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TRM's Second Darkness, a Pathfinder RPG game (closed)
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<blockquote data-quote="The Rolling Man" data-source="post: 4620981" data-attributes="member: 24451"><p>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 :</p><p>[Sblock=Kobold] <ul> <li data-xf-list-type="ul">+2 Dex, -4 Str</li> <li data-xf-list-type="ul">Small size: +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks. (see slight built)</li> <li data-xf-list-type="ul">Humanoid (dragonblood, reptilian)</li> <li data-xf-list-type="ul">Base land speed is 30 feet.</li> <li data-xf-list-type="ul">+1 natural armor.</li> <li data-xf-list-type="ul">Darkvision out to 60 feet.</li> <li data-xf-list-type="ul">+2 racial bonus on Craft (trapmaking) and Profession (miner) checks.</li> <li data-xf-list-type="ul">+2 racial bonus to sight and touch based Perception checks.</li> <li data-xf-list-type="ul">Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Automatic Languages: Draconic, Common. Bonus Languages: Goblin, Orc, Undercommon. </li> <li data-xf-list-type="ul">Weapon familiarity : Kobolds are proficient with light and heavy picks and treat greatpicks as martial weapons.</li> <li data-xf-list-type="ul">The favored class of goblins is rogue or sorcerer. This choice must be made at 1st level and cannot be changed.</li> </ul><p>[/sblock]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.</p><p></p><p>As for the Dragonwrought feat, I don't have the book, so you'll have to post it here or something.</p><p></p><p>[Sblock=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.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.</p><p></p><p>As for traits, there's one that fits your character pretty well. </p><p>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.</p><p>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.[/Sblock]</p><p>Oh, and one last note, I rolled 100 gp for your rogue.</p><p>Edit: Yeah, that attacking Bunyip is pretty bada**.</p></blockquote><p></p>
[QUOTE="The Rolling Man, post: 4620981, member: 24451"] 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 : [Sblock=Kobold][LIST] [*]+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. [*]Automatic Languages: Draconic, Common. Bonus Languages: Goblin, Orc, Undercommon. [*]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. [/LIST][/sblock]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. [Sblock=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.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.[/Sblock] Oh, and one last note, I rolled 100 gp for your rogue. Edit: Yeah, that attacking Bunyip is pretty bada**. [/QUOTE]
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