Ral'Tarus
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Pure Strain Human
PS:: 4d6 ⇒ (6, 3, 4, 2) = 15
DX:: 4d6 ⇒ (1, 2, 5, 6) = 14
CN:: 4d6 + 3 ⇒ (4, 2, 3, 5) + 3 = 17
MS:: 4d6 ⇒ (3, 5, 3, 3) = 14
IN:: 4d6 + 3 ⇒ (3, 5, 5, 4) + 3 = 20
CH:: 4d6 + 3 ⇒ (5, 5, 4, 2) + 3 = 19
(Drop Lowest dice on above, not senses)
Senses:: 3d6 ⇒ (5, 2, 1) = 8
+2 Bonus Use artifacts Ability
+2 bonus to health against radiation hazards
Base walking speed of 12, Base speed of 3 swimming
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Sentient Plant (Tree)
PS:: 3d6 + 3 ⇒ (6, 6, 4) + 3 = 19
DX:: 3d6 ⇒ (5, 5, 3) = 13
CN:: 3d6 ⇒ (1, 6, 2) = 9
MS:: 3d6 ⇒ (5, 4, 3) = 12
IN:: 3d6 ⇒ (2, 5, 2) = 9
CH:: 3d6 ⇒ (4, 4, 2) = 10
Senses:: 4d6 ⇒ (5, 5, 3, 4) = 17
(Only drop lowest on senses)
Mutation: 1d6 ⇒ 5
+1 Physical Mutation
Total Carapace Mutation
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Ral'Tarus
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Plant Mutations Strength (drop Lowest):
Poisonous Thorns: 4d6 ⇒ (4, 4, 1, 2) = 11
Squeeze Vines: 4d6 ⇒ (3, 6, 2, 2) = 13
Doubled Pain (D)
(100 roll) Finger Vines: 4d6 ⇒ (1, 1, 1, 1) = 4
(100 roll) Spore Cloud: 4d6 ⇒ (6, 2, 4, 6) = 18
(Picked) Regeneration: 4d6 ⇒ (5, 6, 1, 5) = 17
Physical Mutations Strength (drop Lowest):
Diminished Sense (D)
Heightened Physical Attribute: +6 CN
Ral'Tarus
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As for classes:
Enforcer Sentient Tree:
12 points into makeshift weapons/armor
+1 THAC Melee/Ranged
+CN Hit points
(If allowed) Examiner Pure Strain Human:
1 Random Tech IV item from loot tables (Roll for me if possible)
4d6 ammo (if applicable)
+1 use Artifacts and Robot recognition
4 Avoid artifact disaster
4 Jury-rig
4 Read schemantics
4 Repair Artifact
Ral'Tarus
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Im honestly rather confused about these rules, though will get food and get back to rereading them later. :) Thanks for your patience and understanding!
Ill summersize the sheets aswell if i can manage it, and write them on paper on the side for ease of access.
Real paper notes is very useful! :P
| Ral'Zerus |
(Previous profile usage Ral'Tarus)
Right, so i should count "Initial" as temporary bonuses for starting HP only?
Or just a flat "+2 to CN" thats added?
That and i still cant figure out how the ruleset wants me to roll on the Tech 4 loot table for the Examiner bonus item.
English is my second language and sometimes rulesets are written weirdly.
InVinoVeritas
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Designing a PSH for the game!
PS: 4d6 ⇒ (4, 2, 2, 4) = 12 = 10
DX: 4d6 ⇒ (2, 2, 1, 4) = 9 = 8
CN: 4d6 + 3 ⇒ (5, 5, 3, 4) + 3 = 20 = 17 (+3)
MS: 4d6 ⇒ (1, 6, 2, 2) = 11 = 10
IN: 4d6 + 3 ⇒ (1, 1, 4, 3) + 3 = 12 = 11
CH: 4d6 + 3 ⇒ (6, 5, 5, 3) + 3 = 22 = 19 (+4)
Senses: 3d6 ⇒ (6, 5, 6) = 17 = 17 (+3)
Hmm, high CN, CH, SN, middling everything else... Bonuses to Perception, Hit Points, Health... Probably Enforcer.
HP: 17d6 + 17 ⇒ (5, 2, 1, 5, 5, 3, 1, 3, 2, 6, 6, 3, 1, 3, 6, 5, 2) + 17 = 76
Read/Write: 1d100 ⇒ 33
Swim: 1d100 ⇒ 39
Craig Shackleton
Contributor
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I rolled my stats for an altered human in the recruitment thread. Best suited for a scout, I think, but if I am correct we currently lack an examiner. My only mental mutations don't really lend to an esper. I could also do a decent enforcer. How important is balancing the party compared with Pathfinder?