| Sphynx |
I'm sacrificing my current E6 character for a base level 6 character.
I went with a very "rogue" feel to the character, hoping he can fill the roll without the sneak attacks.
Numbers are calculated on the assumption I do 3 burn every morning for my Force Ward.
Of note: One House Rule - Wings of Air in place of Self Telekinesis.
ATTRIBUTES
Strength: 7
Constitution: 18
Dexterity: 18
Intelligence: 18
Wisdom: 10
Charisma: 11
ArmourClass: 19 (21 - Breeze Kissed)
- FlatFooted: 14 (16)
- Touch: 15 (17)
Fortitude: +9
Reflexes: +9
Willpower: +2
HP: (56) 53 (+15 TmpHP)
Initiative: +6
CMB: +0 (+8)
CMD: 14
Move: 30’
- Fly: 60’(Good)
LANGUAGES
Common, Elven
Auran, Ignem
Aquan, Terram
MAX BURN: 7 (4 after Ward)
SKILLS
Acrobatics (5): +12
Disable Device (6): +16
Escape Artist (5): +11
Fly (6): +17
Perception (5): +8
Sleight of Hand (5): +12
Stealth (6): +24
Use Magic Device (5): +8
FEATS
1) Airy Step
3) Stealthy
5) Wings of Air
TRAITS
Vagabond Child (Urban)
Elven Reflexes (Adopted)
SYLPH
Breeze Kissed
Whispering Wind
GEAR (600 Gp) [16,000 Starting]
Burglar’s Bracers
Cloak of the Elvenkind
Handy Haversack
Hat of Disguise
Headband of +2 Int (Stealth)
Heavyload Belt
ARMOR
+1 Mithral Chainmail Shirt
BLAST INFUSIONS:
Extended Range
Pushing
Bowling
UTILITY:
Basic Telekinesis
Telekinetic Finesse
Telekinetic Haul
Wings of Air
NOTES:
Kinetic Blast (Telekinetic)[/b]
Ranged Attack vs AC
Action: Standard
Range: 120’
Attack: +11 (BAB + Burn + Dex)
Damage: 3d6+13
(13 = ½ Level + ConMod + Burn*2)
Force Ward (Telekinetic)
Start each day with 3 Burn (-3HP) to have 15 Tmp HP.
Recover lost TMP at 2/minute.
Telekinesis
Action: Standard
As Mage Hand, 600lbs at a range of 160’. Move item(s) at 30’/Rnd. Incl: Magic items, liquids, collection of items. Open/Close Cantrip included.
Telekinetic Finesse
Use Disable Device and Sleight of Hand from a range of 40’
Fly
Fly with Good (+4) Maneuverability and bonus to Fly rolls equal to half level.
Empowered Blast
Take 1 burn to multiply Kinetic Blast damage by 1.5. Declare before rolling to hit.
Favored Class: Hp, Hp, Hp, Hp, Hp, Skill Point
Seems ok?
| Kikilosh |
Sounds like Force ward is just a trap ability then, because its going to always be worse than the burn your taking for it. Might as well replace it with kinetic healer that way you start at 0 burn for the day and expend 1 to heal for quite a bit.
The reason that force ward is so good is that the temp hp regenerates over time. So long as you get hit and regenerate more than 3 hp in a day (based on the 15 temp hp), then you are benefiting from it at level 6.
| Matthias |
It depends. Your ward self regenerates much faster than normal hp. You are sacrificing 3 hp total for a self regenerating pool. Over a long workday it can be useful in that it saves you healing resources.
Personally I would just eat the CLW charges off a wand out of combat and stick with kinetic healer. The only time in my experience healing becomes really important is if you or another party member is going to drop and needs an injection of HP. Kinetic healer does the trick just fine for that.
| Philo Pharynx |
@Matthias. That's how I read it. I would still consider it useful, as the 15 hp come back between combats without spending other resources.
@Sphynx, you only get +2 to hit and +4 damage because you can only get elemental overflow +2.
If your GM has let you replace self-telekinesis with wings of air (wild talent), then why are you spending a feat on wings of air (feat)? If you can fly 60', why spend a feat to fly 30'? You might also consider not taking Airy Step. It has some value, but in many cases it's merely a gateway feat for WoA(feat).
| Sphynx |
Thanks for the catch Matthias. I knew it, I just didn't calculate it correctly for some reason. So yeah, it's 48HP.
Another note, you heal 1 non-lethal per hour, and any healing ability (our Cleric's Channel for example) recovers it at the same time it heals other damage (so healing 18 lethal damage heals all 36 points of damage). It is definitely worth it I think. Especially with my stealth/mobility and ability to avoid combat. :)
| Sphynx |
Thanks Philo, I would have missed that cap. As for the feats, that was part of the deal to get the Wings. Needed Airy Step to buy the feat that let me take an Air Wild Talent. :P
Also, thanks for pointing out the burn healing, missed that too... hence my posting here to make sure I go into my game with the right rules. ;)
| Philo Pharynx |
@Matthias, There's another advantage to burn. If he spends 3 points of burn he's down a net 3 hp. But that only counts towards going unconscious. He'll drop 18 points before he has to worry about dying, bleeding out, etc. While he can still be a victim of the coup-de-grace, he's not in any inherent danger.
| Matthias |
I suppose there can be some small value in force ward, more so if your in a low magic campaign where the regen is better than using a CLW wand. Personally I would rather have the 3 burn to spend in other places, not to mention the party utility Kinetic healer has over giving yourself a small portion of regenerating HP.
I am at work so no book on me but I will take another look later at your other talent choices.
| Texas Snyper |
@Matthias, another nice little thing about force ward is that it lets you trigger your elemental overflow first thing in the morning. You get your +hit and +damage all day.
Also, any hits that don't break through your force ward don't count as being hit. e.g. weapon enchant effects, breaking concentration, etc
Taenia
|
Keep in mind that Force Ward has another caveat, that if the damage doesn't go through the THP it is considered a miss so no special attacks or abilities will trigger, no grab, no energy drain, no poison etc..
In addition you can partially refill the Force Ward by spending more burn. So you start with say 3 burn. 18 nonlethal for 15 THP. You are about to go into another fight, put a point of burn into the Force Ward and you increase the current reserve by 9 for another 6 nonlethal. So you would be down 24 non lethal but your reserve capacity is now 18, having just recharged 6 and added another 3, and now regens 3/minute.