Here's my initial work on a dwarf fighter. He's still under construction.
Kronk's Class Photo
Kronk Madaxe, male dwarf fighter 1
N Medium Humanoid (dwarf) Init +1 (+4 surprise round); Senses darkvision 60 ft., Perception +5 (+7 taste- and touch-based, and +7 vs. unusual stonework) Language Common, Dwarven, Goblin
----- AC 11 (+1 Dex), touch 11, flat-footed 10; Defensive Training hp 19 (1 HD) Fort +4*, Ref +1*, Will +1* (*Doesn't include +2 vs. poison, spells, and spell-like abilities)
----- Speed 20 ft. (4 squares) Melee , or Melee (vs. orcs and goblins) Space 5 ft.; Reach 5 ft. Base Atk +1; CMB +3 (+7 when resisting bull rush or trip while standing on the ground)
----- Abilities Str 14, Dex 12, Con 15, Int 14, Wis 12, Cha 8 SQ defensive training, keen senses, stonecunning, weapon familiarity Feats Intimidating Prowess, Power Attack Skills (Ranks) Appraise +3 (+6 with greed racial trait) (1), Intimidate +5 (1), Knowledge (dungeoneering) +6 (1), Knowledge (engineering) +6 (1), Perception +5 (1)
----- Possessions:5d6=17 x 10 = 170 gp
----- Background Traits: Looking for Work: Perception is a class skill.
Talent for Sudden Violence: You grew up in and around violence. Survival often depended on drawing first blood, or at least being the first one to get out of harm's way. Consequently, you developed quick reflexes in dangerous situations. Gain a +3 initiative bonus during a surprise round.
Racial Traits: Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Greed: Dwarves treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
TRM, sorry about the gold, I jumped in there without checking properly!
As for traits, I see there's already one called "Hedge Wizard". I'd like to keep the idea that he's gleaned various bits of magic-based knowledge over the years, so how about replacing Knowledge (engineering) with Knowledge (the planes)? Maybe call the trait Mystical Education or something?
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Here's my initial attempt at a Half Elf Monk. I still need to work out starting money and equipment. I also need to finalise the Traits.
As far a traits are concerned, my background implies that he has a trait that makes Diplomacy a class skill. In which case, the campaign trait would be "Looking For Work" (+1 to Intimidate) Is this OK?
At the moment part of my background is DM ONLY. This is because it contains information that it not generally know in the world. If you like, I can make this "Player Information"
A tall skinny looking Half Elf wearing a dark gray monk's outfit. Ti's features are fairly nondescript, with brown eyes and a long thin face. However, this is made up for by his hair which is dark orange worn in a Mohecan cut.
Background
Ti does not know his parents. All he knows is that his mother sold him into the service of the Di-Chan order when he was a baby. From that day until his 23 year, Ti was cloistered in the Di-Chan monastery, perfecting his art and skills.
To give the novice experience of the world outside of the monastery, they are taken to town near the monastery during the final year of their novitiate. There they are given a series of tests. These tests always take the same form, the novice has to follow someone for 24 hours and then use his dipolmacy skills to determine what the target was doing.
Ti was given three of these tests:
In the first test, he fell for the charms of a pretty young whore and totally blow it.
In the second test, Ti was introduced to drinking and gambling and woke up in the gutter broke and hung over.
By the time of the third test, Ti had become a little more streetwise and managed to ignore the various temptations that where put in his path and completed his mission.
Shortly after his third test, Ti was initiated in the Di-Chan order and was told to go out in to the world and perfect his art.
Background DM ONLY
The Di-Chan Order
The Di-Chan order maintains a monastery in a hidden valley in the foothills. To the Novices, Initiates and the few outsiders that know about it, the Di-Chan is just an order of monks dedicated to the perfection of the marshal arts. While this is true as far as it goes, the order actually supports itself by acting as an information broker. Its initiates roam the world and report back to the monastery. There, the information is collated and sold. Occasionally, one of the Initiates will receive orders either to go on a specific mission or to obtain a specific piece of information.
Ti was ordered to report anything "interesting" back to the monastery. (A part of Ti's training involved learning how to recognise what was of interest to the order.)
Thanks, I will take shape shift and d10 HD
I also took a more common trait from the link you provided.
Do we have a cleric? Looks like we doesn't. Would you also allow Spontanous Rejuvenation variant (also PH2)? The druid is, with the change to turn undead, already a much worse healer tahn the cleric and this would help to compensate. Summoning on the other hand can get annoying quickly.
I have changed my second background trait. Still working on some background details.
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I've created a rogue gallery. You can post your characters there once their mostly finish. I'll then review them in greater details.
Quote:
Originally Posted by Voadam
Many considered Voadam touched in the head. The man was said to have called himself "the Green Wizard of Althora" but performed no magics claiming "it works different here" and nobody had ever heard of Althora. ...(snip)
It's an interesting proposal for sure but I wonder if such an 'ancient hero' character will fit well with the first adventure of the adventure path. By this I mean that we don't get to fighting demons and ancient evils right off the bat .
Quote:
Originally Posted by Mark Chance
Here's my initial work on a dwarf fighter. He's still under construction.
Looking good so far. I wonder what sort of class makes you take photos with dead rats . Seriously, I just have 2 small things. First, about the trait, you can have a +2 bonus to all initiative rolls (there's already one such trait in the player's guide) or I'd allow a +3 to initiative in surprise rounds (i.e. only applicable if you're aware in the surprise round). Second, you should switch out 'spot' for the more general 'perception' skill of the Pathfinder RPG.
Quote:
Originally Posted by Dr. Simon
As for traits, I see there's already one called "Hedge Wizard". I'd like to keep the idea that he's gleaned various bits of magic-based knowledge over the years, so how about replacing Knowledge (engineering) with Knowledge (the planes)? Maybe call the trait Mystical Education or something?
This is all fine by me.
Quote:
Originally Posted by ghostcat
Here's my initial attempt at a Half Elf Monk. I still need to work out starting money and equipment. I also need to finalise the Traits.
As far a traits are concerned, my background implies that he has a trait that makes Diplomacy a class skill. In which case, the campaign trait would be "Looking For Work" (+1 to Intimidate) Is this OK?
I like the background and your trait is fine. It can be something like : Di-Chan initiate : You have passed the tests of the Di-Chan monks and have been initiated to their order. The training and philosophy of the monastic order allows you to easily interact with others. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
I'd like to assume that your character was borned and raised in distant Tian Xia continent (the Golarion's 'Far East Asia' analog). He traveled throught the Crown of the World and hasn't been in Varisia for very long. Tell if that's fine with you.
You can also pick the Tien language instead of Elven if you wish. Finaly, I've rolled 30 gp for your character (monks are poorer then druids)
Quote:
Originally Posted by Walking Dad
Do we have a cleric? Looks like we doesn't. Would you also allow Spontanous Rejuvenation variant (also PH2)? The druid is, with the change to turn undead, already a much worse healer tahn the cleric and this would help to compensate. Summoning on the other hand can get annoying quickly.
I prefer to keep this as is for now. Maybe the group will have to quickly invest in a good old wand of cure light wounds. On that note, I'd like to inform all of you that my potions, scrolls and wands aren't always actual potions, scrolls and wands. For example, there might be a potion effect on a waxed fruit you need to take a bite off, a statuette might be charged with a wand effect and you might need to shatter a crystal and recite a few words to release a 'scroll' effect. This doesn't have any mechanical effects but brings a bit more variety to the magical items.
Sorry for failing to post a character thus far; been busy. I'm currently looking at kobolds and was wondering what changes if any you'd see fit to make for Pathfinder. Here are their PC stats from Races of the Dragon:
+2 Dex, -4 Str, -2 Con
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks.
Humanoid (dragonblood, reptilian)
Base land speed is 30 feet.
+1 natural armor.
Darkvision out to 60 feet.
+2 racial bonus on Craft (trapmaking), Profession (miner) and Perception checks.
Light Sesitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Draconic. Bonus Languages: Common and Undercommon.
Favored Class: Sorcerer.
Looking good so far. I wonder what sort of class makes you take photos with dead rats .
Not rats. Squirrels. Can't stand the things. Always hiding nuts. I mean, seriously, what the hell's that about? Creepy little rodents.... *mutter, mutter*
Quote:
Originally Posted by The Rolling Man
Seriously, I just have 2 small things. First, about the trait, you can have a +2 bonus to all initiative rolls (there's already one such trait in the player's guide) or I'd allow a +3 to initiative in surprise rounds (i.e. only applicable if you're aware in the surprise round). Second, you should switch out 'spot' for the more general 'perception' skill of the Pathfinder RPG.
Let's go for the +3 on surprise rounds. And, yeah, I caught the Spot vs. Perception mistake last night. I actually woke up around 11:30 p.m. when I realized it. Apparently I proofread characters in my dreams.
Ambrus: All PF character races have a +2 ability score bonus above standard 3.5 races, so perhaps that might help make him less of a weed.
@ Rolling Man: I think I missed out languages. With an Int bonus of +2, Tolly should have Common, plus two bonus languages, plus another human language, is this right? What would be a suitable language for a character with familiarity with old magic books? Draconic is usually considered the standard, but would Thassilonian be possible?
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I've created a rogue gallery. You can post your characters there once their mostly finish. I'll then review them in greater details.
This is all fine by me.
I like the background and your trait is fine. It can be something like : Di-Chan initiate : You have passed the tests of the Di-Chan monks and have been initiated to their order. The training and philosophy of the monastic order allows you to easily interact with others. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
I'd like to assume that your character was borned and raised in distant Tian Xia continent (the Golarion's 'Far East Asia' analog). He traveled throught the Crown of the World and hasn't been in Varisia for very long. Tell if that's fine with you.
You can also pick the Tien language instead of Elven if you wish. Finaly, I've rolled 30 gp for your character (monks are poorer then druids)
Like the Trait and I agree about just arriving in Varisia. I'll move the character over to the Rogues Gallery and update the Traits and Background later today. I'll also spend my money wisely.
Still not sure whether to take Tien instead of Elven. Although given the background it makes sense.
Damn. I had the stats for my kobold rogue, but lost it due to a glitch while uploading it. Fortunately I managed to save the character background I'd typed up. TRM, please take a look at it and let me know what you think. Feel free to also roll my starting gold and to suggest possible campaign specific feats and traits that you think might be appropriate. I'll wait to hear back from you concerning Pathfinder kobolds before I go about stating him up again.
The Rolling Man
Here's tha dark of it, bes as I can figure. Few years back some eggsucking bigfeet bashers done in a brood of kobolds somewhere up north; probably in tha Lurkwood or past tha Red Mountains. Came inta town with whatever shiny shinies they'd got to buy some bub and ta rut with some laced mutton.
Mayhaps they was canny, mayhaps jes ol' sodding hatchwits, but they'd snatched a shiny-shiny egg from tha kobold brood's rookery that they took ta be that o' some kinda trueblood. Sodding leatherheads. Came down with goldfever an so went ta tha Cypher Lodge ta bilk a fancyboy. Eggsucking fancyboy got all giddy at tha sight o' that shiny-shiny an gave em some pelf fer it; thought he'd got hiself a lil shoulder dragon familiar in tha makin. Addle-coved twit.
So off go tha egg snatchers ta rut or drink bub till they've no shine left. Tha dandy fancyboy builds hiself a nice lil nest and sets ta work on hatchin tha thing. Fortnight later, I come on out ta say hi. Peery fancyboy tumbles ta tha dark 'o it right quick; I aint ever gonna be no shoulder dragon. Now this top-shelf fancyboy, Tammerhawk – yeah, that Tammerhawk, is plenty pissed that he's been bobbed, but don't want none o' his fancyboy buddies tumbling ta just how big o' a gully he is. So he takes me, a tiny hatchwit, and does tha same that he does with tha rest o' tha drek from his arse; dumps my hide down a midden chute.
The redgut gnawin away got me crawlin an digging through tha stink-stink. Had ta run-run from tha plagues ta live; so damned many o' em down in tha sewers fightin fer turf. Got it figured out in time though; made some slow fangs, learnt ta fight-fight and turned em inta meat and skins. Even took on a donkey rat once; that'd be this here skull. So these years later, lucky or no, I aint dead yet. Tammerhawk be damned.
Now I got this burg figured out. I watch from the grates at tha blackeyes scurying around in tha streets overhead. I listen at the drains to em spillin tha dark o things. I take what they toss down here; tha good an tha bad. When I get tired o' waitin on em I jes go up an take what I need. Some o' tha bashers I even work with; rat-catchers, toshers, sewer rats, tinkers, sewer hunters, rogues an even a few other kobolds. Some o' em aint even half bad.
As I seez it, startin from tha gutter, things can only keep headin up fer me. A while back a dark splotch started blottin out tha damed daylight. Good that. One less thing ta worry bout if it gets big nough. Now I hear talk about a shiny-shiny game goin on at tha Goblin. Might jess have ta check that out.
I'm considering taking the Dragonwrought feat from Races of the Dragon. Are you familiar with it or should I post the description for you?
Damn. I had the stats for my kobold rogue, but lost it due to a glitch while uploading it. Fortunately I managed to save the character background I'd typed up. TRM, please take a look at it and let me know what you think. Feel free to also roll my starting gold and to suggest possible campaign specific feats and traits that you think might be appropriate. I'll wait to hear back from you concerning Pathfinder kobolds before I go about stating him up again.
[...] (snipped the background)
I'm considering taking the Dragonwrought feat from Races of the Dragon. Are you familiar with it or should I post the description for you?
Yeah, I really hate to lose posts, so I almost always try to save the longest one before trying to post them. But, back your character, it's not too late to post one. I think I'll only start the game around the end of next week. Here's what I have for a PC kobold :
Kobold
+2 Dex, -4 Str
Small size: +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks. (see slight built)
Humanoid (dragonblood, reptilian)
Base land speed is 30 feet.
+1 natural armor.
Darkvision out to 60 feet.
+2 racial bonus on Craft (trapmaking) and Profession (miner) checks.
+2 racial bonus to sight and touch based Perception checks.
Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Natural Weapons: Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus 1/2 Strength bonus. Despite possibly being the weakest reptilian humanoid, kobolds retain a connection to their feral nature.
Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Stealth), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Weapon familiarity : Kobolds are proficient with light and heavy picks and treat greatpicks as martial weapons.
The favored class of goblins is rogue or sorcerer. This choice must be made at 1st level and cannot be changed.
I basicly removed the constitution penalty and added everything from the web enhancement. This still makes them pretty weak (it's kobolds after all) but gives them a few interesting quirks. The only thing that worries me a bit is the 3 natural attacks + sneak attack. But, we'll see how it plays out. I also limited the perception bonus to sight and touch (makes sense with the search bonus) to bring it in line with the other racial bonuses to perception.
As for the Dragonwrought feat, I don't have the book, so you'll have to post it here or something.
About the background and traits
I really liked the background you wrote. The way you mixed kobold and Riddleport slang made it pretty funny. There's only one little problem, however : Riddleport doesn't have much of a sewer system. That's the way the paizo people made it and I'm incline to agree. It is after all a city that grew in size pretty quickly and without much vision, planning or a central authority. There is something that could replace the sewers however. A lot of the filth of the city just washes down into the river and ocean by the way of gullies and ditches, but part of the garbage ends up in a small salt marsh east of the city, called the Boneyard.
Quote:
Originally Posted by SD player's guide
The Boneyard: This deceptively named place actually serves as the city’s dump and ship’s graveyard. Its name is derived from the many old hulks and collections of ships’ ribs that protrude from the swampy ground. The whole area is a partially flooded salt marsh that is generally 2 or 3 feet deep, although some hidden patches of quicksand are much deeper. Monstrous cockroaches, swamp barracuda, and (it is whispered) wererats infest this area.
Your character could have lived there instead of the sewers. Hiding in some ship's hulk by day and sneaking into the town at night. I figure that your kobold either ended up in the ocean and was brought by the rising tide into the marshes or Elias could have abandoned him there directly. Anyway, just some suggestions.
As for traits, there's one that fits your character pretty well.
Resilient: Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
For the campaign one, it gets a bit tricky as none of the existing one really fit. I'm thinking it could be something named 'Curious about the Golden Goblin' which explains that your character is used to sneaking into all sort of places and he's planning to make a visit to the Golden Goblin during the gambling tournement. It could give a +1 talent bonus to stealth and stealth as a class skill but that's not really much of a bonus for a rogue. We might have to think of something else.
Oh, and one last note, I rolled 100 gp for your rogue.
Edit: Yeah, that attacking Bunyip is pretty bada**.
Last edited by The Rolling Man; 10th January 2009 at 12:00 AM..
Thanks for all the feedback TRM. I'll revise my character background with your suggestions in mind and go ahead with stating him back up with the racial writeup you completed.
All in all it seems good, though I have to admit that the by-the-book -4 penalty to Str seems a bit odd to me since the kobold's monstrous writeup lists them as having 9 Str; almost as strong as a human. Similarly, the Con penalty doesn't make much sense either since they've normally got 10 Con. I'm not complaining, I'd play one regardless of the stats, just saying it's a bit counterintuitive.
One question: Did you want to include the kobold racial variants from Classic Monsters Revisited too or skip them?
Here's the feat I'd mentioned.
Dragonwrought
You were born a dragonwrought kobold, proof of your race's innate connection to dragons. Prerequisite: Kobold, 1st level only. Benefit: You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103. Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level.
@ Rolling Man: I think I missed out languages. With an Int bonus of +2, Tolly should have Common, plus two bonus languages, plus another human language, is this right? What would be a suitable language for a character with familiarity with old magic books? Draconic is usually considered the standard, but would Thassilonian be possible?
Right, common, 1 human language and 2 others. Thassilonian would certainly fill the bill but others could be possible. Elven (they learned magic first), Azlanti (dead language of the mystical 'first civilized nation of men', think Atlantis), or since there's a strong tradition of wizard in northern Garund (the pseudo-Africa) Osiriani or even Ancient Osiriani (to continue crude real world analogies, think arabic and ancient egyptian, respectively) could also work. Varisian would probably make sense too, given your background. I can't guaranteed how useful some of these languages are gone be in the long run.
Also, the starknife is a martial weapon so your rogue isn't proficient with it. Other then that, I didn't see anything wrong with your character sheet.
Quote:
Originally Posted by ghostcat
Like the Trait and I agree about just arriving in Varisia. I'll move the character over to the Rogues Gallery and update the Traits and Background later today. I'll also spend my money wisely.
Still not sure whether to take Tien instead of Elven. Although given the background it makes sense.
Thanks for posting your character in the RG. Almost everything looks good but there's just 2 things that would need some attention. First, the traits give you a +1 bonus but not an actual rank to a skill and you don't get the class bonus to a skill until you have at least 1 rank. Diplomacy and intimidate should then only be at +1. Of course, you can still move around your 5 skill points to change that before we start (with one rank your bonus to those skills would then be +5). Second, the unarmed damage of a lvl 1 medium monk should only be 1d6+str not 1d8.
One question: Did you want to include the kobold racial variants from Classic Monsters Revisited too or skip them?
I thought about it but with the green one giving another bonus to hide (or stealth), I didn't want it to stack with the increased size bonus kobolds are getting with slight build. Besides, I didn't really like the fact that some choices were pigeonholing those kobolds to a certain class. The breath weapons are cool but somewhat powerful for lvl 1. It could maybe come back as another draconic heritage feat (with some better scaling as you gain lvls) somewhere down the road.
Quote:
Originally Posted by Ambrus
You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103.
The feat seems a bit powerful but I don't have a problem with it since you're just a lowly kobold . It also works well with the multi-colored kobolds of Goralion. I just wonder what color you are thinking and what skill is getting a bonus.
I thought about it but with the green one giving another bonus to hide (or stealth), I didn't want it to stack with the increased size bonus kobolds are getting with slight build.
That'd be the way I'd likely go, though the blue's +1 to Wisdom is also tempting.
Quote:
Originally Posted by The Rolling Man
Besides, I didn't really like the fact that some choices were pigeonholing those kobolds to a certain class.
Yeah, I largely agree. So, you want to drop the variants' bonuses altogether?
Quote:
Originally Posted by The Rolling Man
The feat seems a bit powerful but I don't have a problem with it since you're just a lowly kobold .
Watch yer tongue or I'll bite yer kneecaps off sunmeat.
Quote:
Originally Posted by The Rolling Man
It also works well with the multi-colored kobolds of Goralion. I just wonder what color you are thinking and what skill is getting a bonus.
The table in question includes pretty much every true dragon in the game including all of the extraplanar species (40+ sub-species in all) so it's pretty much pick-a-skill. If I've a mind to go with Stealth for instance (and I do) then I could go with either Black, Blue, Copper, Green, Li lung or White. For a creature living in the Boneyard, I'd imagine that a bonus to swim (Chiang Lung, Lung Wang, Oceanus, Styx, Tun mi Lung, Topaz or Yu Lung) might also be appropriate. The Emerald dragon's bonus to Knowledge (local) could also be helpful though. You tell me; is there a particular color or dragon species that's particularly appropriate for the area or plot?
Also, would you allow me to take the Dragon Wings feat at 3rd? Essentially it grants a +10 to jump checks, negates falling damage and allows one to glide short distances from a height. Actual flight can only be gained at 6th level by means of yet another feat: Improved Dragon Wings. If so, then I could start off with a pair of useless vestigial wings that'd grow more useful over time.
Here are a couple of ideas I had for traits, the first would serve as a campaign trait. The second is based on the kobold rogue's 1st substitution level from RotD. I'm also considering taking Reactionary since it seems appropriate for a kobold who lives by his wits.
Traits
Guileful Pickpocket
The lure of wealth has drawn many to the Gold Goblin's gambling tournament, but not all are pinning their hopes on a winning streak to gain their share of the stakes. Not being one for games of chance, you plan to skip the gambling altogether and use the tournament's hubbub as a backdrop for larceny. With a bit of skill, luck and guile you hope to lighten the purses of a few competitors before making your escape with none the wiser. You gain a +2 on Sleight of Hand checks to take something from another creature.
Rapid Retreat
Kobolds learn to survive by retreating quickly from dangerous situations. Any time you use the withdraw action, you gain a 5-foot bonus to your speed.
Edit: I was looking over equipment and found a few items that I was wondering if you'd permit. I could make the first two cheaply by taking a rank in Craft (alchemy)
equipment
Sundark Goggles from Races of the Dragon (10 gp cost / no weight / DC 15 Alchemy check to create)
The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity whille in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can't use a gaze attack, since other creatures can't see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a -2 penalty on Search and Spot checks.
Bitterleaf oil from Races of the Dragon (25 gp cost / no weight / DC 15 Alchemy check to create)
Kobolds use this salve to keep their scales healthy and shiny. Each bottle of bitterleaf oil holds enough for ten applications. If the oil is applied each day (a full-round action), it staves off shedding indefinately. In addition, on any day when bitterleaf oil is applied, the character naturally heals 1 additional point of damage per HD (max. 5) with a full night's rest.
Tumbling bolt from the Arms and Equipment Guide (5gp cost / 0.2 lb.)
A tumbling bolt resembles a standard crossbow bolt except for a few minuscule holes and vents along the shaft. A channel allows air to pass through the bolt, which causes it to tumble when fired. The bolt deals +2 damage but only has one-half its normal range increment due to the way the projectile moves through the air.
Thanks for posting your character in the RG. Almost everything looks good but there's just 2 things that would need some attention. First, the traits give you a +1 bonus but not an actual rank to a skill and you don't get the class bonus to a skill until you have at least 1 rank. Diplomacy and intimidate should then only be at +1. Of course, you can still move around your 5 skill points to change that before we start (with one rank your bonus to those skills would then be +5). Second, the unarmed damage of a lvl 1 medium monk should only be 1d6+str not 1d8.
TRM. I've reworked the skills and changed the Unarmed damage. I think I've got it right now.
Also, the starknife is a martial weapon so your rogue isn't proficient with it. Other then that, I didn't see anything wrong with your character sheet.
Oops! Didn't spot that. Well, it was only meant as a flavour piece anyway, and as I think he might need a bit of coin to waste in the Golden Goblin I'll swap it back for the 25 gp. Lucky I kept the reciept.
Edit: I see that's a nice reeflcaw someone's caught in that third picture. Of course, that's nothing compared to Ol' Meatclaw back in Korvosa, but then no-one's ever caught him.
Further Edit: I think I've beaten the cyphermages to figuring out what the arch does - it's a Stargate!
Edit edit edit: Looks at Rogue's Gallery. .... Yeah, I'm definitely going to be the one doing the talking to regular folks...
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@ Ambrus : Sorry for the delayed response but here we go. First, yes, no variants from classic monsters revisited for your little guy. We'll stick with the races of the dragon stuff. As for a type of dragon, I would prefer if you choose amongst the classics, ie metallic or chromatic dragons. The most likely (geographically) in the ones you listed are probably black, green and white but others can work too. The dragon wings seem alright as are the traits you proposed. Sundark goggles and bitterleaf oil are also no problem but I'm not sure I like the tumbling bolt. A range reduction isn't much of a penalty for +2 damage. I'd accept it if the bonus was only +1. I think that's everything. I'll hold up reviewing your character in more details until you completely finish it up.
@ Mark Chance : All power attack, all the time ? Interesting I didn't see anything wrong with your sheet. A few lines about Kronk's background would be great however.
Edit: Actually seems like Kronk could have another language.
@Dr.Si & ghostcat : Thanks for making the changes.
Last edited by The Rolling Man; 12th January 2009 at 06:21 PM..