Soulriders 5.0: Legend of the Unending Games

The Burial Grounds => Old Games 7 => The Acquisitives => Topic started by: Dracos on November 28, 2009, 08:29:59 PM

Title: Char sheet advice/drafts/feedback
Post by: Dracos on November 28, 2009, 08:29:59 PM
Just getting a thread ready for it so it doesn't go where it shouldn't.

JonEdit: This thread is for yammering about charsheets. Actual charsheets go here (http://www.soulriders.net/forum/index.php?topic=100771.0).
Title: Re: Character Sheets
Post by: Merc on November 29, 2009, 12:05:41 AM
Name: Kap
Alias: Brett Hendrick, human bodyguard
Alignment/Race: NG Changeling
Class: Crusader 6 // Martial Rogue 4/Warblade 1/Bloodstorm Blade 1

Languages: Common, Elven, Halfling, Syranian

Health: 63/63 HP (10+3d10+2d12+12)
BAB/Grapple: +6/+9
Space/Reach: 5/5
Speed: 30
Init: +1

Armor: 26 (+1 dex, +10 class, +1 deflection, +1 natural, +3 shield), touch 22, flat-footed 25
- Note, add +1 dodge AC vs spells
Full Attack: +12/+7 Razored Heavy Shield (2d6+5, 19-20/x2, range 10, slashing)
- Note, add +1 atk/ +1 dmg if thrown attack (Point Blank Shot)

Abilities: Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 13 (+1)
Saves: Fort +8, Ref +6, Will +3 (+2 racial vs sleep/charm effects)

Skills: Balance +5 (+8), Bluff +7 (+10), Concentration +9 (+11), Diplomacy +9 (+14), Gather Information +5 (+8), Intimidate +9 (+14), Knowledge[local] +5 (+5), Listen +7 (+6), Jump +9 (+14), Sense Motive +6 (+7), Speak Language +3, Spot +7 (+6), Tumble +9 (+12)

Feats: Extra Granted Manuever, Stone Power, Imp. Shield Bash, Point Blank Shot, Power Attack, Weapon Focus (Razored Heavy Shield)
Special Qualities: Natural Linguist, Minor Change Shape, Furious Counterstrike, Steely Resolve 10, Indomitable Soul, Zealous Surge, Smite, Social Intuition, Spell Reflection, Spell Sense, Uncanny Dodge, Battle Clarity, Weapon Aptitude, Throw Anything, Returning Attacks

Readied Manuevers: Crusader 5(3), Warblade 3
Stances Known: 3
-Martial Spirit (DS 1): Gain +2 HP with each successful attack.
-Iron Guard's Glare (DS 1): Enemies take -4 penalty on attacks to allies.
-Stance of Clarity (DM 1): Gain +2 insight AC vs one foe, take -2 penalty AC vs all other foes.

Crusader Manuevers:
-Vanguard Strike (DS 1, Std, Strike): Allies gain +4 bonus on attacks against target.
-Crusader's Strike (DS 1, Std, Strike): Successful attack heals 1d6+6.
-Leading the Attack (WR 1, Std, Strike): Allies gain +4 morale on attacks against foe you strike.
-Mountain Hammer (SD 2, Std, Strike): Deal+2d6 damage, ignores DR and hardness.
-Shield Block (DS 2, Imm, Counter): Grant adjacent ally +7 AC bonus (shield AC + 4) against a single attack.
-Bonecrusher (SD 3, Std, Strike): Deal +4d6 damage. Also, fort DC 13+Str, fail = gain +10 bonus to confirm critical hits.
-Revitalizing Strike (DS 3, Std, Strike): Successful attack heals 3d6+6.

Warblade Manuevers:
-Claw at the Moon (TC 2, Std, Strike): Jump check DC = foe's AC, do +2d6 damage. If crit, gain +4 to confirm.
-Disarming Strike (IH 2, Std, Strike): With successful strike, free disarm attempt.
-Moment of Perfect Mind (DM 1, Imm, Counter): Use Concentration check in place of will save.

Gear: 170 gp
Bashing mithral +1 heavy steel shield (5020 gp), with keen masterwork razored edge [shield] (+2310 gp)
Amulet of natural armor +1 (2000 gp)
Ring of protection +1 (2000 gp)
Cloak of resistance +1 (1000 gp)
Shiftweave (500 gp)

Carrying Capacity: 22lb [Light - 76 lb, Medium - 153 lb, Heavy - 230 lb]

Synergy: +2 Sleight of Hand, +2 Disguise to act in character, +10 circumstance to disguise checks from change shape.


***


Martial Rogue: (UA) ACF: Trade sneak attack dice for bonus feats.
Zealous Surge: Reroll saving throw 1/day. Must take second roll, even if lower.
Smite: Add +7 dmg to a strike 1/day (damage = level + cha).
Social Intuition: (RoEB) Various social bonuses (sense motive gut checks as full-round instead of minute + take 10 on bluff, diplomacy, intimidate, sense motive even if stress/distraction normally prevents it). Changeling RSL: Replaces Trapfinding.
Spell Reflection: (C.Mage) If a spell or spell-like ability misses you, can redirect spell as immediate action. Only affects spells/abilities that require attack rolls. ACF: Replaces Evasion.
Spell Sense: (C.Mage) Gain +1 dodge AC against spells and spell-like abilities. ACF: Replaces Trap Sense.
Uncanny Dodge: Keep dex bonus when flat-footed.
Battle Clarity: Add Int to reflex saves (+0).
Throw Anything: Add +10 ft range, make all proficient weapons into thrown weapons.
Returning Attacks: Weapons behave as if they have returning enchantment. Use of ability costs an iron heart strike manuever.
Natural Linguist: Speak Language is always a class skill.
Minor Change Shape: Alter appearance as if using Disguise Self spell, as a full-round action.


***


Thoughts:
*Level-Up Path: Crusader side keeps going as is. On other side, BsB to 6. Dunno after that.
*Feats to get: Far Shot, Precise Shot.
*Get Called enchantment on shield. Technically could have gotten that instead of Keen.


Books:
Underdark - Razored Shield (Same as spiked shield, except slashing instead of piercing damage)
*Thoughts: It's honestly identical in every possible way to spiked shield in terms of damage, cost, weight. The only difference is that it does slashing damage instead of piercing.

Unearthed Arcana - Martial Rogue (replace sneak attack with bonus feats)
*Thoughts: Due to gestalt rules, wanted to find a class with a good save that wasn't a fort save. I also didn't want a really 'gish' feel, so didn't want to go with caster (aka, sorcerer). Bard might have worked despite a bit of casting, as it has good synergy with crusader. Navi was using a bard though, so it'd be a waste of levels for both of us to have inspire courage. Rogue is great with extra skill points and good reflex save. I could potentially use sneak attack, and make it a more standard rogue, but a martial rogue has more of that warrior feel, and feats are always nice.

Races of Eberron - Changeling race, rogue substituion level (social intuition)
*Thoughts: Had considered shifter or human for race as well. Best replacement for trapfinding (again, didn't seem to fit a tank themed character) was social intuition, which admittedly isn't tank themed either, but works well with a social changeling, and I have decent charisma. The only other replacement for trapfinding was Mimic, which essentially makes the character a changeling, so damn, might as well be a changeling and be a social butterfly. Shifter was technically slightly better for tanking with beasthide trait, but the -2 int and -2 cha was kinda annoying to dance around, for essentially +2 natural armor. Didn't think it was worth it. Humans, well, you can't go wrong with human. Still nice to try other stuff every now and then, and hey, Eberron, right? Might as well try an Eberron race.

Complete Mage - Spell Reflection/Spell Sense (evasion/trap sense ACF).
* Thoughts: Trap sense didn't really seem like it fit with a tank themed character. The only replacement option that seemed to be kinda in theme was spell sense, a tank trained to deal with caster attacks. Since I was grabbing spell sense, grabbed spell reflection as well. Notably, Spell reflection was originally grabbed because evasion couldn't be done in full-plate, but since we're ditching armor, evasion is a possibility now. Still think I like spell reflection more though, since it goes well with spell sense theme.

Magic Item Compendium: Shiftweave
*Thoughts: Jon mentioned shiftweave. I'd originally not really thought of it, since I was planning on a vest of resistance so I could get a cloak of charisma, but then I figured, I'm not likely to spend 4k on +2 CHA anyway. Would rather spend it on STR or CON, and shiftweave is cool for a changeling.
Title: Re: Character Sheets
Post by: Navilee on November 29, 2009, 12:54:25 AM
Subject to change yet, notably items and skills:

http://docs.google.com/Doc?docid=0AeoK9lXBR4iJZGQzZGcyejdfNjVka2J6ODNobQ&hl=en
Title: Re: Char sheet advice/drafts/feedback
Post by: Merc on November 29, 2009, 06:46:29 PM
So, since nobody's really posted anything here, mostly everyone just chatting over IRC, do we still need this? =p

Though I suppose it could be used for a "What do PCs want for loot?" thread, to bounce ideas off and stuff for later levels if we get to that point. =)
Title: Re: Char sheet advice/drafts/feedback
Post by: Dracos on November 29, 2009, 08:46:00 PM
Heh, I always try and stick that at the bottom of my sheets these days. :3  Gonna post my next one for advice shortly.
Title: Re: Char sheet advice/drafts/feedback
Post by: Dracos on November 29, 2009, 10:54:51 PM
Originally, I finished with this: http://docs.google.com/View?id=dcb64csk_7d3wkh7xv

But then Merc, being a wicked Opt talent, suggested something in an offhanded manner.  This draws from a Fighter Class Variant ( http://www.d20srd.org/srd/variant/classes/variantcharacterclasses.htm ) which trades Bonus feats for sneak attack.  Less special abilities, less skills, less roguishness... a good step up in saves, AC, and to hit.  Basically more of the sort of assassin for hire type I was trying to build anyway. 

http://docs.google.com/View?id=dcb64csk_8f8jnvhg4

I think it's a surprisingly brutal DPSy build for a halfling wielding d3 daggers, and probably the most tanky build in the party really.  Thoughts?  Valid variant?
Title: Re: Char sheet advice/drafts/feedback
Post by: Dracos on December 03, 2009, 11:09:18 AM
Thoughts on Navi's wizard Sim:

Neat.  Why not. :)  Have fun :)  Anyhow, you have 3-4 strength based manuvers.  But your strength is 8 for a negative one there.  Is that really wise?  It seems like a bad area to spend maneuvers in because you can never be good at them by default.  A dc of 12 is going to have trouble getting anything.  A throw check of -1 is going to have trouble utilizing devestating throw.

Random aside: If merc changes too, our highest strength character might only be a +2 mod.  We might have a hell of a time ever making strength checks.

I'd probably recommend going ahead and specializing a bit more on wizard, using sword sage manuevers to cover the remainder.  Summon monster type stuff seems a good angle that you're going down.  You don't seem quite finished with the spells though.
Title: Re: Char sheet advice/drafts/feedback
Post by: Navilee on December 03, 2009, 11:18:24 AM
I admit I wasn't actually holding modifiers in mind when I was picking.  And I kinda wish there were more abilities which allowed you to use ranged weapons; it is hard to have a positive strength modifier trying to make a caster saddled with a fighter class, having like 3 'major' attributes (Int, Dex, Wis) and it being a tossup between Strength or Con which gets the dumpstat... hard choice!

Went with the character concept rather than the twink for the final vote.

I think I tried to limit the strength-based ones, though.  I am going to look them over again just to make sure.  Although with the number of maneuvers the Swordsage gets, it is very easy to run out.  Quickly.  And not really; artificers can make any item into a 'Whatever of Strength' when crunchtime hits.  And, seeing as we've got a personal crafter...

Although I would advise Merc into looking into a way to divide the Xp costs among the crafter and the craftee for when the XP supply runs out; I remember finding some rules for it in the past but can't recall in the least where they were.
Title: Re: Char sheet advice/drafts/feedback
Post by: Jon on December 03, 2009, 12:13:51 PM
Navi: house rules give free Eschew Materials (and stronger than in the RAW, too; check it out)
Title: Re: Char sheet advice/drafts/feedback
Post by: Navilee on December 03, 2009, 12:30:54 PM
Quote from: Jon on December 03, 2009, 12:13:51 PM
Navi: house rules give free Eschew Materials (and stronger than in the RAW, too; check it out)

Aye, I know; one of the class features of Recaster gives it, however, so I was listing it regardless of it being defaulted.
Title: Re: Char sheet advice/drafts/feedback
Post by: Merc on December 03, 2009, 12:40:32 PM
Sadly, there is no way to split experience cost, at least not that I could find. Party can only contribute craft points (not craft reserve), and gold.

On the plus side, there are four ways to reduce exp sinks:
1) Warforged substitution level 4, Tools of War. I get 2 exp out of every 1 craft reserve when using it to make/enhance a construct, weapon or shield (armor too, but we're playing without armor). You do trade ability to make homunculus, so this is mostly reduced to just weapons and shields. Which is still not bad, although loss of crafting constructs sucks. Won't affect wands, scrolls or wondrous items either, except for stuff like embedded components which count as enhancements to construct. Of which only one really grabs my attention unless I can homebrew some others, but that's a question for later.
2) Legendary Artisan feat reduces exp cost by 25%. Unfortunately, I'm not sure if I want to get it right now as one of my normal feats, since Extraordinary Artisan (25% less gold) is a better use of the level 4 bonus feat. In which case I would notbe able to get it until level 8, which could suck depending on levelling speed. Will see if I can fit it in, hopefully I can since I'm just looking at maybe power attack or TWF for combat feats, and then just sticking to artificer feats.
3) Item Familiar feat from UA. Not so much reduces exp sink, as it increases exp. Character earns experience at +10% rate. It can also be used to improve my UMD a little. It can also serve as my 'weapon familiar' as I will likely not take the last warforged substitution level, due to Retain Essence being so useful. Of course, if party prefers to sell stuff rather than turning it into exp for items, I would probably take the RSL then.
4) The aformentioned Retain Essence allows artificer to eat magic items (and traps) that the party would normally sell, eating the exp component to improve their pool. This is -probably- what you're thinking of where party can contribute, as party has to be willing to give up the gold they'd make from selling stuff. The exchange is obvious, you lose making gold to buy stuff...but the artificer has exp with which he can make stuff for half price. Or in the case of an artificer with Extraordinary Artisan, 3/8th price. Not a bad deal.

Interesting thing with artificer is that it reduces number of splatbooks, or at least makes it purely eberron books, which should make Jon happy. =)

Pretty much everything I want is in Core+ToB (warblade and general stuff), ECS (artificer), MoE (new infusions/spells, rapid infusion and at level 10, maybe etch schema), and RoE (new infusions/spells and warforged artificer). The only splatbook stuff I want are Item Familiar feat (which is from SRD, but still technically non-core), and possibly access to spell/magic item compendiums.

Edit:

[10:42] <Merc> Also, a question Jon. There is one non-core/non-eberron feat I want access to: Item Familiar, from UA book. Can I have?
[10:45] <Jon> going for wizard now?
[10:46] <Merc> artificer still
[10:46] <Jon> you've seen the "weapon familiar" class feature of the warforged artificer?
[10:47] <Merc> Yeah, but Retain Essence is a lot more useful, I think.
[10:47] <Jon> very well
[10:47] <Merc> I do like weapon familiar, but really, being able to eat traps for exp or stuff that people don't want and turning it into stuff they do want, is pretty useful.
[10:49] <Jon> hm.
[10:49] <Jon> not too sure I like the item familiar rules, actually. they seem like a lot of bookkeeping headache (All the investing stuff)
[10:50] <Jon> how about you just take a feat and get Weapon Familiar as a class feature in addition to retain essence
[10:50] <Merc> Hrm...interesting idea.
[10:51] <Merc> Might run with that.
Title: Re: Char sheet advice/drafts/feedback
Post by: Navilee on December 03, 2009, 01:05:25 PM
The crafting feats are really nice; for some reason, I got the idea in my head that you could take them multiple times which is clearly not the case (for obvious reasons, really; I was a little confused why they would allow characters to reduce the cost of times in time, GP, or XP, upwards of 50% but I digress).  And, hey, we'll just have to get you manuals of golem-making! so you can make yourself some golem-y friends!

And no, I remember a feat/homebrew rule that allowed the crafter to only invest like half XP when crafting.  It was really nice as it allowed Core crafters to be a little less behind the party in XP.  Course, it was very houseruleish so...

Warforged artificer sounds pretty awesome just as a concept, too, I admit; I'll be likely passing on taking repair spells as you've got that handled.
Title: Re: Char sheet advice/drafts/feedback
Post by: Dracos on December 03, 2009, 01:26:43 PM
Heh, COol merc.

I admit, that's usually my shakiness with crafting.  Crafting is one of the few things that convert XP into Items, when they're normally separate pools, and do it at a different rate than gold does, which generally makes wealth by level awkward and harder to deal with.  It's primarily an advantage when players are not able to find places to buy things they might be interested in.  It may be weirder on this one given we're salaried and theoretically not taking loot?  :)

But hey, I'm not DMing it, so whatever. :)  I'm sure it'll work out.
Title: Re: Character Sheets
Post by: Navilee on December 04, 2009, 08:07:49 PM
Quote from: Merc on December 04, 2009, 07:56:22 PM
I was going to replace my last post, but screw it, everyone's using google docs, and if I have to click links so I can see others' sheets instead of having them all in one place, so does everyone else.

The character sheet of my warforged artificer/warblade, Impulse, is here (http://docs.google.com/Doc?docid=0AUl_Fe7vbfKIZGM5NjdkcG5fOW5ncGpjZGY1&hl=en).

Currently, I am using a grand total of one splatbook: Magic Item Compendium. Are you proud of me, Jon?

Also, need to fill in description and background history. I'll do that tomorrow after I've read up a bit more on eberron/warforged background.

Thoughts: Both Impulse and Sim are kinda sorta favoring ranged attacks. Alis's only flanking buddy will be Rin's character. Impulse can help with flanking at first, but by level 9, he'll definitely become a dedicated thrown-weapon attacker.

I shall likely be grabbing weapon finesse at some point in the future to better use melee weapons (seeing as almost all maneuvers are melee).

Also, I shall be stealing your format.  'Cuz it's purty.
Title: Re: Character Sheets
Post by: Merc on December 04, 2009, 08:17:18 PM
Hah =)

Edit: And yeah, it's a bit lame that you can't do archery with ToB maneuvers, unless you're a bloodstorm blade. Who admittedly does it very badass-ly.
Title: Re: Character Sheets
Post by: Navilee on December 04, 2009, 09:45:24 PM
Quote from: Merc on December 04, 2009, 08:17:18 PM
Hah =)

Edit: And yeah, it's a bit lame that you can't do archery with ToB maneuvers, unless you're a bloodstorm blade. Who admittedly does it very badass-ly.

I understand they're going for the whole 'awesomely magical swords- or other huge weapon-people' feel, but I think one focused on archery would have been a nice touch, too.  Of course, that might just be stealing some of the Arcane Archer's thunder....
Title: Re: Char sheet advice/drafts/feedback
Post by: Merc on December 06, 2009, 07:01:37 PM
Splatbook ideas for future (most of these are mentioned on sheet), as I can get access to them:

Feats:
- Ranged Weapon Mastery (PHBII 82). Jon approved this one in IRC, it's just the ranged version of melee weapon mastery that Nama is planning on getting.
- Weapon Familiar (RoE 130). Jon mentioned allowing me to get this as a feat, as I wanted to grab Retain Essense, the class feature this would have replaced, and he didn't like Item Familiar due to it being too complicated and number-crunchy. Would like to grab this when I have a chance, though RWM above seems more immediately important.

Items:
- Precise (MiC 40): +1 weapon enchant. It is essentially Precise Shot feat. Note: If I got this, could I still qualify for Master Thrower PrC from complete warrior? At level 10, I would like to go into this PrC for one level to grab deadeye shot, and one of the requiremets is the Precise Shot feat.
- Artificer's Monocle (MiC 72): Identify with knowledge (arcana) 5 ranks (which I have) or use class feature. Actually may not bother with this since Nama has built-in identify power.

Classes:
- At level 10, would want to go into Master Thrower, as said above. Complete Warrior, page 58

I do want to know if Jon is okay with the "combine effects and improving magic items" rules from MiC 233-234, as there are a few items that occupy same slot that I'd like to merge together. As an example, Circlet of Persuasion uses the head slot, same as Headband of Intellect. So I'd like to be able to combine effects as one item.

I'd also like to know Jon's thoughts on creating new warforged components as there's not a whole bunch of them or just homebrewed magic items in general. Examples are a +5 UMD item (various +5 skill items exist, going for 2500 gp market price) or better yet, something like an Essence of the Tinkerer, granting +5 UMD and +5 Spellcraft (or something like that. It'd be similar to Essence of the Guard or Essence of the Scout, which are warforged components going for 5000gp or 6250 gp, but flavored towards artificing instead of spot/listen or move silently/hide).

EDIT: Yeeeeeeaah. So I really do want a UMD boosting item after this.
Title: Re: Char sheet advice/drafts/feedback
Post by: Namagomi on January 03, 2010, 01:13:58 AM
Right.  Posting this here on the basis that I want to put my progression ideas down somewhere, and this felt like the best place to do so.  Stats are up to 12, since at that point things would go large-scale.

Average HP/level: 7.5

PP by level (natural INT only)
7:63
8:78
9:94 (Benchmark: Weapon becomes +4 over 80 PP)
10:113
11:133 (Benchmark: Weapon becomes +5 over 130 PP)
12:162 (Assuming both points go into INT: large boost here)

EAB/level(Assuming no buffs, full PP, natural STR):
7:+13
8:+16 (Melee Weapon Mastery this level)
9:+18 (Weapon becomes +4)
10:+19
11:+21(Weapon becomes +5)
12:+22

Feats/level:
8:Melee Weapon Mastery(Slashing)
9B(Warblade):Unnerving Calm, Quick Draw, or Blind Fight
10:<Undecided>
10B(Psion):<Undecided, possibly Delay Power or another take of Priveleged Energy>
12:<Undecided>

EWD/level(Assuming no change in equipment, full PP, natural STR, no buffs, no flank, no PA, basic attack):
7:2d4+8
8:2d4+10
9-10:2d4+11
11+:2d4+12

Desired Combat Power Options by power level:
4th:Energy Ball, Inertial Barrier
5th:Energy Current, Fiery Discorporation
6th:Disintegrate, Null-Psi Field, Temporal Acceleration, Inconstant Location

Desired Noncombat Power Options by power level:
4th:Trace Teleport
5th:True Seeing
6th:Contingency

Planned Maneuvers:
7:Ruby Nightmare Blade
8:Charging Minotaur->Bonesplitting Strike
9:Overwhelming Mountain Strike
10:Mountain Hammer->Elder Mountain Hammer
11:???
12:Insightful Strike->Greater Insightful Strike