Cayden Cailean

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My player was able to stop by this evening. After our conversation, we determined the following:

- Swap WIS & STR. As stated above, the pc will be a melee reach build, using AoO's to make martial attacks. As the 2ndary melee, this was an easy change to recommend.

-Choose Combat Reflexes & Toughness for feats. Combat Reflexes will be crucial to the reach build working, (especially in the 1st few levels), while Toughness will aid in the pc's survivability, as commented on above. Consideration is still being given to Additional Traits, though.

-Narrow traits to following; Paragon of Speed, Temple Guard, Fate's Favored, Tactician & Charming. Paragon of Speed gives a better initiative bump & Temple Guard is better for the AoO's, but Tactician balances the two nicely. Fate's Favored, as everyone above pointed out, gives a very nice bonus to attack & damage, making it quite interesting. Charming makes the list purely on RP/fluff merits, as the player feels it very much represents the character's life before becoming an inquisitor.

Of those, Tactician, Fate's Favored & Charming are the ones she was most interested in, but she wanted me to try to get additional input before she comes back to finalize it.


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from the ARG wrote:

Gnomes can have the same concerns and motivations as members of other races, but just as often they are driven by passions and desires that non-gnomes see as eccentric at best, and nonsensical at worst. A gnome may risk his life to taste the food at a giant's table, to reach the bottom of a pit just because it would be the lowest place he's ever been, or to tell jokes to a dragon—and to the gnome those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force. While such apparently fickle and impulsive acts are not universal among gnomes, they are common enough for the race as a whole to have earned a reputation for being impetuous and at least a little mad.

Combined with their diminutive sizes, vibrant coloration, and lack of concern for the opinions of others, these attitudes have caused gnomes to be widely regarded by the other races as alien and strange. Gnomes, in turn, are often amazed how alike other common, civilized races are. It seems stranger to a gnome that humans and elves share so many similarities than that the gnomes do not. Indeed, gnomes often confound their allies by treating everyone who is not a gnome as part of a single, vast non-gnome collective race.

...

Gnomes have difficulty interacting with the other races, on both emotional and physical levels. In many ways the very fact other races see gnomes as odd is itself the thing gnomes find most odd about other races, and this leads to a strong lack of common ground upon which understanding and relationships can be built. When two gnomes encounter one another, they generally assume some mutually beneficial arrangement can be reached, no matter how different their beliefs and traditions may be. Even if this turns out not to be the case, the gnomes continue to look for commonalities in their dealings with each other. The inability or unwillingness of members of other races to make the same effort when dealing with gnomes is both frustrating and confusing to most gnomes.

In many ways, it is gnomes' strong connection to a wide range of apparently unconnected ideas that makes it difficult for other races to build relationships with them. Gnome humor, for example, is often focused on physical pranks, nonsensical rhyming nicknames, and efforts to convince others of outrageous lies that strain all credibility. Gnomes find such efforts hysterically funny, but their pranks often come across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants.

This just doesn't strike me as a race with a CHA bonus. I also like the idea of creating a bit more of a difference between gnomes and halflings. With their love of tinkering in mind as well as their fey connections, here is an idea for my modified gnome:

Ability Scores: Gnomes get a -2 STR, +2 CON and +2 INT. Gnomes are very intelligent and inquisitive, and are surprisingly hardy, but they are physically weaker than most other species.

Fey Connections Their connection to the fey world grants gnomes a +2 to all Diplomacy checks involving fey creatures and a +2 to any Handle Animal checks.

Everything else remains unchanged. Thoughts?


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@ BillyGoat; I think the Op's point is that the game doesn't consistently represent this, so why worry about it?

Myself, I have enough to do without overhauling significant parts of the rulebooks, but too each their own...


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The "evil Race Point Monster" (copyright pending, lol) was only a general guideline I used to make sure I didn't get carried away.

After re-reading the catfolk entry, though I had an idea I played with the last 45 minutes:

Catfolk Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.
Catfolk: Catfolk are humanoids with the catfolk subtype.
Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Catfolk have a base speed of 30 feet.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Natural Weapons (Ex): A catfolk has a bite attack that deals 1d4 points of damage.
Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Alternate Racial Traits
The following racial traits may be selected instead of typical catfolk racial traits. Consult your GM before selecting any of these new options.
Big Cat: Although most catfolk resemble the smaller felines, there are some tribes that are more akin to the larger feline species, such as lions and tigers. In addition to the minor differences in physical appearance, these catfolk receive a +2 Strength, +2 Charisma, -2 Wisdom. This replaces the catfolk's normal racial attribute package.
Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Clever Cat: Catfolk's generally friendly disposition doesn't preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.
Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Curiosity: Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter.
Nimble Faller: Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. Catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
Cornered Fury: Some catfolk become even more ferocious fighters when the battle becomes desperate. If a catfolk is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces the cat's luck racial trait.
Camouflaged Hunter: Catfolk with this ability specialize in hunting within a particular terrain. They choose a ranger favored terrain type, and gain a +4 racial bonus on Stealth checks while within that terrain type. This racial trait replaces the natural hunter.

The idea was to just throw in some additional alternate traits to accommodate my ideas for the bigger cats, as well some other ideas I had (like cornered fury & terrain preferences). I decided to give them a natural bite attack as well - if you do look at the point buy, it takes catfolk from 9 to 11 pts (oh my!)... again, just for general reference. But definitely not game-breaking.

I rather like this idea, because it'll save me a LOT of work coming up with the racial trait stuff mentioned earlier. So, what do you guys think??


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I'm actually not upset at all that she changed - I think she'll enjoy the character more than she would have the rogue. And, as mentioned above, there will be no shortage of things for her to do, both in and out of combat.


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Hi all,

Well my group got shuffled around a bit & I picked up an extra player. She's going to play a tiefling rogue. Not a party face, more focused on the traditional rogue skills such Disable Device, Sleight of Hand & Stealth, as well as Sneak Attack.

Her tiefling heritage isn't as dominant appearance-wise - unusual eye color, a very slender (prehensile) tail & possibly a set of very small horns... not anything too hard to hide most of the time.

The player isn't very experienced, & has asked for help coming up with ideas for the character's background. Thought I'd throw it out there for suggestions, since you all have given me some excellent advice many times before.

Just need something that will have her in Sandpoint in time for the festival. I'm considering having her be a local, but open to ideas.

Thanks in advance!


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The Helpful trait + longspear - hmmm...


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Going to have a human male inquisitor in my group. Trying to decide on a deity, we've narrowed it down to Iomedae, Desna or Cayden. Leaning towards Desna - emnity with Lamashtu & Ghlaunder give plenty of storyhooks, but Iomedae's no slouch, either.

Not so worried about mechanics here, but more how would you play the inquisitor flavor/rp-wise? Ideas for things like motivations, goals and such helpful, as we've never played this class before.


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Seriously.

In the previous adventure, a local farmer was killed. While examining the homestead (trying to determine what had happened), a short conversation came up about how the farmhouse would make a good base of operations for the group.

I don't have any problems with this idea except one - I have no idea how much a farmhouse would cost. My plan is for the widow to decide to pack up & move to be with remaining family elswhere. Not sure if I should put the place up for sale then (again, how much?) or if I should have the village decide to allow the group to set up camp there. The group are currently local heroes for their actions in the last adventure. The town could decide it's worthwhile to keep a party of skilled adventurers nearby in case any other problems arise. Plus, the farmhouse is right at the edge of a very dangerous forest - they could also serve as a buffer to any threats from the forest.

Any ideas/thoughts/opinions/suggestions would be most welcome.