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TRM's Second Darkness, a Pathfinder RPG game (closed)
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<blockquote data-quote="Ambrus" data-source="post: 4621232" data-attributes="member: 17691"><p>That'd be the way I'd likely go, though the blue's +1 to Wisdom is also tempting.Yeah, I largely agree. So, you want to drop the variants' bonuses altogether?Watch yer tongue or I'll bite yer kneecaps off sunmeat.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" /></p><p>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?</p><p></p><p>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.</p><p></p><p>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 <em>Reactionary</em> since it seems appropriate for a kobold who lives by his wits.[sblock=Traits]<strong><span style="color: SandyBrown">Guileful Pickpocket</span></strong></p><p>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.</p><p></p><p><span style="color: SandyBrown"><strong>Rapid Retreat</strong></span></p><p>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.[/sblock]</p><p>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) [sblock=equipment]<span style="color: SandyBrown"><strong>Sundark Goggles</strong></span></p><p><span style="color: SandyBrown"><strong></strong><span style="color: White">from <em>Races of the Dragon</em></span></span></p><p><span style="font-size: 9px">(10 gp cost / no weight / DC 15 Alchemy check to create)</span></p><p>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.</p><p></p><p><span style="color: SandyBrown"><strong>Bitterleaf oil</strong></span></p><p><span style="color: SandyBrown"><span style="color: White">from <em>Races of the Dragon</em></span></span></p><p><span style="font-size: 9px">(25 gp cost / no weight / DC 15 Alchemy check to create)</span></p><p>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.</p><p></p><p><span style="color: SandyBrown"><strong>Tumbling bolt</strong></span></p><p><span style="color: SandyBrown"><span style="color: White">from the Arms and Equipment Guide</span></span></p><p> <span style="font-size: 9px">(5gp cost / 0.2 lb.)</span></p><p>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.[/sblock]</p></blockquote><p></p>
[QUOTE="Ambrus, post: 4621232, member: 17691"] That'd be the way I'd likely go, though the blue's +1 to Wisdom is also tempting.Yeah, I largely agree. So, you want to drop the variants' bonuses altogether?Watch yer tongue or I'll bite yer kneecaps off sunmeat.:mad: 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 [I]Reactionary[/I] since it seems appropriate for a kobold who lives by his wits.[sblock=Traits][B][COLOR="SandyBrown"]Guileful Pickpocket[/COLOR][/B] 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. [COLOR="SandyBrown"][B]Rapid Retreat[/B][/COLOR] 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.[/sblock] 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) [sblock=equipment][COLOR=SandyBrown][B]Sundark Goggles [/B][COLOR=White]from [I]Races of the Dragon[/I][/COLOR][/COLOR] [size=1](10 gp cost / no weight / DC 15 Alchemy check to create)[/size] 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. [COLOR=SandyBrown][B]Bitterleaf oil[/B][/COLOR] [COLOR=SandyBrown][COLOR=White]from [I]Races of the Dragon[/I][/COLOR][/COLOR] [size=1](25 gp cost / no weight / DC 15 Alchemy check to create)[/size] 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. [COLOR=SandyBrown][B]Tumbling bolt[/B][/COLOR] [COLOR=SandyBrown][COLOR=White]from the Arms and Equipment Guide[/COLOR][/COLOR] [size=1](5gp cost / 0.2 lb.)[/size] 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.[/sblock] [/QUOTE]
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