race or alignment. A good lock (DC 30) can be opened as a standard action. An amazing lock (DC 40) requires the character to take 20. ------ [b]After 11th level:[/b] While spending many more skill points on balance, search and UMD is probably pointless, another rank or two in some skills would mean that some equipment wouldn't be missed. As it is, the character can emulate an alignment and open a good lock while taking 10. Without the luckstone he can't emulate an alignment consistently, and without the masterwork thieves' tools he can't consistently open a good lock. If going a social route, take Negotiator (+2 to Sense Motive and Diplomacy) at 12th level, and start maxing out diplomacy. Get the synergy bonuses from 5 ranks of bluff and sense motive. Another level of Wizard would not hurt, and could be used for Knowledge: nobility and royalty (+2 to diplomacy checks). At 15th level take Skill focus: diplomacy. Gather information will also be helpful. [/QUOTE]
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