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Gaming w/Jemal: The Dungeon Crawl (Recruiting/Set-up)
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<blockquote data-quote="Shayuri" data-source="post: 7100575" data-attributes="member: 4936"><p>And here's a WIP sheet for arcanist so I can work on it when I'm out and about. Feel free to comment, but bear in mind it has not even shown its final form!</p><p></p><p>Concept is control/support/utility at first. If survival happens, I'll migrate in some blasts later on as damage capability increases. With the Quick Study exploit, I can get a LOT of flexibility out of the character, as switching spells on the fly will be a definite possibility...and elves get extra reservoir points for exploits with their favored class bonus.</p><p></p><p>On the flip side...this character is fragile and will need a lot of carrying until I get more potent spells and gear. The payoff from this concept is definitely later on, which makes me wonder if I should pick a burlier character for the first couple of runs...</p><p></p><p>Blargh. This whole game's premise is messing with how I create characters. (^_^)</p><p></p><p>Elf Arcanist 2</p><p></p><p>Str 8 (-2)</p><p>Dex 16 (5)</p><p>Con 10 (2)</p><p>Int 18 (10)</p><p>Wis 10</p><p>Cha 16 (10)</p><p></p><p>BAB +1</p><p>HP: 11</p><p>AC: 13 (10 + 3 dex)</p><p>Init: +3</p><p>Fort: +0, Ref +3, Will +3</p><p></p><p>Elf Race Traits</p><p>+2 Dex, +2 Intelligence, -2 Con</p><p>Low Light Vision</p><p>Perfect: +1 Bluff, +1 Diplomacy, +2 save vs Transmutation effects (replaces Elven Immunity)</p><p>+2 Perception</p><p>+2 CL checks vs SR</p><p>+2 Spellcraft to ID items</p><p>Arcane Focus: +2 to Concentration checks (replaces Weapon Familiarity)</p><p>Favored Class: Arcanist (+lvl to Arcane Reservoir)</p><p></p><p>Arcanist Features</p><p>Cantrips</p><p>Arcane Reservoir 7/7</p><p>Consume Spells (mv action to gain 1 reservoir/lvl of spell slot expended, 1/day/chamod)</p><p>Arcanist Exploits</p><p>- Quick Study (Full round action to prepare a spell in place of a previously prepared spell) 1</p><p></p><p>Traits</p><p>- Witty Repartee +1 Bluff, Bluff is a class skill</p><p>- Trustworthy +1 Bluff to fool, +1 Diplomacy, Diplomacy is a class skill</p><p></p><p>Feats</p><p>1 Breadth of Experience (+2 all Knowledge and Profession; can make checks untrained)</p><p></p><p>Skills (12)</p><p>Bluff +10 (2 + 3 + 3 + 1 + 1) +1 to fool</p><p>Diplomacy +10 (2 + 3 + 3 + 1 + 1)</p><p>Knowledge (Arcane) +11 (2 + 4 + 3 + 2) </p><p>Knowledge (Nature) +10 (1 + 4 + 3 + 2)</p><p>Knowledge (untrained) +6</p><p>Perception +4 (2 + 2)</p><p>Linguistics +8 (1 + 4 + 3)</p><p>Spellcraft +9 (2 + 4 + 3) +2 to ID items</p><p></p><p>Spellcasting CL 2, Base DC 14)</p><p>Slots: 1 - 4/4</p><p></p><p>Prepared</p><p>0 - Acid Splash, Mage Hand, Dancing Lights, Detect Magic</p><p>1 - Shield, Color Spray</p><p></p><p>Spellbook</p><p>0 - All</p><p>1 - Protection from Evil, Shield, Magic Missile, Comprehend Languages, Color Spray, Magic Weapon,</p><p>Feather Fall, Charm Person, Burning Hands</p><p></p><p>Equipment</p><p>Money:1000gp</p><p></p><p>Weapon</p><p>Dagger </p><p>Light Crossbow</p><p></p><p>Armor</p><p>None</p><p></p><p>Gear</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7100575, member: 4936"] And here's a WIP sheet for arcanist so I can work on it when I'm out and about. Feel free to comment, but bear in mind it has not even shown its final form! Concept is control/support/utility at first. If survival happens, I'll migrate in some blasts later on as damage capability increases. With the Quick Study exploit, I can get a LOT of flexibility out of the character, as switching spells on the fly will be a definite possibility...and elves get extra reservoir points for exploits with their favored class bonus. On the flip side...this character is fragile and will need a lot of carrying until I get more potent spells and gear. The payoff from this concept is definitely later on, which makes me wonder if I should pick a burlier character for the first couple of runs... Blargh. This whole game's premise is messing with how I create characters. (^_^) Elf Arcanist 2 Str 8 (-2) Dex 16 (5) Con 10 (2) Int 18 (10) Wis 10 Cha 16 (10) BAB +1 HP: 11 AC: 13 (10 + 3 dex) Init: +3 Fort: +0, Ref +3, Will +3 Elf Race Traits +2 Dex, +2 Intelligence, -2 Con Low Light Vision Perfect: +1 Bluff, +1 Diplomacy, +2 save vs Transmutation effects (replaces Elven Immunity) +2 Perception +2 CL checks vs SR +2 Spellcraft to ID items Arcane Focus: +2 to Concentration checks (replaces Weapon Familiarity) Favored Class: Arcanist (+lvl to Arcane Reservoir) Arcanist Features Cantrips Arcane Reservoir 7/7 Consume Spells (mv action to gain 1 reservoir/lvl of spell slot expended, 1/day/chamod) Arcanist Exploits - Quick Study (Full round action to prepare a spell in place of a previously prepared spell) 1 Traits - Witty Repartee +1 Bluff, Bluff is a class skill - Trustworthy +1 Bluff to fool, +1 Diplomacy, Diplomacy is a class skill Feats 1 Breadth of Experience (+2 all Knowledge and Profession; can make checks untrained) Skills (12) Bluff +10 (2 + 3 + 3 + 1 + 1) +1 to fool Diplomacy +10 (2 + 3 + 3 + 1 + 1) Knowledge (Arcane) +11 (2 + 4 + 3 + 2) Knowledge (Nature) +10 (1 + 4 + 3 + 2) Knowledge (untrained) +6 Perception +4 (2 + 2) Linguistics +8 (1 + 4 + 3) Spellcraft +9 (2 + 4 + 3) +2 to ID items Spellcasting CL 2, Base DC 14) Slots: 1 - 4/4 Prepared 0 - Acid Splash, Mage Hand, Dancing Lights, Detect Magic 1 - Shield, Color Spray Spellbook 0 - All 1 - Protection from Evil, Shield, Magic Missile, Comprehend Languages, Color Spray, Magic Weapon, Feather Fall, Charm Person, Burning Hands Equipment Money:1000gp Weapon Dagger Light Crossbow Armor None Gear [/QUOTE]
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