Imperial Overlord wrote:lance wrote:
Also the extra skills allow him to be better at bluff I suppose. I don't know what the big deal about bluff is, but I guess it is an issue. Though I would recommend ad hoc rules for that and diplomacy.
With a good enough Bluff score and a game that rolls your social skills a lot, you can basically convince most NPCs, including the very powerful ones, of anything. Add in enchantment spells and you can potentially get away with all kinds of shit.
Pretty much this. I played a Rogue/Spymaster/Assassin character in the Dark Sun setting (with 3.5 rules). I pretty much didn't even
need combat skills. Especially when the party was given Draconic feats after making a pact with a Dragon King and, in an act of supreme munchkindom, I chose Acid Breath and convinced the DM that, since Acid Breath was obviously a byproduct of a Black Dragon's digestive system, I should be allowed to expend its daily use to create a dose of Dragon Bile.
This was a character who had such an absurdly high bluff score that he could basically walk in the front door, off his target, and walk right back out. Then, in the epilogue, he teamed up with the party's Psion/Shadowmind in a bid to take over his Merchant House. General consensus determined that the two of them pretty much arbitrarily succeeded.
And the hilarious thing is, when it comes to munchkin shenanigans with bluff, that is probably a fairly minor example.