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− | ==Notes for my benefit==
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− | *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).
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− | *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)
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− | ==Future levels==
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− | *10: Field Marshall 2 (imp leadership, commanding presence (saves and init), FRW: +8/+2/+8, BAB +8/+3)
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− | *11: Field Marshall 3 (standard feat: tbd, keen awareness, commanding presence (ac), FRW: +8/+3/+8, BAB +9/+4)
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− | *12: Field Marshall 4 (stat point: tbd, commanding presence (to hit/damage), range increase on cp, FRW: +9/+3/+9, BAB +10/+5)
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− | *13: Field Marshall 5 (standard feat: tbd, inspiration, FRW: +9/+4/+9, BAB +11/+6/+1)
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− | ==Feat shortlist==
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− | *Defiant Luck -- 1/day reroll natural 1 on saves, or crit confirm against you
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− | **Inexplicable Luck -- 1/day, declare +8 to a roll before it is rolled, or +4 if declared after roll
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− | *Fearless Curiosity -- +1 on saving throws with emotion descriptor, and extra saving throw each round to reduce fear effect
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− | *Heroic Will (requires Iron Will) -- 1/day reroll a will save to shake off a will effect
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− | *Gang Up -- Flank opponent if two allies threatening it
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− | *Hammer the Gap -- Consecutive hits in a full attack do extra damage
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− | *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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− | *Equipment Trick -- Can do cool stuff with a scabbard, rope, sun rod
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− | *Deflect Arrows/Snatch Arrows
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− | *Improved Blind Fight -- Ignore miss chance for less than total concealment
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− | **Greater Blind Fight -- Total concealment counts as half concealment
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− | *Combat Patrol -- May use a full action to increase threatened area by 5' per 5 BaB (Cool)
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− | *Friendly Switch -- Can turn a 5' step into a swap with a friendly unit
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− | *Heroic Defiance (needs Diehard and Endurance) -- 1/day, can delay a harmful effect until the end of your next turn
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− | *Lightning Reflexes
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− | *Mounted Blade (requires Ride-By-Attack) -- When making a ride-by attack, can also attack an enemy adjacent to the first at -5 penalty
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