Talk:Bel's Character Sheet (Pathfinder)

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To Do

  • Change blend to long arm.
  • Poison: quicklime.


Future Planning

Feats/Talents/Discoveries to consider

  • Feats: Combat Reflexes, Agile Maneuvers, Extra Panache/Inspiration, Shadow Strike, Extra Talents, Elven Battle Training, Defensive Combat Training, Improved Initiative, Dazzling Display->Shatter Defenses (if sneak attack damage picked up), Weapon Versatility, Item trick (buckler)
  • Talents/discoveries: Alch Discovery:Mutagen(investigator3), Quick Study (investigator3), Domino Effect(investigator5),
    • Intimidate line: Underworld Inspiration(investigator3), Inspired Intimidator(investigator3), Sapping Offensive (investigator5),

Level 3

Investigator level 2:

  • +6hp
  • +1 BAB, Reflex, Will
  • +1 level 1 extract/per day, learn new extract (blend)
  • Feat: Extra Inspiration
  • Skills: +1 Bluff, Climb, Craft (Alchemy), Diplomacy, Escape Artist, Knowledges (Arcana, Dungeoneering, Engineering, History, Nature, Planes), Perception, Spellcraft
  • Ceaseless Observation - An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Level 4

Investigator 3 or Feral Hunter 1

  • +1 INT
  • +1 Language, +3 skill points from retroactive INT bonus, more spells/day, more panache and inspiration.

Level 5-7

the other option of Investigator 3 or Feral Hunter 1, Investigator 4, Mind Chemist Alchemist 1? (for bombs, throw anything, more spells, free mutagen/cognatgen)

Level 7 and up

mostly stick to Investigator, or if more melee ability is needed take Swashbuckler to 3 for more deeds or 5 for big bonuses with rapier, maybe take Hunter to 3 for level 2 spells

Done

  • FG abilities:
    • Inspiration 0 cost (make permanent) - Inspiration0;SKILL:1d6 knowledge; SKILL:1d6 spellcraft; SKILL:1d6 linguistics;
    • Inspiration 1 point cost (next roll) - Inspiration1; SKILL:1d6;
      • Probably extraneous since it's supposed to be "after the check is rolled and before the results are revealed." Just rolling the skill normally then choosing to roll the extra d6 or not is how I think it should be done.
    • Inspiration 2 point cost (next roll) - Inspiration2; ATK:1d6; SAVE:1d6;
    • Panache 1 cost - Dodging: no cha bonus so no reason to list; Derring-do: same as inspiration1; Opportune-Parry: just a standard attack roll.