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Post by Stix on Apr 16, 2007 1:49:47 GMT -5
What is it you see this character doing particularly well/knowing lots about? Social skills? A profession of some kind? Traveling and survival? Breaking and entering? Melee combat? Ranged combat? Spellcasting? Spellcasting in armor? Blackmailing people with their dirty little secrets? Et cetera, et cetera.
P.S.: Make a new thread and post your character sheet so we can both update it.
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Post by celticguy on Apr 16, 2007 14:59:29 GMT -5
I'll do that.
He has a careful personality, because he is a thief. He is also cunning because of his high intelligence and being an elementalist. He never completely trusts anyone, but forges alliances with people if he deems them trustworthy enough. He avoids getting too attached to people, that way he can't get blackmailed for their safety by people out to do him harm. He knows lots about assanination, sometimes he hires himself out as one if he needs some easy money. He isn't very social, not liking to get too attached to people, but his manner completely disguises his true alignment, most people take him to be CG. His specialty is robbery and assasinations. He travels alot, right after a job, he collects payment and gets out of town to prevent being traced. He breaks and enters to get magical items, if he hears rumors about a powerful artifact in town, he will probably rob the house. Then he would charge money to get it back, but make off with money and trinket, leaving the person confused and outsmarted, maybe using the help of someone from the local thieves' guild. He uses his Scimitar named 'Flicker' because of it's speed in melee when he needs to be quick, but if he needs to knock someone off a mount, or is facing a heavy enemy, he will use his trusty poelarm named 'Bonfire' becsuse of it's size. He uses his light repeating crossbow for ranged, sometimes using only one shot for quietness if he is sneaking up on the person, he usually reserves the repeating effect for large groups. He especially eenjoys using fire magic, being a fire genasi, but hates using water and earth, which he uses only in necessities. He is all right with air, because it can fan aflame and make it grow. He is only wearing leather armour, so he isn't really confined all that much. He finds out much in the local thieves' dens, and with his higher intelligence, he can use information that the locals thieves have overlooked.
Off to post the character sheet now.
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Post by Stix on Apr 16, 2007 16:42:24 GMT -5
Alright, very cool. : ) Based on this, I'd recommend dropping some skill points on:
Climb Hide Move Silently Open Lock Concentration Knowledge (arcana) Search Spellcraft Listen Sense Motive Spot Bluff Gather Information
You'll also need one point each in Knowledge (factions) and Knowledge (the planes).
For Feats, I recommend Light Armor Casting, which will let you cast spells without penalty in "natural" armors, as well as a few metal ones.
Point of order regarding water magic: he'll actually be banned from its use. Elementalists get access to their primary element and those that don't oppose it (fire, air, earth in this case), as well as five spell schools of your choice (the standards ones: Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy).
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Post by celticguy on Apr 16, 2007 20:26:19 GMT -5
Okay, can you help me on this please? I am not quite sure I understand all of it. I have posted some threads trying to organize him, feel free to look what I have done over.
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Post by Stix on Apr 16, 2007 21:09:04 GMT -5
Regarding feats, start here: darkoftheday.proboards58.com/index.cgi?board=featsThey're grouped based on what you want to emphasize with the character. If you want to focus on his assassination abilities, for instance, you might want to consider the Skill Feat "Stealthy", since it'll give you a bonus to both Hide and Move Silently. I'll add the skill stuff to your sheet-in-progress, and we'll work all that out afterward.
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Post by celticguy on Apr 16, 2007 21:12:00 GMT -5
Okay, thanks Stix.
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Post by Stix on Apr 16, 2007 21:38:20 GMT -5
Okay -- your sheet has your full complement of class skills and cross-class skills. As you can see, there isn't much you can't learn.
You've got 44 skill points to spread around.
Class skills start from 0 to 4. It takes two skill points to add a level to a cross-class skill, and they'll start from 0 to 2.
The skills are also influenced by your ability scores. Red for Str, Yellow for Dex, et cetera.
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Post by celticguy on Apr 16, 2007 21:39:58 GMT -5
How many do I get? For now I'll go with: Light Armour Proficiency, Improved Precise Shot, Stealthy, Great Intelligence, Great Dexterity, and the Snatch Arrows feat
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Post by Stix on Apr 16, 2007 22:47:15 GMT -5
Ah, right (sorry, I'm not all here today) -- you'll have Scribe Scroll, Light Armor Casting (assuming you still want to wear armor), and one other of your choice. Every character gets additional feats at 3rd, 6th, 9th, et cetera, and elementalists get bonus feats every five levels, so don't worry if you can't get hold of everything you want right away.
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Post by celticguy on Apr 17, 2007 6:53:56 GMT -5
Okay, 44 points to drop, on any of the ones listed above? Okay, here we go: Climb: 3 Hide: 3 Move Silently: 4 Open Lock: 3 Concentration: 4 Knowledge (Arcana): 4 Search: 3 Spellcraft: 4 Listen: 3 Sense Movement: 2 Spot: 3 Bluff: 4 Gather Information: 4 Is that okay? I tried to balance it out according to what I said in my personality thing at the beginning.
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