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![]() Interesting idea. I like the added depth to each skill. The one thing I'd ask, however, is whether or not Intuition remains a class skill for rogues, as Sense Motive typically is. Not that I really need it; Cerebeth isn't the type to rely heavily on intuition at all. I'm just the curious sort, personally speaking! ![]()
![]() Long posts? Okay, you've managed to catch my interest even more so now than the mere mention of Iron Gods did. Still working on getting Cerebeth fleshed out a bit. I can see options for her either as a Torch-native android or as a potential observer for the CoIT. This is quite intriguing. Which variant might you prefer, Terquem, or is that something you'd leave in my hands? I must say that the latter may or may not be a very safe option; my mind tends to go haring off towards "interesting" at improbable times--hence the idea of an android character in the first place. ![]()
![]() Okay, I think I have this part done. I'm not yet done writing up the fluff; that takes a bit longer than simple stats work. Please, do let me know if I've messed up anywhere! Crunch: Cerebeth Android Unchained Rogue 1 N Medium humanoid (android) Init +4; Senses Perception +7 (+8 Trapfinding); Darkvision 60 ft. -------------------- Defense -------------------- AC 16, Touch 14, Flat-Footed 12 (+2 armor) HP 11 Fort +2, Ref +6, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee Rapier +0 (1d6/18-20) Melee Dagger +0 (1d4/19-20) Ranged Dagger (thrown) +4 (1d4/19-20) -------------------- Statistics -------------------- Str 11, Dex 19, Con 14, Int 15, Wis 13, Cha 7 Base Atk +0; CMB +0; CMD 14 Feats Technologist, Weapon Finesse Traits Numerian Archaeologist Skills Acrobatics +8, Appraise +6, Bluff +2, Climb +4, Disable Device +9, Escape Artist +8, Knowledge (Local) +6, Perception +7 (+8 Trapfinding), Sleight of Hand +8, Stealth +8, Use Magic Device +2 Languages Common, Androffan, Read Lips SQ Sneak Attack (1d6) Gear leather armor, rapier, dagger (5), belt pouch, backpack, bedroll, rope (hemp/50 ft.), soap, torch (5), waterskin, caltrops, chalk (10), flint and steel, grappling hook, mess kit, mirror (small/steel), pitons (10), thieves' tools, trail rations (5) -------------------- Special Abilities -------------------- Numerian Archaeologist Roll twice for determining glitches when using timeworn technology; able to read the Androffan language. Sneak Attack The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on perception checks. Constructed For the purposes of effects targeting creatures by type, androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain moral bonuses, and are immune to fear effects and all emotion-based effects. Emotionless Androids have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks. Nanite Surge An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3+ the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for one round. ![]()
![]() Yay for finally home from work! Okay, so let's see what I can roll up for stats. 2d6 + 6 ⇒ (5, 6) + 6 = 17
Definitely seen--and rolled!--worse. Starting Wealth: 3d4 ⇒ (3, 4, 1) = 8 I can work with this. ![]()
![]() Iron Gods! This is one I've quite wanted to play. You said you'd prefer core races, but also that you were okay with those mentioned in the Player's Guide, so I've a question. Would you accept an android? That's fine if not, but the concept that's currently talking in my head thinks she's an android. Silly character concepts with minds of their own! ![]()
![]() Jaster Kite, are you all right with the Fiendish Heritage feat for tieflings? I should have an alias typed up at some point this evening; finally home from work, oye. I hate 12 hour days! ![]()
![]() Oh my. This sounds intriguing, to say the least. I had a tiefling sorcerer type pop into my head when I read the concept. Sort of a demon-blooded street rat sort of girl with odd abilities that she doesn't quite know how to control. I'll think about it at work today and see if I can't get her to talk to me a little when I get home tonight. ![]()
![]() Oh my. Carrion Crown has been the adventure path I've been most interested in playing. I'm always the GM for my live games, so the chance to play for a change would be great. I'm curious if you would allow a changeling character in this setting. I noticed you were all right with the idea of a dhampir, so I'm hoping it could work. I love the idea of a half-elf changeling sorceress or possibly oracle if you're more in need of divine casters than arcane. I'm well aware that with a changeling of half-elven heritage, her very inhumanity will set her up for potential harassment and other happy good times; that's part of the amusement value. I am definitely intrigued. ![]()
![]() Yes, I've read my way through the bulk of the adventure path now--I'm about a quarter of the way into Sins of the Saviors--and have been focusing on Burnt Offerings. I plan to encourage my players to make characters with ties to Sandpoint, be they friends and family in the area, or whatnot. This should make it a fairly simple task to ensure that the PCs are interested in what's going on in Sandpoint, and are willing to fight for its well-being. I've a file padded with details about relevant NPCs--not just the more major characters like Ameiko or Shalelu or Aldern Foxglove, but less important people that should be no less interesting. Besides, the more I can flesh out random people, the less easy it is to figure out precisely who's supposed to "matter", if the latter sort are the only ones with well-constructed personas! My players are all quite new, and include my somewhat impetuous fifteen-year-old daughter, so the suggestion of a higher point-buy is a good one. While I think it's important that the PCs should feel challenged by their encounters, I don't think that I should end up with a dead character every other fight either. Some of the encounters, such as some of the haunts in Misgivings, I may need to tone down just a little, I think, but we'll see how stat point totals even out. Character death on occasion is part of adventuring, and I'll explain it as such when it happens, but I don't want PCs expiring in every play session. Well, if they do exceedingly stupid things, they may deserve it occasionally, but yes. ;) ![]()
![]() I would just like to say thank you all again for this fantastic advice. I've been browsing through this forum religiously for a little while now, particularly the threads regarding things people changed and the community created goodies. I've found a lot of tidbits that I can throw in to keep my PCs on track, as well as things to do when they decide to wander hopelessly OFF track, as I know PCs are prone to doing sometimes! My Scrivener file of campaign planning is growing fatter by the day, and my group of players-to-be is getting anxious to start. :) ![]()
![]() Yes, I just picked up Varisia, Birthplace of Legends anticipating this! I'm the sort that loves knowing what's going on and how various seemingly unrelated events might just happen to work in each others' favor--or each against the other. I'm definitely going to become as educated on the campaign as possible, which is one reason I'm asking for tips about two months before I plan to start. I've read through Burnt Offerings twice now, though only once through Skinsaw Murders of yet. I figured that for now, at least, it was more important to become thoroughly familiar with the opening, and make sure I know where the whole story goes all in all. I like the suggestion to insert hooks for my players into the story. I don't know yet what they'll end up choosing to play, but one of them is already starting to mutter about different character ideas that won't leave her alone. I know she'll give me something I can weave into the story, and I've high hopes that at least two of the other three will as well. Thank you for your thoughts! It's definitely good to hear some ideas from people I know have to have a lot more experience with this than I do just yet. :) ![]()
![]() Hello everyone! I'm very new to putting on the GM hat, though I've been a gamer for years, mostly playing various White Wolf games and some D&D. I and a few family members have decided we'd like to try a tabletop RPG of our own. As the most experienced with playing such things, I volunteered to GM. After some fairly lengthy research, I've decided on the Pathfinder system, and am planning to run the Anniversary Edition Rise of the Runelords path with my group starting in about six weeks. I've read through the first two books thus far, and am quite enjoying the story! I wonder, however...is there any advice some of you more experienced GMs and/or players might have for a new GM that wants to be sure her players have a good experience with the campaign? Thanks so much for any tips you might have to offer! |