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

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(Probably been long enough to switch these over)
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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
 
*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
 
*Manual of X +1: 27.5k gp
 +
:: 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!
 
*Periapt of Proof Against Poison (this is for Anise, actually--6 Con means ''poison'' is by far the easiest way for her to die in a single hit): 27k gp
 
*Periapt of Proof Against Poison (this is for Anise, actually--6 Con means ''poison'' is by far the easiest way for her to die in a single hit): 27k gp
 
*Mithral Breastplate (gives better AC than +1 chain with Kib's Dex bonus, with better other bonuses, and counts as light armor):4200 gp
 
*Mithral Breastplate (gives better AC than +1 chain with Kib's Dex bonus, with better other bonuses, and counts as light armor):4200 gp

Revision as of 16:40, 1 March 2011

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!
  • Periapt of Proof Against Poison (this is for Anise, actually--6 Con means poison is by far the easiest way for her to die in a single hit): 27k gp
  • 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


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: Prof 7 (prof bonus feat: luck of heroes, stat point: cha, FRW: +7/+7/+7, BAB: +6/+1)
  • 9: Field Marshall 1 (standard feat: endurance OR ride-by-attack, 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: cha, prof bonus feat: lightning reflexes, standard feat: blind-fight OR improved grapple OR weapon focus (guisarme),FRW: +11/+10/+13, BAB: +9/+4)
  • 13: Field Marshall 3 (keen awareness, commanding presence(ac), FRW: +10/+11/+12 BAB: +10/+5)

OR


  • 8: Fighter 2 (fighter bonus feat: deflect arrows OR 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)

MFC Language Table

MFC Languages by Member
Odessan Celesti Ubrekti Gnomish Fresian Dwarvish Flanneri Goblin Kobold Sidhe Sylvan
Kib x x x x x x x x x
Thed x x x x x
Thoven x x x x
Gilerl x x
Anise x x x x
Neven x x x x