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

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(Feat shortlist)
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*Fearless Curiosity -- +1 on saving throws with emotion descriptor, and extra saving throw each round to reduce fear effect
 
*Fearless Curiosity -- +1 on saving throws with emotion descriptor, and extra saving throw each round to reduce fear effect
 
*Heroic Will (requires Iron Will) -- 1/day reroll a will save to shake off a will effect
 
*Heroic Will (requires Iron Will) -- 1/day reroll a will save to shake off a will effect
*Gang Up -- Flank opponent if two allies threatening it
 
 
*Hammer the Gap -- Consecutive hits in a full attack do extra damage
 
*Hammer the Gap -- Consecutive hits in a full attack do extra damage
 
*Stand Still -- When enemy triggers AoO moving through threatened square, may make combat maneuver check to keep them from continuing their move
 
*Stand Still -- When enemy triggers AoO moving through threatened square, may make combat maneuver check to keep them from continuing their move
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*Improved Blind Fight -- Ignore miss chance for less than total concealment
 
*Improved Blind Fight -- Ignore miss chance for less than total concealment
 
**Greater Blind Fight -- Total concealment counts as half concealment
 
**Greater Blind Fight -- Total concealment counts as half concealment
*Combat Patrol -- May use a full action to increase threatened area by 5' per 5 BaB (Cool)
 
 
*Friendly Switch -- Can turn a 5' step into a swap with a friendly unit
 
*Friendly Switch -- Can turn a 5' step into a swap with a friendly unit
 
*Heroic Defiance (needs Diehard and Endurance) -- 1/day, can delay a harmful effect until the end of your next turn
 
*Heroic Defiance (needs Diehard and Endurance) -- 1/day, can delay a harmful effect until the end of your next turn
 
*Lightning Reflexes
 
*Lightning Reflexes
 
*Mounted Blade (requires Ride-By-Attack) -- When making a ride-by attack, can also attack an enemy adjacent to the first at -5 penalty
 
*Mounted Blade (requires Ride-By-Attack) -- When making a ride-by attack, can also attack an enemy adjacent to the first at -5 penalty
 +
*[http://www.d20pfsrd.com/feats/general-feats/antagonize Antagonize] -- Diplomacy check to give an enemy minuses to attacking anyone but you. Intimidate check to make an enemy attack you (I admire this feat for its efficacy, but also hate it for the same reason. Also, wtf is up with the spurious swift action roll?
 +
*[http://www.d20pfsrd.com/feats/combat-feats/swift-aid-combat Swift Aid] -- Aid Another is a swift action
 +
*[http://www.d20pfsrd.com/feats/combat-feats/mobility-combat---final Mobility] -- +4 AC against AoO attacks
 +
**[http://www.d20pfsrd.com/feats/combat-feats/combat-patrol-combat Combat Patrol] (with Combat Reflexes) -- Increase threatened area by 5' for the sake of AoO
  
 
==Leadership==
 
==Leadership==
  
 
*I think the upgrade to Pathfinder lowered the required level for followers. I'm pretty excited to get back to civilization, there's going to be a lot to do there. At his current leadership, it's 20 1st level, 2 2nd level, 1 3rd level follower--how much input do you want/need on that? I'm also tickled (as you know) with the idea of some gnoblins detaching into a faithful Kib squad, but I also know that would complicate things enough that we can ignore that if you don't want the hassle. -[[User:Slitherrr|Slitherrr]]
 
*I think the upgrade to Pathfinder lowered the required level for followers. I'm pretty excited to get back to civilization, there's going to be a lot to do there. At his current leadership, it's 20 1st level, 2 2nd level, 1 3rd level follower--how much input do you want/need on that? I'm also tickled (as you know) with the idea of some gnoblins detaching into a faithful Kib squad, but I also know that would complicate things enough that we can ignore that if you don't want the hassle. -[[User:Slitherrr|Slitherrr]]

Revision as of 02:08, 29 April 2014

Notes for my benefit

  • Armor Stuff: He has +4 effective Dex bonus now, and will have +7 in two levels. Mithral BP is +6/+5/-1 AC/Max Dex/ACP (agile can improve that further for swim/climb), which will max out at +11 (with 2 overflow max dex) and costs 4200/4400. Mithral Chain Shirt is +4/+6/0, maxes at +10 with 1 overflow dex, which can be made equal to Mithral with lower cost (2100 gp for a mithral shirt +1). If his dex ever ends up going up, quilted armor starts being possible (4100 for +2 to equal mithral BP).
  • Feats to consider at 11: Butterfly Sting (let other people get my criticals), Swift Aid (aid another is a swift action), Bodyguard (can add AC with aid another)

Future levels

Level 11: Field Marshall

Base F/R/W: +0/+1/+0 ==> +8/+3/+8
BAB: +1 ==> +9
Class Abilities: Keen Awareness, Commanding Presence (AC)
Feat: TBD (Level 11)

Level 12: Field Marshall

Base F/R/W: +1/+0/+1 ==> +9/+3/+9
BAB: +1 ==> +10
Class Abilities: Commanding Presence (To hit/Damage, range increase)
Stat Point: TBD

Level 13: Field Marshall

Base F/R/W: +0/+1/+0 ==> +9/+4/+9
BAB: +1 ==> +11
Class Abilities: Inspiration
Feat: TBD (level 13)

Feat shortlist

  • Defiant Luck -- 1/day reroll natural 1 on saves, or crit confirm against you
    • Inexplicable Luck -- 1/day, declare +8 to a roll before it is rolled, or +4 if declared after roll
  • Fearless Curiosity -- +1 on saving throws with emotion descriptor, and extra saving throw each round to reduce fear effect
  • Heroic Will (requires Iron Will) -- 1/day reroll a will save to shake off a will effect
  • Hammer the Gap -- Consecutive hits in a full attack do extra damage
  • Stand Still -- When enemy triggers AoO moving through threatened square, may make combat maneuver check to keep them from continuing their move
  • Equipment Trick -- Can do cool stuff with a scabbard, rope, sun rod
  • Deflect Arrows/Snatch Arrows
  • Improved Blind Fight -- Ignore miss chance for less than total concealment
    • Greater Blind Fight -- Total concealment counts as half concealment
  • Friendly Switch -- Can turn a 5' step into a swap with a friendly unit
  • Heroic Defiance (needs Diehard and Endurance) -- 1/day, can delay a harmful effect until the end of your next turn
  • Lightning Reflexes
  • Mounted Blade (requires Ride-By-Attack) -- When making a ride-by attack, can also attack an enemy adjacent to the first at -5 penalty
  • Antagonize -- Diplomacy check to give an enemy minuses to attacking anyone but you. Intimidate check to make an enemy attack you (I admire this feat for its efficacy, but also hate it for the same reason. Also, wtf is up with the spurious swift action roll?
  • Swift Aid -- Aid Another is a swift action
  • Mobility -- +4 AC against AoO attacks
    • Combat Patrol (with Combat Reflexes) -- Increase threatened area by 5' for the sake of AoO

Leadership

  • I think the upgrade to Pathfinder lowered the required level for followers. I'm pretty excited to get back to civilization, there's going to be a lot to do there. At his current leadership, it's 20 1st level, 2 2nd level, 1 3rd level follower--how much input do you want/need on that? I'm also tickled (as you know) with the idea of some gnoblins detaching into a faithful Kib squad, but I also know that would complicate things enough that we can ignore that if you don't want the hassle. -Slitherrr