Difference between revisions of "Talk:Kib Absold's Character Sheet"

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==Shortlist of Magical Items Kib Should Acquire if he Gets the Opportunity (and their SRD Cost) ==
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*Gauntlets of Ogre Power (helps with obvious things): +2 Str, 4k gp
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*Gloves of Dexterity (more AoOs, which means more Hindering Opportunist and Improved Aid Another, and also more AC): +2 Dex, 4k gp
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*Manual of X +1: 27.5k gp
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:: This is <i>adorable</i>. It's like the time when I was a kid I wrote "one million dollars in gold bars" on my christmas wish list!
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::: The system is really balanced for characters to have innate bonuses, but yeah, this isn't here because I'm being realistic. -[[User:Slitherrr|Slitherrr]]
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*Mithral Breastplate (gives better AC than +1 chain with Kib's Dex bonus, with better other bonuses, and counts as light armor):4200 gp
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*Cloak of Resistance: 1,000 for +1, 4,000 for +2, 9,000 for +3
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*(non-magical but awesome): Barding for Tenny
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=Leveling notes (for my reference)=
 
=Leveling notes (for my reference)=
Potentially look into Prodigy (Charisma) later on.
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==Levels==
 
==Levels==
*1: Prof 1(prof bonus feat:negotiator, standard feat: imp unarmed, human feat: combat reflexes, skill points: 4x(8 + 1 + 1) = 40, FRW: +2/+3/+1, BAB: +0)
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*1: Prof 1(prof bonus feat:negotiator, standard feat: imp unarmed, human feat: combat reflexes, FRW: +2/+3/+1, BAB: +0)
*2: Prof 2(evasion, sp: +(8 + 1 + 1) = 50, FRW: +2/+4/+2, BAB: +1)
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*2: Prof 2(canny defense, FRW: +2/+4/+2, BAB: +1)
*3: Fighter 1(fighter bonus feat: combat expertise, standard feat: imp trip, sp: +(2 + 1 + 1) = 54, FRW: +4/+4/+2, BAB: +2)
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*3: Fighter 1(fighter bonus feat: combat expertise, standard feat: imp trip, FRW: +4/+4/+2, BAB: +2)
*4: Prof 3(stat point: +1 INT, prof bonus feat: iron will, skill points: +(8 + 2 + 1) = 65, FRW: +5/+4/+4, BAB: +3)
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*4: Prof 3(stat point: +1 INT, prof bonus feat: forceful personality, FRW: +5/+4/+4, BAB: +3)
*5: Prof 4 (uncanny dodge sp: +(8 + 2 + 1)=76, FRW: +5/+5/+5, BAB: +4)
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*5: Prof 4 (uncanny dodge, FRW: +5/+5/+5, BAB: +4)
*6: Prof 5 (standard feat: hold the line OR knock down OR imp combat expertise, prof bonus feat: sf(diplo) OR self-sufficient OR persuasive, sp: +(8 + 2 + 1) = 87, FRW: +5/+5/+5, BAB: +4)
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*6: Prof 5 (standard feat: mounted combat, prof bonus feat: hindering opportunist), FRW: +5/+5/+5, BAB: +4)
*7: Prof 6 (sp: +(8 + 2 + 1) = 98, leadership training, FRW: +6/+6/+6, BAB: +5)
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*7: Prof 6 (leadership training, FRW: +6/+6/+6, BAB: +5)
*8: Prof 7 (prof bonus feat: sf(diplo) OR self-sufficient OR persuasive, stat point: +1 ST or +1 WI, sp: +(8 + 2 + 1) = 109, FRW: +6/+6/+6 OR +6/+6/+7, BAB: +6/+1)
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*8: Fighter 2 (fighter bonus feat: blind fight, stat point: cha, FRW: +7/+6/+6, BAB: +6/+1)
*9: Field Marshall 1 (standard feat: hold the line OR knock down OR imp combat expertise, heroic rally, commanding presence(skill checks), sp: +(4 + 2 + 1) = 116, FRW: +8/+6/+8 OR +8/+6/+9, BAB: +7/+2)
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*9: Field Marshall 1 (standard feat: ride-by-attack, heroic rally, commanding presence (skill checks), FRW +9/+6/+8, BAB +7/+2)
*10: Field Marshall 2 (imp leadership, commanding presence (saves and init), sp: +(4 + 2 + 1) = 123, FRW: +9/+6/+9 OR +9/+6/+10, BAB: +8/+3)
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----
*11: Prof 8 (imp uncanny dodge, sp: +(8 + 2 + 1) = 134, FRW: +9/+7/+10 OR +9/+7/+11, BAB: +9/+4)
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*10: Field Marshall 2 (imp leadership, commanding presence (saves and init), FRW: +10/+6/+9, BAB +8/+3)
*12: Prof 9 (stat point: +1 ST or +1 WI, prof bonus feat: lightning reflexes, standard feat: blind-fight OR improved grapple OR imp initiative OR weapon focus, sp: +(8 + 2 + 1) = 145, FRW: +10/+9/+11, BAB: +9/+4)
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*11: Field Marshall 3 (keen awareness, commanding presence (ac), FRW: +10/+7/+9, BAB +9/+4)
*13: Field Marshall 3 (keen awareness, commanding presence(ac), sp: +(4 + 2 + 1) = 152, FRW: +10/+10/+11 BAB: +10/+5)
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*12: Field Marshall 4 (standard feat:spirited charge, stat point: cha, commanding presence (to hit/damage), range increase on cp, FRW: +11/+7/+11, BAB +10/+5)
*14: Prof 10 (prof development (mettle), sp: +(8 + 2 + 1) = 163, FRW: +10/+11/+12, BAB: +11/+6/+1)
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*13: Field Marshall 5 (inspiration, FRW: +11/+8/+12, BAB +11/+8/+11)
*15: Field Marshall 4 (standard feat: blind-fight OR improved grapple OR imp initiative OR weapon focus(guisarme), commanding presence(to hit/damage), commanding presence range increase, sp: +(4 + 2 + 1) = 170, FRW: +11/+11/+13, BAB: +12/+7/+2)
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*14: Prof 7 or Fighter 3
*16: Field Marshall 5 (stat point: +1 ST or +1 CH or +1 DX, inspiration, sp: +(4 + 2 + 1) = 177),FRW: +11/+12/+13, BAB: +13/+8/+3)
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*15: Prof 8 or Fighter 4 (standard feat)
<hr>
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*16: Prof 9 or Fighter 5 (stat point)
*17: Prof 11 OR Sentinel 1 OR Rogue 1
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*17: Prof 10 or Fighter 6
*18: Prof 12 OR Sentinel 2 OR Rogue 2 (standard feat: blind-fight OR improved grapple OR imp initiative)
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*18: Prof 11 or Fighter 7 (standard feat)
*19: Prof 13 OR Sentinel 3 OR Rogue 3
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*19: Prof 12 or Fighter 8
*20: Prof 14 OR Sentinel 4 OR Rogue 4 (stat point: +1 ST or +1 CH or +1 DX)
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*20: Prof 11 or Fighter 9 (stat point)
  
 
==Skills==
 
==Skills==
Keep Diplomacy, Intimidate, Spot, Listen, Sense Motive capped.  Add at least 1 point each to the three knowledges by level 8.  Add to the next as points permit (highest priority first): Heal, Bluff, Use Rope, Swim, Climb, Survival, Speak Language (as appropriate, but the more the merrier), Ride (up to whatever gives +10, +15 or +20, depending on how much mounts become a part of the campaign). Possibly work in points in hide, move silently, escape artist, etc. (but generally, hope for the thief to have those covered).
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Keep Diplomacy, Intimidate, Spot, Listen, Sense Motive capped.   
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Add to the next as points permit (highest priority first):  
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*Bluff (the more in this the better)
 +
*Knowledge(whatever--local is good to have, arcana is definitely useful, nobility gives diplo synergy, arch and engineering give search synergy, history gives tons of useful tidbits, dungeoneering gives aberration knowledge, the list goes on)
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*Search (some points in this to make good use of the belt of Dwarvenkind)
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*Speak Language (as appropriate, but the more the merrier. More Servitor languages would be great)
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*Use Rope (securing a grapple is DC 10 +2/10', up to 50', with fail by 5 or more being the very bad result, so +15 is a reasonable target)
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*Swim (enough to keep afloat in water--without armor, that's a +5 for calm and +10 for rough)
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*Climb (good to have, +6 or so without armor is enough to not fall from most relatively easy climbs)
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*Ride (+9 gives automatic fight with warhorse success (+11 if horse damaged). +14 for most of the other stuff. +19 for fast mount, but that's modified by armor check).
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*Handle Animal (don't need this too high, but it's good with horses. +9/+11 needed to never fail a trick)
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--
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{{talk|Old Ubrekti sounds like the next language to pick up. We've had some boring boat time, and will hopefully have more, so that should be easy to do. I would also loooove to pick up Sidhe, but I don't know how easy it is to justify Anise doing even if Feantari agrees with it in principle.|[[User:Slitherrr|Slitherrr]] 08:57, 18 January 2012 (EST)}}
Holy Shit! I only sketch up to level 12. I'll be retired by the time we get to level 20! ;) -gm
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:Haha, yeah, I'd just gotten to 12 and had some spare time, so I kept going. -[[User:Slitherrr|Slitherrr]] 15:33, 16 September 2009 (EDT)
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* WOW! I usually try to die before 10 or so! --[[User:Msallen|Msallen]] 15:34, 16 September 2009 (EDT)
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--
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:: Languages - Thed is probably a SD smarter than Kib, and it took him a night to learn rudimentary Kobold, which has been improving ever since. Given the 4-6 days you'll probably be stuck in kred unwinding, you'll easily have time to learn Kobold under Thed's instruction. Goblin would require you to either buy yourself a goblin to drag around with you of some sort or spend those 4-6 days in relatively comfortable study. Kobold is its own shitty little language, while Goblin is the language of the Hobgoblins, and thus quite sophisticated. Even picking up the skill, it'll be some time before it's up to speed. -gm
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:::Not sure what SD means. Kib and Thed do have the same Int stat, if that's what you're talking about. But, yeah, I figured both of these would be the case. I'm glad that Goblin is a full-fledged language, that'll make it more useful. The plan is exactly as you say--buy a Goblin slave, learn Goblin from him in the downtime, then take him with us before letting him go somewhere relatively far away from Kred (Kib doesn't have any desire to own other intelligent beings, even Servitors) -[[User:Slitherrr|Slitherrr]]
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:::: Standard Deviation. The 3d6 model makes such a perfect bell curve. That's funny, I thought Thed was smarter than that, sorry. Looks like the Z man is the brains of the outfit. I'll have to figure out what a goblin costs. Not like you're short the funds. -gm
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Latest revision as of 18:50, 4 June 2014

Shortlist of Magical Items Kib Should Acquire if he Gets the Opportunity (and their SRD Cost)

  • Gauntlets of Ogre Power (helps with obvious things): +2 Str, 4k gp
  • Gloves of Dexterity (more AoOs, which means more Hindering Opportunist and Improved Aid Another, and also more AC): +2 Dex, 4k gp
  • Manual of X +1: 27.5k gp
This is adorable. It's like the time when I was a kid I wrote "one million dollars in gold bars" on my christmas wish list!
The system is really balanced for characters to have innate bonuses, but yeah, this isn't here because I'm being realistic. -Slitherrr
  • Mithral Breastplate (gives better AC than +1 chain with Kib's Dex bonus, with better other bonuses, and counts as light armor):4200 gp
  • Cloak of Resistance: 1,000 for +1, 4,000 for +2, 9,000 for +3
  • (non-magical but awesome): Barding for Tenny

Leveling notes (for my reference)

Levels

  • 1: Prof 1(prof bonus feat:negotiator, standard feat: imp unarmed, human feat: combat reflexes, FRW: +2/+3/+1, BAB: +0)
  • 2: Prof 2(canny defense, FRW: +2/+4/+2, BAB: +1)
  • 3: Fighter 1(fighter bonus feat: combat expertise, standard feat: imp trip, FRW: +4/+4/+2, BAB: +2)
  • 4: Prof 3(stat point: +1 INT, prof bonus feat: forceful personality, FRW: +5/+4/+4, BAB: +3)
  • 5: Prof 4 (uncanny dodge, FRW: +5/+5/+5, BAB: +4)
  • 6: Prof 5 (standard feat: mounted combat, prof bonus feat: hindering opportunist), FRW: +5/+5/+5, BAB: +4)
  • 7: Prof 6 (leadership training, FRW: +6/+6/+6, BAB: +5)
  • 8: Fighter 2 (fighter bonus feat: blind fight, stat point: cha, FRW: +7/+6/+6, BAB: +6/+1)
  • 9: Field Marshall 1 (standard feat: ride-by-attack, heroic rally, commanding presence (skill checks), FRW +9/+6/+8, BAB +7/+2)

  • 10: Field Marshall 2 (imp leadership, commanding presence (saves and init), FRW: +10/+6/+9, BAB +8/+3)
  • 11: Field Marshall 3 (keen awareness, commanding presence (ac), FRW: +10/+7/+9, BAB +9/+4)
  • 12: Field Marshall 4 (standard feat:spirited charge, stat point: cha, commanding presence (to hit/damage), range increase on cp, FRW: +11/+7/+11, BAB +10/+5)
  • 13: Field Marshall 5 (inspiration, FRW: +11/+8/+12, BAB +11/+8/+11)
  • 14: Prof 7 or Fighter 3
  • 15: Prof 8 or Fighter 4 (standard feat)
  • 16: Prof 9 or Fighter 5 (stat point)
  • 17: Prof 10 or Fighter 6
  • 18: Prof 11 or Fighter 7 (standard feat)
  • 19: Prof 12 or Fighter 8
  • 20: Prof 11 or Fighter 9 (stat point)

Skills

Keep Diplomacy, Intimidate, Spot, Listen, Sense Motive capped.

Add to the next as points permit (highest priority first):

  • Bluff (the more in this the better)
  • Knowledge(whatever--local is good to have, arcana is definitely useful, nobility gives diplo synergy, arch and engineering give search synergy, history gives tons of useful tidbits, dungeoneering gives aberration knowledge, the list goes on)
  • Search (some points in this to make good use of the belt of Dwarvenkind)
  • Speak Language (as appropriate, but the more the merrier. More Servitor languages would be great)
  • Use Rope (securing a grapple is DC 10 +2/10', up to 50', with fail by 5 or more being the very bad result, so +15 is a reasonable target)
  • Swim (enough to keep afloat in water--without armor, that's a +5 for calm and +10 for rough)
  • Climb (good to have, +6 or so without armor is enough to not fall from most relatively easy climbs)
  • Ride (+9 gives automatic fight with warhorse success (+11 if horse damaged). +14 for most of the other stuff. +19 for fast mount, but that's modified by armor check).
  • Handle Animal (don't need this too high, but it's good with horses. +9/+11 needed to never fail a trick)


Speechbub.png Comment
Old Ubrekti sounds like the next language to pick up. We've had some boring boat time, and will hopefully have more, so that should be easy to do. I would also loooove to pick up Sidhe, but I don't know how easy it is to justify Anise doing even if Feantari agrees with it in principle.
--Slitherrr 08:57, 18 January 2012 (EST)