Talk:Bel's Character Sheet (Pathfinder): Difference between revisions

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==Level 3==
==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:
Investigator level 2:
*+6hp
*+6hp
*+1 BAB, Reflex, Will
*+1 BAB, Reflex, Will
*+1 level 1 extract/per day, learn new extract (TBD)
*+1 level 1 extract/per day, learn new extract (blend)
*Feat: TBD, Extra Inspiration, Combat Reflexes, Agile Maneuvers, extra talents/discoveries
*Feat: Extra Inspiration
*Skills: +1 Bluff, Climb, Craft (Alchemy), Diplomacy, Escape Artist, Knowledges (Arcana, Dungeoneering, Engineering, History, Nature, Planes), Perception, Spellcraft
*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.
*'''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==
===Level 4===
Slayer level 2:
Investigator 3 or Feral Hunter 1
*+7 HP
*+1 BAB, Fort, Reflex
*+1 INT
*+1 INT
*+1 Language, +3 skill points from retroactive INT bonus
*+1 Language, +3 skill points from retroactive INT bonus, more spells/day, more panache and inspiration.
*Skills: now 11/level
 
*'''Tactician''' - At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability. This ability replaces the slayer talent gained at 2nd level.
===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 5-8==  
===Level 7 and up===
Probably (in order) Investigator3, Investigator4, Slayer3, Slayer4. Pick up TWF feats and weapons.
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
*Talents of interest (required level): Sapping Offensive (investigator5), Domino Effect(investigator5), Alchemist Discovery: Mutagen(investigator3), Underworld Inspiration(investigator3), Quick Study (investigator3), Inspired Intimidator(investigator3), Rogue Talent(slayer6): Surprise or Foil Scrutiny, Ranger Combat-style Talent(slayer6): Menacing for intimidate build for abilities like Gory Finish/Shatter Defenses or Deceptive for feinting build, 
*Feats of interest: Shadow Strike,  


==Level 8 and up==
==Done==
Switch back and forth to Investigator6/Slayer7 then stick to investigator.
*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.

Latest revision as of 21:58, 30 July 2016

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.