Game-tech: Weapon Profeciency, Skills, Feats A more game-technical overview:
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I discovered that trident and spear is in conflict with the Rogue class.
That means I could settle for quarterstaff and daggers if this is a system-problem.
Personally I do not see the problem of using spear or trident, as long as Lessia is limited strictly to these 5 weapon types.
weapon profeciency advanced (you tell me):
dagger, throwing dagger, normal spear, trident, quarterstaff
weapon profeciency simple (you choose):
dagger, throwing dagger, quarterstaff
Lessia will focus (and I as player will limit) her Roguelike skills to these:
Heal, Hide, Move Silently, Parry, Lore (maybe limited?), (Use Magic Device)
These skills would be out of character (NOT used):
Pick Pocket, Set Trap, Disable Trap, Open Lock,
These skills would be difficult to do for a creature used to ocean environment:
(and therefore I would prefer NOT to be able to use them during the game)
Listen (maybe under water, but difficult to simulate)
Persuade (language barrier)
Search (difficult in alien environment)
Spot (difficult in alien environment)
I want to keep the class features:
Sneak Attack
Evasion
Uncanny Dodge
I recon I am going for the following skills/feats though the levels:
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Dodge
Mobility
Improved Initiative
Superior Initiative
Weapons
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Weapon Finesse
Weapon Focus (either throwing daggers, trident or quarterstaff)
Power Attack
Cleave
Improved Critical
Point Blank Shot (with the daggers? if this is appropriate)
Unarmed Combat
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unarmed strike
improved unarmed combat
deflect arrow
circle kick
spring attack
stealthy
Special Features would on first hand to include:
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Skill Mastery:
Slippery Mind (-"Mind like the ocean") |