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Hello, I'm new to this game and am trying to figure out a workable and fun build. If someone's got suggestions and advice, I would really appreciate the help.

First of all, I'd like my character to be able to BS their way through conversations. I love that kind of stuff. Then, I like to be able to go where I'm not supposed to and take things I'm not supposed to, if possible. Lastly, I'd like my character to be able to make some useful stuff out of junk. Basically, a not too good but still not really evil character who likes to have things their way. He/she probably wouldn't like killing good people, but would have no problem taking from anyone unless it would kill them. I don't really much care about race and gender for the first playthrough.

I've only read a bit of manual and played for a few minutes to see how the game works, and I seriously love the world and it's atmosphere. I hear that magick makes things a lot easier, but I'm not that much interested in it. I wouldn't mind using magickal items if they're useful, but I can play a mage in most RPG's while not that many games allow you to dig through garbage and make explosives, for instance.

Oh, and I've got one more slightly OT question: can you steal stuff from a shop and them sell them back? It sounds a bit cheap, but it's good to know if it's possible. :)
Post edited July 05, 2013 by RelativelyRandom
This question / problem has been solved by TwoHandedSwordimage
This build is totally possible. After the obligatory early investment in Melee, put some points into Pickpocketing and Persuasion. When you get to the first town, you'll eventually have to get past some thieves; if you either do their quest or bluff them into thinking you're one as well, when you get to the first big city you'll be able to join the thieves guild and do thief-specific quests. (Look for plainly dressed men in side alleys just off the main roads. There's also a rich woman right as you enter town, who'd like you to do her a solid.)

The higher your Persuasion, the more you'll be able to sway others with dialog options. Persuasion requires Charisma, which as a side-effect allows you to have more followers. Pickpocketing requires Dexterity, which means you can also consider putting points into Picking Locks, Backstabbing and Dodge. Picking Locks requires a set of lockpicks; be sure to grab those from the starting shopkeeper to save yourself the hassle of hunting some down.

And yes, you can absolutely steal stuff and sell it right back; then when they're broke walk a screen or two away, "sleep" till morning and do it again! (Another trick is to follow them into their bedroom at night, fast forward to morning, and while they're open for business you're looting their merchandise!)

Another option is to concentrate on Perception, which allows you to increase your Prowling, Spot Traps and Disarm Traps. These aren't strictly necessary, as there are magical alternatives, but they're still fun to consider.

Molotov cocktails are a simple and effective explosive; the downsides are that they're loud, they require you to scout out garbage cans for one of the ingredients, and you need to spend a point or two in Throwing to use them effectively.

Pickpocketing lowers alignment, as do thief quests; most other quests boost alignment, so careful play will allow you to stay close to neutral. Some followers prefer you one way or the other; others just don't care. If you don't mind being a weakling, Halflings get a decent Dexterity and small Prowling boost; otherwise, the choice is pretty much yours. (OTOH, Half-Ogres suffer a similar Prowling penalty, for obvious reasons; they're also too dumb for most quests, unless you invest a few points into Intelligence ASAP.)
Post edited July 05, 2013 by TwoHandedSword
Thanks for the advice. I think I'll try to go with a halfling who was raised by monks and hated every bit of it. He left as soon as he could and that's why he now has a tendency to get into trouble while he's seeking excitement and riches of the world. Still, he likes to study so he'll eventually use lots of lower-level technological disciplines to make neat stuff.

There are a few things I still don't quite understand. First, what will happen if my alignment gets too low? Does it affect anything except my followers? Then, are there any useful applications to planting items? And how does armor affect prowling?
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RelativelyRandom: Thanks for the advice. I think I'll try to go with a halfling who was raised by monks and hated every bit of it. He left as soon as he could and that's why he now has a tendency to get into trouble while he's seeking excitement and riches of the world. Still, he likes to study so he'll eventually use lots of lower-level technological disciplines to make neat stuff.
That sounds like an awesome build, well within the spirit of the game.
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RelativelyRandom: There are a few things I still don't quite understand. First, what will happen if my alignment gets too low? Does it affect anything except my followers? Then, are there any useful applications to planting items? And how does armor affect prowling?
Negative alignment simply means you're evil. Some people won't give you certain quests, while it's a requirement for others. A few may attack you on sight, though this is based more on your reputation (or if you happened to be really ugly).

There's a hidden cave late in the game where the quest is to frame someone by planting incriminating evidence on them. Otherwise, the main benefit of planting items is to give a particular opponent a disadvantage by "gifting" them with a cursed armor or weapon. (Of course, the requirement for Pickpocket mastery may or may not be worth it, since as part of the quest you acquire such a negative reputation. It's all in how you decide to roleplay it.)

Armor comes with a noise penalty (NP) rating, which affects Prowling chances. It's basically self-evident: oiled leather good, metal armor bad. There are elf-made boots you can potentially buy (and even wear, despite being a Halfling) but their use to you would be limited, since to receive any benefit they require you to be magical or at least not too tech.

Also, for any chance at success Prowling (like Backstabbing) requires you to be outside someone's field of view; if you try to start sneaking while under the watchful gaze of a guard, it'll work about as well as you'd expect in the real world.
Post edited July 05, 2013 by TwoHandedSword
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TwoHandedSword: There are elf-made boots you can potentially buy (and even wear, despite being a Halfling) but their use to you would be limited, since to receive any benefit they require you to be magical or at least not too tech.
Creep Armour and Elven Chainmail have a positive NP, too, but only if you have enough MA. There are also a couple of items that raise your Prowling skill, but most of them are magic(k)al - like Medallion of Silence or Shadowing Robes.
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TwoHandedSword: Also, for any chance at success Prowling (like Backstabbing) requires you to be outside someone's field of view; if you try to start sneaking while under the watchful gaze of a guard, it'll work about as well as you'd expect in the real world.
Unless you have Prowling Mastery - it works like Hide In Plain Sight feat in D&D (it also allows running while prowling).
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Kerebron: Creep Armour and Elven Chainmail have a positive NP, too, but only if you have enough MA. There are also a couple of items that raise your Prowling skill, but most of them are magic(k)al - like Medallion of Silence or Shadowing Robes.
While the medallion might work, IIRC those armors all come in medium, which is unsuitable for a Halfling; I think the only small equivalent is the Robes of the Chameleon. And once again, tech-based PCs lose out on most or all of the benefits anyway.
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Kerebron: Prowling Mastery - it works like Hide In Plain Sight feat in D&D (it also allows running while prowling).
Good to know; thanks. I may have to give this skill another shot sometime soon.