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Post by Rojito on Jul 12, 2007 16:43:16 GMT -5
Name: Karnoch Race: Human Class: Bardic Sage Level: 6
Str: 8 -1 Dex: 8 -1 Con: 11 +0 Int: 16 +3 Wis: 14 +2 Cha: 18 +4
init: -1
Health: 26 Defence: 13 Fort: 2 Ref: 1 Will: 7
BaB: 4 MaB: 3 RaB: 3
Feats:+3 Obscure lore Negotiator Skill Focus: Sense Motive
Skills:70-10 skills maxed Bluff: 13(9[rank]+4[cha]) Diplomacy: 21(9[rank]+4[cha]+6[syn]+2[feat]) Disguise: 17(9[rank]+4[cha]+2[syn]+2[eq]) Gather Information: 15(9[rank]+4[cha]+2[syn]) Knowledge 1: 12(9[rank]+3[int]) Knowledge 2: 12(9[rank]+3[int]) Knowledge 3: 12(9[rank]+3[int]) Knowledge 4: 12(9[rank]+3[int]) Perform Oratory: 13(9[rank]+4[cha]) Sense motive: 16(9[rank]+2[wis]+2[feat]+3[feat]) 1=History 2=Local 3=Nobility and Royalty 4=Architecture and Engineering
Equipment: Headband of the lorebinder -1,600 Small magical Parafinalia Masterwork Whip Masterwork Shortbow 20 arrows Disguise Kit Chain Shirt Wand of Cure light wounds 50 charges Arcanist's Gloves
Languages: Common Dwarven Elven Aquan
Special: Character points: 4250 Bardic Music Bardic Knowledge: 8+6+2+4+2=22 Countersong Fascinate Inspire Courage +1 Inspire Competence Suggestion
Spells: 3/4/2
Level 0: 7 3/day 1:Daze 2:Detect Magic 3:Light 4:Message 5:open/close 6:Read Magic 7:Know Direction
Level 1: 6 3/day 2:Cure Light Wounds 3:Detect Secret Doors 4:Inspirational Boost 5:Friendly Face 6:Masters Touch
Level 2: 4 2/day 1:Darkness 2:Speak to Allies 3:Cure Moderate Wounds 4: Grace
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Post by TheZebraShakes™ on Feb 7, 2008 22:09:11 GMT -5
Just noticed, I think you removed one too many of your 2nd level spells. With your class, you should have four. You can put Detect Thoughts back if you want or pick another.
The number of 1st level spells is correct now, at five, but the numbering is off so you might want to fix that up so you don't get it mixed up during your next level up.
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Post by Deekin on Feb 7, 2008 23:39:40 GMT -5
Also, Speechlink is a 3rd level spell.
Suggested Substitute is Speak to Allies.
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Post by Rojito on Feb 8, 2008 0:02:23 GMT -5
done thanks guys
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Post by TheUdjat on Feb 11, 2008 11:47:47 GMT -5
Wait, you still have Identify as a spell? Are you sure you want that? There are probably more useful spells, considering we're in a game that uses Character Points, not wealth and items found. If you really want, a reusable Scroll of Identify would run you 375 CP (which you could afford, I think).
I am not without alternative suggestions, either. For boosting allies, I would suggest Inspirational Boost (Swift action, enhances Inspire Courage by +1), Immediate Assistance (Immediate Action, allows subject to reroll a skill check after the roll is seen but before the result is determined), and Ray of Hope (subject gets +2 Morale bonus to attacks, saves, and checks). For your own use, you could take Friendly Face (+5 bonus to Diplomacy and Gather Info), or Swift Expeditious Retreat (As Expeditious Retreat, but takes a Swift action and lasts 1 round - good for quick escapes).
Lots of options you'll probably get more use out of than Identify, if Shakes doesn't mind you swapping. You might also find Charm Person redundant (not sure if you ever used it previously) with our new Enchanter on the team (but then again, given that we're all evil, it might be handy to have your own).
There are also some other very cool 2nd level spells from Complete Mage you might like to hear about (hell, there are some cool ones in general), though the ones you grabbed are pretty solid choices.
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Post by Rojito on Nov 3, 2008 2:18:50 GMT -5
need a feat, to spend money, and to get a new weapon. but otherwise done.
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