IMO the best to go about this from the beginning would have been to create a cat that was the product of the Awaken druid spell. Then you'd have an intelligent cat that you could add class levels to. As far as fixing it now; if it bothers you do what the others here have suggested and see if the DM will allow you to get a girdle of opposite gender and a hat of disguise.
It's a really strong, retarded orc with autism. I think the people protesting just have no concept of how to step outside of their "normal" box. Role playing a 5 in a mental stat is going to be just as difficult as really role playing an 18 in a mental stat. Most of us are not geniuses or social savants and as such cannot actually think like one despite trying to play characters who are. The same applies to a 5. If you allow people to play characters with really high stats then there's no good reason to disallow or scoff at low stats.
I don't think names are very important. It's always possible for a character's parents to make up their own unique name or for a character to make up his own name later in life because he didn't like his given name. In my games, we rarely actually use the character names. We usually just refer to everyone by the player name because nobody can remember the character names or a player can't pronounce a character name. I think ultimately a character's name is only important to the player of that character because it helps the player define who the character is.
If you do a lot of talking in character in your game, then make up some jargon for it. +1 could be a "level one enchantment". A +5 vorpal sword could be a "level five enchantment with the vorpal quality". The smith would understand that this actually makes the weapon have a "level ten enchantment" overall since +5 is the equivalent of vorpal in that way.
Benchak the Nightstalker wrote:
Reading that article, I would say give them a -4 to perception (because of the blind spot) and a penalty on actions out to a distance of 20ft that rely on sight (attacks, acrobatics, disable device, craft). -1 to actions at a range of 20ft, -2 at 15ft, -3 at 10ft, and -4 at 5ft or closer. Also apply this penalty to dexterity bonus to AC. Give the character a +2 to intimidate because someone with an eye patch could be a little intimidating. After 3 months of living with it, halve the penalties. After 6 months of living with it, eliminate all penalties except a -2 to perception.So after 6 months of living with one eye, the character now has +2 to intimidate and -2 to perception. He/she would have gotten used to only having one eye and adapted to it.
This has been posted in several low-magic threads. Cerealkiller wrote:
I had some old crit/fumble tables that I've had around forever (probably since AD&D1) and I decided to convert them to be more 3.5/PF friendly and share them. Feel free to use them. Might need some tweaking. I've only made a couple of passes over it but I've changed a lot.
57. Earl Taylor
58. Tina Taylor
59. Mavis Jones
60. Tayna Smith
61. Dawson Smith
53. At the largest booth in the bar, a richly dressed human man sits next to an elf woman in practical garb. On the table, in front of them are several rolls of parchment and a pen with an ink well. 54. A group of four feline humanoids enters the bar. They notice the richly dressed human man and an elf woman in practical garb at a large booth and walk to the table to join them. They all speak in hushed tones as they look at the papers on the table.
Yucale wrote:
[perception] You notice him move the eypatch to the other eye and rub the one that it was over.
A striking woman in a fine green gown leans against the bar sipping from a mug. She is watching the minstrel intently while she spins a fantastic love story. You see a half-orc woman performing what appears to be a drunken table dance while the men at the table leer at her. [perception] to see her use slight of hand to steal a gold ring from one of the patrons at the table. |