Tuesday, October 24, 2017

Changeling Imposter (Changeling Mastermind)

I am designing this character as one of two partners to the gorgon smuggler. The other is going to be a sailor though I haven't worked out the actual class yet. The main facet of this character is in that they fill in the roll of the social infiltrator alongside the smuggler's skills which are closer to the standard rogue despite being a fighter. I considered a couple of ways to do this, including bard but decided that I wanted to leave it as a rogue. Within that I considered the various archetypes and settled on Mastermind from the Sword Coast Adventurer's Guide due to the various intrigue and deceit related stuff it gets.


For background, I'm choosing Charlatan, which provides a couple of tool kits that the Mastermind is going to provide at 3rd level, per the normal standards on tools, I'll replace those with other tool kits.


For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.


1st Level Changeling Rogue
Str: 10
Dex: 16
Con:  12
Int: 14
Wis: 11
Cha: 14

HP: 9 
AC: 14
Speed: 30ft

Proficiency Bonus: +2
Decietful
Shapechanger

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers. Shortswords
Tools: Thieves Tools, Disguise Kit, Forgery Kit
Saving Throws: Dexterity, Intelligence
Languages: Common, Undercommon, Sylvan, Thieves' Cant

Proficient Skills
Deception (Changeling, Expertise) +6
History (Rogue) +4
Insight (Charlatan, Expertise) +4
Intimidation (Rogue) +4
Persuasion (Rogue) +4
Sleight of Hand (Charlatan) +5
Stealth (Rogue) +5

Background: Charlatan

Expertise: Deception, Insight
Sneak Attack (1d6)
Thieves' Cant

Equipment
Leather Armor

Reasoning: Insight replaces Deception from Charlatan since the race already provided it. I considered replacing Disguise Kit as well, but realized it could be used with other people as well. I didn't take the Athletics or Acrobatics common to rogues since this character is more about using deception and trickery than being acrobatic and performing great leaps or climbing walls. History is commonly the skill used to recall laws and politics and would be very useful for an imposter wanting enough knowledge to squeak past a guard post.

2nd to 5th Level


2nd Level - Cunning Action, +6 HP (15)

3rd Level - Rogue Archetype: Mastermind, Master of Tactics, Master of Intrigue (Poisoner's Kit, Cards, Alchemist's Kit), +6 HP (21)

4th Level - Ability Score Improvement: Perceptive, +6 HP (27)

5th Level - Proficiency Bonus: +3, Uncanny Dodge, +6 HP (33)

Reasoning: With the forgery kit and disguise kit already coming from Charlatan, I replaced them in Master of Intrigue with poisoner's and alchemist's kits. For the Ability score improvement, I decided to both up Wisdom and give the character a proficiency with Perception. Mastermind was chosen over Inquisitive because its abilities more focus on deceit where as Inquisitive would have better fit an investigator.

5th Level Statistics


5th Level Changeling Mastermind
Str: 10
Dex: 16
Con:  12
Int: 14
Wis: 12
Cha: 14

HP: 33
AC: 15
Speed: 30ft

Proficiency Bonus: +3
Decietful
Shapechanger

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers. Shortswords
Tools: Thieves Tools, Disguise Kit, Forgery Kit, Poisoner's Kit, Alchemist's Kit
Saving Throws: Dexterity, Intelligence
Languages: Common, Undercommon, Sylvan, Thieves' Cant, Elvish, Dwarvish

Proficient Skills
Deception (Changeling, Expertise) +8
History (Rogue) +5
Insight (Charlatan, Expertise) +7
Intimidation (Rogue) +5
Perception (Perceptive) +4
Persuasion (Rogue) +5
Sleight of Hand (Charlatan) +6
Stealth (Rogue) +6

Background: Charlatan

Feats: Perceptive

Expertise: Deception, Insight
Sneak Attack (3d6)
Thieves' Cant
Cunning Action
Mastermind
Master of Intrigue (Poisoner's Kit, Alchemist's Kit, Cards, Elvish, Dwarvish)
Master of Tactics
Uncanny Dodge

Equipment
Studded Leather Armor


6th to 10th Level


6th Level - Expertise: Persuasion, Sleight of Hand, +6 HP (39)

7th Level - Evasion, +6 HP (45)

8th Level - Ability Score Improvement: Historian, +6 HP (51)

9th Level - Proficiency Bonus +4, Insightful Manipulator, +6 HP (57)

10th Level - Ability Score Improvement: +2 Dex, +6 HP (63)

Reasoning: I considered taking Quick-Fingered instead of Historian as the bonus Expertise, but the extra benefit it provides beyond just doubling proficiency is something rogues can do as a basic part of their class. So I took Historian instead, and put Sleight of Hand as a standard Expertise choice. This firms up the character's ability to pick-pockets, pass messages, plant evidence, and pass as legitimate member of particular nationalities.
 

10th Level Statistics


10th Level Changeling Mastermind
Str: 10
Dex: 18
Con:  12
Int: 15
Wis: 12
Cha: 14

HP: 63
AC: 16
Speed: 30ft

Proficiency Bonus: +4
Decietful
Shapechanger

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers. Shortswords
Tools: Thieves Tools, Disguise Kit, Forgery Kit, Poisoner's Kit, Alchemist's Kit
Saving Throws: Dexterity, Intelligence
Languages: Common, Undercommon, Sylvan, Thieves' Cant, Elvish, Dwarvish

Proficient Skills
Deception (Changeling, Expertise) +10
History (Rogue, Historian) +10
Insight (Charlatan, Expertise) +9
Intimidation (Rogue) +6
Perception (Perceptive) +5
Persuasion (Rogue, Expertise) +10
Sleight of Hand (Charlatan, Expertise) +12
Stealth (Rogue) +8

Background: Charlatan

Feats: Historian, Perceptive

Expertise: Deception, Insight, Persuasion, Sleight of Hand
Sneak Attack (5d6)
Thieves' Cant
Cunning Action
Mastermind
Master of Intrigue (Poisoner's Kit, Alchemist's Kit, Cards, Elvish, Dwarvish)
Master of Tactics
Uncanny Dodge
Evasion
Insightful Manipulator

Equipment
Studded Leather Armor



11th to 15th Level


11th Level - Reliable Talent, +6 HP (69)

12th Level - Ability Score Improvement: Stealthy, +6 HP (75)

13th Level - Proficiency Bonus +5, Misdirection, +6 HP (81)

14th Level - Blindsense, +6 HP (87)

15th Level - Slippery Mind, +6 HP (93)

Reasoning: I've decided to increase the character's stealth, granting a 6th Expertise skill and the extra benefit of the Stealthy feat. This also puts both Intelligence and Dexterity at odd amounts.

15th Level Statistics


15th Level Changeling Mastermind
Str: 10
Dex: 19
Con:  12
Int: 15
Wis: 12
Cha: 14

HP: 93
AC: 16
Speed: 30ft

Proficiency Bonus: +5
Decietful
Shapechanger

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers. Shortswords
Tools: Thieves Tools, Disguise Kit, Forgery Kit, Poisoner's Kit, Alchemist's Kit
Saving Throws: Dexterity, Intelligence
Languages: Common, Undercommon, Sylvan, Thieves' Cant, Elvish, Dwarvish

Proficient Skills
Deception (Changeling, Expertise) +12
History (Rogue, Historian) +12
Insight (Charlatan, Expertise) +11
Intimidation (Rogue) +7
Perception (Perceptive) +6
Persuasion (Rogue, Expertise) +12
Sleight of Hand (Charlatan, Expertise) +14
Stealth (Rogue, Stealthy) +14

Background: Charlatan

Feats: Historian, Perceptive, Stealthy

Expertise: Deception, Insight
Sneak Attack (8d6)
Thieves' Cant
Cunning Action
Mastermind
Master of Intrigue (Poisoner's Kit, Alchemist's Kit, Cards, Elvish, Dwarvish)
Master of Tactics
Uncanny Dodge
Evasion
Insightful Manipulator
Reliable Talent
Misdirection
Blindsense
Slippery Mind

Equipment
Studded Leather Armor



16th to 20th Level


16th Level - Ability Score Improvement +1 Dex and +1 Int, +6 HP (99)

17th Level - Proficiency Bonus +6, Soul of Deceit,+6 HP (105)

18th Level - Elusive, +6 HP (111)

19th Level - Ability Score Improvement: +2 Cha, +6 HP (117)

20th Level - Stroke of Luck, +6 HP (123)

Reasoning: This last set of improvements went to boosting Dexterity, Intelligence, and Charisma all up to the next modifier tier.

20th Level Statistics


15th Level Changeling Mastermind
Str: 10
Dex: 20
Con:  12
Int: 16
Wis: 12
Cha: 16

HP: 123
AC: 17
Speed: 30ft

Proficiency Bonus: +6
Decietful
Shapechanger

Armor Proficiencies: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers. Shortswords
Tools: Thieves Tools, Disguise Kit, Forgery Kit, Poisoner's Kit, Alchemist's Kit
Saving Throws: Dexterity, Intelligence
Languages: Common, Undercommon, Sylvan, Thieves' Cant, Elvish, Dwarvish

Proficient Skills
Deception (Changeling, Expertise) +15
History (Rogue, Historian) +15
Insight (Charlatan, Expertise) +13
Intimidation (Rogue) +9
Perception (Perceptive) +7
Persuasion (Rogue, Expertise) +15
Sleight of Hand (Charlatan, Expertise) +17
Stealth (Rogue, Stealthy) +17

Background: Charlatan

Feats: Historian, Perceptive, Stealthy

Expertise: Deception, Insight
Sneak Attack (10d6)
Thieves' Cant
Cunning Action
Mastermind
Master of Intrigue (Poisoner's Kit, Alchemist's Kit, Cards, Elvish, Dwarvish)
Master of Tactics
Uncanny Dodge
Evasion
Insightful Manipulator
Reliable Talent
Misdirection
Blindsense
Slippery Mind
Soul of Deceit
Elusive
Stroke of Luck

Equipment
Studded Leather Armor



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