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

From Sourcebook Wiki
Jump to: navigation, search
(Levels)
(Skills)
Line 25: Line 25:
  
 
==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).
+
Keep Diplomacy, Intimidate, Spot, Listen, Sense Motive capped.   
 +
 
 +
Add to the next as points permit (highest priority first):  
 +
*Bluff (more in this the better)
 +
*Use Rope (up to something--securing a grapple is 10 +2/10', so that's a reasonable target)
 +
*Swim (good to have)
 +
*Climb (good to have)
 +
*Survival (not as important if Anise sticks around)
 +
*Speak Language (as appropriate, but the more the merrier. Currently, Fresian is the one language the party has that Kib doesn't, and more monster languages would also be great. Flannery, too, is one of the countries between Gildenhome and Odessa
 +
*Ride (+9 gives automatic fight with warhorse success. +14 for most of the other stuff. +19 for fast mount, but that's modified by armor check).
 +
*Knowledge(whatever--local is good to have, arcana is definitely useful, nobility gives diplo synergy, arch and engineering gives search synergy)
 +
*Search (some points in this to make good use of the belt of Dwarvenkind)
 +
*Handle Animal (don't need this too high, but it's good with horses)
  
 
--
 
--

Revision as of 16:50, 15 February 2010

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: endurance, prof bonus feat: luck of heroes OR hindering opportunist), FRW: +5/+5/+5 or +6/+6/+6, BAB: +4)
  • 7: Prof 6 (leadership training, FRW: +6/+6/+6 or +7/+7/+7, 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)
  • 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)
  • 10: Field Marshall 2 (imp leadership, commanding presence (saves and init), FRW: +10/+7/+10, BAB: +8/+3)
  • 11: Prof 8 (tactical competence, FRW: +10/+8/+11, BAB: +9/+4)
  • 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)
  • 13: Field Marshall 3 (keen awareness, commanding presence(ac), FRW: +11/+11/+12 BAB: +10/+5)
  • 14: Prof 10 (prof development (mettle or slippery mind or imp uncanny dodge), FRW: +11/+12/+13, BAB: +11/+6/+1)
  • 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)
  • 16: Field Marshall 5 (stat point: TBD, inspiration,FRW: +12/+13/+14, BAB: +13/+8/+3)

  • 17: Prof 11 OR Sentinel 1 OR Rogue 1
  • 18: Prof 12 OR Sentinel 2 OR Rogue 2 (standard feat: blind-fight OR improved grapple OR imp initiative)
  • 19: Prof 13 OR Sentinel 3 OR Rogue 3
  • 20: Prof 14 OR Sentinel 4 OR Rogue 4 (stat point: TBD)

Skills

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

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

  • Bluff (more in this the better)
  • Use Rope (up to something--securing a grapple is 10 +2/10', so that's a reasonable target)
  • Swim (good to have)
  • Climb (good to have)
  • Survival (not as important if Anise sticks around)
  • Speak Language (as appropriate, but the more the merrier. Currently, Fresian is the one language the party has that Kib doesn't, and more monster languages would also be great. Flannery, too, is one of the countries between Gildenhome and Odessa
  • Ride (+9 gives automatic fight with warhorse success. +14 for most of the other stuff. +19 for fast mount, but that's modified by armor check).
  • Knowledge(whatever--local is good to have, arcana is definitely useful, nobility gives diplo synergy, arch and engineering gives search synergy)
  • Search (some points in this to make good use of the belt of Dwarvenkind)
  • Handle Animal (don't need this too high, but it's good with horses)

-- 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. -Slitherrr


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? -Slitherrr

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
Field Marshall bonus doesn't have a name ("add your INT bonus to your AC"). A dodge bonus, perhaps? -Slitherrr
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