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<blockquote data-quote="doghead" data-source="post: 6112023" data-attributes="member: 8243"><p>Rain is essentially done WTEO the extra 4 points attribute buy and a feat. I am looking at two options, but keep swinging back and forth between the two. So I thought I would get some feedback. Keep in mind that Rain essentially sees herself as a warrior. I ditched the plan to give her some melee ability - with a longtooth shifter and a barbarian she would realistically just get in the way on the front line. So essentially she is a ranged fighter. </p><p></p><p>Option 1: Increase DEX from 14 to 16 (4 points) - this gives her an increased bonus in her core ranged attack to hit, as well her Reflex save and AC and Initiative. From memory it also allows access to some higher level ranged attack feats.</p><p></p><p>Option 2: Increase INT from 10 to 12 (2 points), WIS from 11 to 13 (2 points) - this gives her an extra skill point as well as increasing her bonus for in skills (Survival, Spot, Listen, Spell-craft and Know (Arcana)). Also improves her WILL save, which isn't a bad thing. </p><p></p><p>So essentially, it seems to boil down to Combat or Utility?</p><p></p><p>I have one feat left to allocate. I was thinking Precise Shot, Weapon Focus or Far Shot? Eschew Materials maybe (is that too metagamy?). Investigator maybe?</p><p></p><p>thotd</p><p></p><p>[sblock=Rain Mechanicals]Alignment: Chaotic Good.</p><p>Familiar: Crow (+2 fort save bonus)</p><p>Experience Points: 0001</p><p></p><p>Str 08 [00] -1</p><p>Dex 14 [04] +2 [+2 racial bonus]</p><p>Con 12 [06] +1 [-2 racial bonus]</p><p>Int 10 [02] +0</p><p>Wis 11 [03] +0</p><p>Cha 18 [13] +4 [level 4 ability boost]</p><p></p><p>Initiative: +2 _______ [+2 dex]</p><p>Armour Class: 13 _____ [base 10, +2 dex, +1 natural]</p><p>* Touch 13 * Flat Footed 11.</p><p>HD 1d4+3d12+4 (hp ??)</p><p>BAB: +3</p><p></p><p>Saves: </p><p>* Fort +6 ___________ [3 base, +1 con, +2 familiar]</p><p>* Refl +3 ___________ [1 base, +2 dex]</p><p>* Will +5 ___________ [5 base, +0 wis]</p><p></p><p>Skills (2*4)+(3*4) = 20</p><p>* Bluff +7 .......... (3 ranks, +4 Cha)</p><p>* Concentrate +5 .... (4 ranks, +1 Con)</p><p>* Gather Info +7 .... (3 ranks, +4 Cha)</p><p>* Knowledge Arcane +2 (2 ranks, +0 Int)</p><p>* Listen +2 ......... (0 ranks, +0 Wis, +2 racial)</p><p>* Search +2 ......... (0 ranks, +0 Int, +2 racial)</p><p>* Spellcraft +2...... (2 ranks, +0 Int)</p><p>* Spot +2 ........... (0 ranks, +0 Wis, +2 racial)</p><p>* Survival +x ....... (3 ranks, +0 Wis)</p><p></p><p>Spells per Day (Sorcerer 1)</p><p>* Level 0/1/2/3/4/</p><p>* Class 5/3/-/-/-/</p><p>* Bonus -/1/1/1/1/</p><p>* Total 5/4/0/0/0/</p><p>Spells Known (Sorcerer 1)</p><p>* 4 x 0th - XXX, Light, Message, Touch of Fatigue.</p><p>* 2 x 1st - Mage Armour, XXX.</p><p>Caster Level 4, DC 18 [10 + 4 + 4] </p><p></p><p>Racial Feats and Abilities</p><p>* +2 Dexterity, –2 Constitution.</p><p>* Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.</p><p>* Elf base land speed is 30 feet.</p><p>* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.</p><p>* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</p><p>* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.</p><p>* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.</p><p>* Favoured Class: Wizard. A multi-class elf ’s wizard class does not count when determining whether she takes an experience point penalty for multi-classing.</p><p></p><p>Class/Level Feats</p><p>* Point Blank Shot [Level 1]</p><p>* Sorcerous Blood [Paragon 1]</p><p>* Natual Armour +1 [Paragon 2]</p><p>* Breath Weapon 2/day [Paragon 3]</p><p>* XXX [Level 3][/sblock]</p></blockquote><p></p>
[QUOTE="doghead, post: 6112023, member: 8243"] Rain is essentially done WTEO the extra 4 points attribute buy and a feat. I am looking at two options, but keep swinging back and forth between the two. So I thought I would get some feedback. Keep in mind that Rain essentially sees herself as a warrior. I ditched the plan to give her some melee ability - with a longtooth shifter and a barbarian she would realistically just get in the way on the front line. So essentially she is a ranged fighter. Option 1: Increase DEX from 14 to 16 (4 points) - this gives her an increased bonus in her core ranged attack to hit, as well her Reflex save and AC and Initiative. From memory it also allows access to some higher level ranged attack feats. Option 2: Increase INT from 10 to 12 (2 points), WIS from 11 to 13 (2 points) - this gives her an extra skill point as well as increasing her bonus for in skills (Survival, Spot, Listen, Spell-craft and Know (Arcana)). Also improves her WILL save, which isn't a bad thing. So essentially, it seems to boil down to Combat or Utility? I have one feat left to allocate. I was thinking Precise Shot, Weapon Focus or Far Shot? Eschew Materials maybe (is that too metagamy?). Investigator maybe? thotd [sblock=Rain Mechanicals]Alignment: Chaotic Good. Familiar: Crow (+2 fort save bonus) Experience Points: 0001 Str 08 [00] -1 Dex 14 [04] +2 [+2 racial bonus] Con 12 [06] +1 [-2 racial bonus] Int 10 [02] +0 Wis 11 [03] +0 Cha 18 [13] +4 [level 4 ability boost] Initiative: +2 _______ [+2 dex] Armour Class: 13 _____ [base 10, +2 dex, +1 natural] * Touch 13 * Flat Footed 11. HD 1d4+3d12+4 (hp ??) BAB: +3 Saves: * Fort +6 ___________ [3 base, +1 con, +2 familiar] * Refl +3 ___________ [1 base, +2 dex] * Will +5 ___________ [5 base, +0 wis] Skills (2*4)+(3*4) = 20 * Bluff +7 .......... (3 ranks, +4 Cha) * Concentrate +5 .... (4 ranks, +1 Con) * Gather Info +7 .... (3 ranks, +4 Cha) * Knowledge Arcane +2 (2 ranks, +0 Int) * Listen +2 ......... (0 ranks, +0 Wis, +2 racial) * Search +2 ......... (0 ranks, +0 Int, +2 racial) * Spellcraft +2...... (2 ranks, +0 Int) * Spot +2 ........... (0 ranks, +0 Wis, +2 racial) * Survival +x ....... (3 ranks, +0 Wis) Spells per Day (Sorcerer 1) * Level 0/1/2/3/4/ * Class 5/3/-/-/-/ * Bonus -/1/1/1/1/ * Total 5/4/0/0/0/ Spells Known (Sorcerer 1) * 4 x 0th - XXX, Light, Message, Touch of Fatigue. * 2 x 1st - Mage Armour, XXX. Caster Level 4, DC 18 [10 + 4 + 4] Racial Feats and Abilities * +2 Dexterity, –2 Constitution. * Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. * Elf base land speed is 30 feet. * Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. * Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. * Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. * +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. * Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. * Favoured Class: Wizard. A multi-class elf ’s wizard class does not count when determining whether she takes an experience point penalty for multi-classing. Class/Level Feats * Point Blank Shot [Level 1] * Sorcerous Blood [Paragon 1] * Natual Armour +1 [Paragon 2] * Breath Weapon 2/day [Paragon 3] * XXX [Level 3][/sblock] [/QUOTE]
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