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

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==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'''<br />
 
BAB: +1 ==> +9<br />
 
Class Abilities: Keen Awareness, Commanding Presence (AC)<br />
 
Feat: TBD (Level 11)
 
 
===Level 12: [[Field Marshall]]===
 
Base F/R/W: +1/+0/+1 ==> '''+9/+3/+9'''<br />
 
BAB: +1 ==> +10<br />
 
Class Abilities: Commanding Presence (To hit/Damage, range increase)<br />
 
Stat Point: TBD
 
 
===Level 13: [[Field Marshall]]===
 
Base F/R/W: +0/+1/+0 ==> '''+9/+4/+9'''<br />
 
BAB: +1 ==> +11<br />
 
Class Abilities: Inspiration<br />
 
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
 
*Gang Up -- Flank opponent if two allies threatening it
 
*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
 
*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
 
*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
 

Latest revision as of 13:16, 1 August 2016