![]() ![]() ![]() Athletics (or maybe even acrobatics I prefer athletics) expertise is also important, if you plan on using darkness or greater invisibility (at higher levels), as you don't want to get grabbed. Avoid if you don't plan on stealing things on a regular basis.Īthletics expertise is mandatory if you are using shield master for some reason. ![]() Arcane tricksters have the edge at picking pockets, compared to other rogues, so not using expertise on sleight of hand feels like a missed opportunity to me. Besides, a low charismatic character with a high intimidation skill feels kind of natural to me, as IMO intimidation utilizes a different aspect of charisma than say, reciting poetry, making inspiring speeches, etc.Įxpertise in sleight of hand seems like an obvious pick to me, for arcane tricksters, due to mage hand legendermain (or whatever that feature is called). Leave persuasion to the party face, and if they fail, then you come in. So, in a sense, intimidation can often act as the backup of a failed persuasion (kind of like the bad cop good cop act, though in reverse). That may depend on the table, but still, a group can always use persuasion first, and if that fails, you start with the threats (assuming it's wise to do so). IME, persuasion checks are more important than intimidation checks. I quite like expertise in intimidation, on a low charisma character. That would be enough to make you relevant in social encounters. So maybe it's my preferences doing the talking right now, but I would definitely expertise one social skill, even with an 8 in charisma. I like my character's to have a role in social encounters, that's why I usually like cha-based builds. ![]()
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