As the title suggests, with the Skilled origin feat being repeatable, we can get a rogue to have all skill proficiencies by level 4. At first level, run a human rogue with any background that offers Skilled, then take it again with the human bonus origin feat. With rogue's 4 class skills, your background's 2 skills, the bonus 1 from human and 6 from both instances of Skilled, we get 13/18 skills before we start our adventure. At 3rd level, we can pick up the Scout subclass, granting Nature and Survival, and at 4th, we take Skilled 1 last time to pick up the remaining 3 proficiencies.
Yes, your best attacking stat will likely be no better than 17 at this point, but once you get to rogue 7 and unlock Reliable Talent, it will be very difficult to fail any check made with a skill proficiency.
As the title suggests, with the Skilled origin feat being repeatable, we can get a rogue to have all skill proficiencies by level 4. At first level, run a human rogue with any background that offers Skilled, then take it again with the human bonus origin feat. With rogue's 4 class skills, your background's 2 skills, the bonus 1 from human and 6 from both instances of Skilled, we get 13/18 skills before we start our adventure. At 3rd level, we can pick up the Scout subclass, granting Nature and Survival, and at 4th, we take Skilled 1 last time to pick up the remaining 3 proficiencies.
Yes, your best attacking stat will likely be no better than 17 at this point, but once you get to rogue 7 and unlock Reliable Talent, it will be very difficult to fail any check made with a skill proficiency.
Has anyone tried this? How did it turn out?
I did something similar. All the level 1 choices were the same, but at levels 2-3 I took levels in Warlock. For Invocations, choose Lessons of the First Ones - Skilled, then Beguiling Influence. This gets you to proficient in all skills by level 3, and can give you one Invocation for character concept (I took Devil's Sight). It worked fairly well. I was basically the only one in the party that could do any kind of infiltration at all, so I often went into areas alone before hand to scout the place before the rest of the party would come storming in later. It worked pretty well for our group.
That said, I wouldn't recommend the build if you have a DM that rarely uses some of the skills. Lots of DM's very rarely use skills like History and Medicine, so those proficiencies end up next to worthless. I had a DM that was a lore junkie and love to dump useless information at us, often with interesting or downright hilarious stories about whatever we were investigating. My favorite was the spear that was made magical by a Barbarian killing a Wizard with it by shoving it in a very uncomfortable location....you get the idea.
As the title suggests, with the Skilled origin feat being repeatable, we can get a rogue to have all skill proficiencies by level 4. At first level, run a human rogue with any background that offers Skilled, then take it again with the human bonus origin feat. With rogue's 4 class skills, your background's 2 skills, the bonus 1 from human and 6 from both instances of Skilled, we get 13/18 skills before we start our adventure. At 3rd level, we can pick up the Scout subclass, granting Nature and Survival, and at 4th, we take Skilled 1 last time to pick up the remaining 3 proficiencies.
Yes, your best attacking stat will likely be no better than 17 at this point, but once you get to rogue 7 and unlock Reliable Talent, it will be very difficult to fail any check made with a skill proficiency.
Has anyone tried this? How did it turn out?
I did something similar. All the level 1 choices were the same, but at levels 2-3 I took levels in Warlock. For Invocations, choose Lessons of the First Ones - Skilled, then Beguiling Influence. This gets you to proficient in all skills by level 3, and can give you one Invocation for character concept (I took Devil's Sight). It worked fairly well. I was basically the only one in the party that could do any kind of infiltration at all, so I often went into areas alone before hand to scout the place before the rest of the party would come storming in later. It worked pretty well for our group.
That said, I wouldn't recommend the build if you have a DM that rarely uses some of the skills. Lots of DM's very rarely use skills like History and Medicine, so those proficiencies end up next to worthless. I had a DM that was a lore junkie and love to dump useless information at us, often with interesting or downright hilarious stories about whatever we were investigating. My favorite was the spear that was made magical by a Barbarian killing a Wizard with it by shoving it in a very uncomfortable location....you get the idea.