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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 6879990" data-attributes="member: 6846794"><p>This and this again. While Charisma can be said to represent knowing how to say what you need to say, Wisdom can also be said to represent knowing WHEN to say what you need to say. And obviously, Intelligence allows your character to understand and connect with what needs to be said, rather than simply parrot information.</p><p></p><p>Personally, I'd go for the Mastermind rogue-sub class. Your character, using their keen observational skills and ability to sway others, could quickly amass a body of useful agents, from muscled goons to assassins.</p><p></p><p>Focus on the mental stat before the physical, with the assumption that, with planning and by playing smart, you'll avoid most direct confrontations. And when you can't - they better kill you outright. If they take you alive, fantastic. You can now work your charms from within their ranks.</p><p></p><p>Stat wise, I'd go for: Charisma = Wisdom, Intelligence. And then Con, Dex and Str. Or, of you wish to plan long term, Wis for Insight and Perception, Int for planning and Cha for persuasion, relying on proxies and puppets to act as your speakers while you work from behind the throne. You can get by on average charisma if you have enough leverage, for example, knowing where your target's family are located. That would grant, at the very least, advantage on intimidate at our table.<em> (Likewise, knowing what your target's family needs and offering to supply it would grant advantage on persuasion.)</em></p><p><em></em></p><p>Saying all that, you could simply roll a bard, paladin or sorcerer and play a dashing, quick tongued (if not witted) rascal. All good fun!</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 6879990, member: 6846794"] This and this again. While Charisma can be said to represent knowing how to say what you need to say, Wisdom can also be said to represent knowing WHEN to say what you need to say. And obviously, Intelligence allows your character to understand and connect with what needs to be said, rather than simply parrot information. Personally, I'd go for the Mastermind rogue-sub class. Your character, using their keen observational skills and ability to sway others, could quickly amass a body of useful agents, from muscled goons to assassins. Focus on the mental stat before the physical, with the assumption that, with planning and by playing smart, you'll avoid most direct confrontations. And when you can't - they better kill you outright. If they take you alive, fantastic. You can now work your charms from within their ranks. Stat wise, I'd go for: Charisma = Wisdom, Intelligence. And then Con, Dex and Str. Or, of you wish to plan long term, Wis for Insight and Perception, Int for planning and Cha for persuasion, relying on proxies and puppets to act as your speakers while you work from behind the throne. You can get by on average charisma if you have enough leverage, for example, knowing where your target's family are located. That would grant, at the very least, advantage on intimidate at our table.[I] (Likewise, knowing what your target's family needs and offering to supply it would grant advantage on persuasion.) [/I] Saying all that, you could simply roll a bard, paladin or sorcerer and play a dashing, quick tongued (if not witted) rascal. All good fun! [/QUOTE]
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