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)=
  
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*4: Prof 3(stat point: +1 INT, prof bonus feat: forceful personality, FRW: +5/+4/+4, BAB: +3)
 
*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)
 
*5: Prof 4 (uncanny dodge, FRW: +5/+5/+5, BAB: +4)
*6: Prof 5 (standard feat: endurance, prof bonus feat: luck of heroes OR hindering opportunist), FRW: +5/+5/+5 or +6/+6/+6, 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 (leadership training, FRW: +6/+6/+6 or +7/+7/+7, BAB: +5)
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*7: Prof 6 (leadership training, FRW: +6/+6/+6, BAB: +5)
*8: Prof 7 (prof bonus feat: luck of heroes OR hindering opportunist, stat point: TBD (probably cha), FRW: +7/+7/+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 die-hard, heroic rally, commanding presence(skill checks), FRW: +9/+7/+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), FRW: +10/+7/+10, BAB: +8/+3)
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*11: Prof 8 (tactical competence, FRW: +10/+8/+11, BAB: +9/+4)
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*12: Prof 9 (stat point: TBD (probably cha), prof bonus feat: lightning reflexes, standard feat: blind-fight OR improved grapple OR imp initiative OR weapon focus (guisarme),FRW: +11/+10/+12, BAB: +9/+4)
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*13: Field Marshall 3 (keen awareness, commanding presence(ac), FRW: +11/+11/+12 BAB: +10/+5)
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*14: Prof 10 (prof development (mettle or slippery mind or imp uncanny dodge), FRW: +11/+12/+13, BAB: +11/+6/+1)
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*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, FRW: +12/+12/+14, BAB: +12/+7/+2)
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*16: Field Marshall 5 (stat point: TBD, inspiration,FRW: +12/+13/+14, BAB: +13/+8/+3)
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*17: Prof 11 OR Sentinel 1 OR Rogue 1
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*10: Field Marshall 2 (imp leadership, commanding presence (saves and init), FRW: +10/+6/+9, BAB +8/+3)
*18: Prof 12 OR Sentinel 2 OR Rogue 2 (standard feat: blind-fight OR improved grapple OR imp initiative)
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*11: Field Marshall 3 (keen awareness, commanding presence (ac), FRW: +10/+7/+9, BAB +9/+4)
*19: Prof 13 OR Sentinel 3 OR Rogue 3
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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)
*20: Prof 14 OR Sentinel 4 OR Rogue 4 (stat point: TBD)
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*13: Field Marshall 5 (inspiration, FRW: +11/+8/+12, BAB +11/+8/+11)
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*14: Prof 7 or Fighter 3
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*15: Prof 8 or Fighter 4 (standard feat)
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*16: Prof 9 or Fighter 5 (stat point)
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*17: Prof 10 or Fighter 6
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*18: Prof 11 or Fighter 7 (standard feat)
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*19: Prof 12 or Fighter 8
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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):
Ok, that finally adds up. Changing level 1 Int means a lot of record-keeping, but it's all straight now. I added Gnomish rather than the probably-more-likely Fresian just to keep from having to retcon the encounter with Diamon Pegg. Skills are straight, too, I added them like eight times. -[[User:Slitherrr|Slitherrr]]
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*Bluff (the more in this the better)
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*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)
 +
*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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Hey, so, the Field Marshall and the Professional now both have abilities that give INT bonus to AC, but in different ways. How will we handle that? -[[User:Slitherrr|Slitherrr]]
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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)}}
:: Well, it looks like there is no conflict? One increases your Dex bonus, and one gives some other kind of named bonus? Stackability is determined by the descriptor tag, not the origin. -gm
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::: Field Marshall bonus doesn't have a name ("add your INT bonus to your AC"). A dodge bonus, perhaps? -[[User:Slitherrr|Slitherrr]]
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:::: Hmm. Insight bonus, maybe? Or, yeah, maybe dodge. Dodge bonuses stack with each other, so that's worth factoring in one way or another. -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)