| Razoack |
Hi there,
My GM has given our group a bit of freedom on which races we can run for Iron Gods, so I would just like suggestions on interesting races to play as for a Techslinger.
To give an idea of what is being allowed, someone in the group is playing an Astomoi and I am currently considering a Fetchling.
No spoilers please!
Ascalaphus
|
Are you sure about the techslinger? They're a bit disappointing as gunmen go, because they buckle down on a single gun type. I find the Savage Technogist barbarian to be much better at the same job.
As for interesting races.. I'd consider half-orc, ratfolk (possibly of Ysoki descent), android - those races have strong tie-ins to the AP.
| Razoack |
Are you sure about the techslinger? They're a bit disappointing as gunmen go, because they buckle down on a single gun type. I find the Savage Technogist barbarian to be much better at the same job.
As for interesting races.. I'd consider half-orc, ratfolk (possibly of Ysoki descent), android - those races have strong tie-ins to the AP.
The only reason for Techslinger is more because of the AP, rather than optimisation to be honest. To be honest I think I need to read more about technology weapons before I fully settle on Techslinger (as I'm not sure if noon techslingers can reload tech guns?)
Gunslinger was also my choice as I haven't played one before (I currently tend to shy away from melee classes as they are not my preferred style of play)
Ratfolk is a cool choice, Android was a consideration too but as someone else is playing an android I wanted to mix the composition up further.
Ascalaphus
|
Kasatha clashes a little bit with the out-of-the-box version of the AP, but it's something a GM can work with.
The Techslinger has some abilities that let her work better with timeworn firearms, but they cost a lot of grit and don't let you really fix it up.
The big downside is that you have to specialize in specific firearms. And you're likely to keep finding different, better firearms. Because getting exactly the same loot but of slightly higher grade would have been boring.
So you're much better off with a class that gets the all-important dex bonus to firearm damage on all firearms. (Like the Savage Technologist). Then if one gun blows up you can just switch to the next one. Use them until they break, like a true barbarian :)
| Razoack |
Kasatha clashes a little bit with the out-of-the-box version of the AP, but it's something a GM can work with.
The Techslinger has some abilities that let her work better with timeworn firearms, but they cost a lot of grit and don't let you really fix it up.
The big downside is that you have to specialize in specific firearms. And you're likely to keep finding different, better firearms. Because getting exactly the same loot but of slightly higher grade would have been boring.
So you're much better off with a class that gets the all-important dex bonus to firearm damage on all firearms. (Like the Savage Technologist). Then if one gun blows up you can just switch to the next one. Use them until they break, like a true barbarian :)
Ahh I see what you mean.
I haven't read into the Technology guide yet (this won't be starting for a few months yet) but i'll take a look into the Savage Technologist then. I honestly just presumed this was a melee class so didn't look at it.
| Gobo Horde |
I have a friend whos creating a Kval gunslinger. Hes tiny and wields pistols as large as he is.
If homebrew is allowed, my trusty Claptrap submission is alwas good!
CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.
Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.
Standard Racial Traits
Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defence racial Traits
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Blind Panic: Whenever a CL4P-TP 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.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs 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. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.
Feat and Skill Racial Traits
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Eccentric: CL4P-TPs have been known to have any of a number of bizare personality quirks. Choose one Perform skill. Gain +2 racial bonus to that skill.
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.
Senses Racial Traits
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Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.
Favoured Class Options
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Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard: Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin: Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: The rogue gains +1/6 of a new rogue talent.
Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Race Points: CL4P-TP
Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp (+2 dex, +2 int, -2 str)
Linguist: 1rp
Cornered Fury: 4rp
Eccentric: 1rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 10rp
What do you think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed you can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas you might like is to give it natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.
Also note that while it is a *robot*, it still needs to eat oil, enter sleep cycles and feed oxygen into it motors. It also bleeds oil and its sofisticated design acts more like an organic body then a piece of machinery.
The CL4P-TP series was one of the last created by the Dahl Corporation and the series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair they were created to be maintainence bots or to do other manual labour and this they do well and with cheery attitudes.
A CL4P-TP stands just over 2 feet high with a slim build supported by a single wheel, and have two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of the chassis lies a single lens that acts as their eye to the world and their front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect.
While they are always ready to help out with a cheery attitude or to offer advice, they tend to come off as annoying more than anything else and due to their extensive memory banks they can be known for being know-it-alls. Often in attempts to cheer others up or simply to while away the time a few have been known to take to singing or dancing, further cementing their annoying image yet dispite these outbursts of "personality" they are usually content with remaining in the background supporting and fixing out of the spotlight.
Maybe play as a half-giant and wield a mini cannon or culvern?