Cleon
Legend
Hmm, I like your suggestions pretty well. How about Str 11, Dex 13, Con 13, Int 6, Wis 10, Cha 10; NA +7, SR 13?
Works for me. Time for a Working Draft then!
Hmm, I like your suggestions pretty well. How about Str 11, Dex 13, Con 13, Int 6, Wis 10, Cha 10; NA +7, SR 13?
The original lesser kytons regenerate 1 hp per round, and 3.X SRD kytons have regeneration 2. So, I guess it depends on 2e "normal" kyton stats what we do there --- if normal kytons in 2e regenerate 2 hp per round, let's cut the lesser kyton regeneration to 1. Then I think we'd be done with these mechanically speaking.
In that case, let's keep it at regen 2 and de-red everything.
On to skills: regular kytons have 66 ranks, which are evenly distributed in Climb, Craft (blacksmithing), Escape Artist, Intimidate, Listen, and Spot. Shall we just use those skills? I'd be ok with swapping Climb for something "businesslike" like Appraise or maybe Sense Motive. I wouldn't even mind swapping out Escape Artist or some of the Listen and Spot ranks. We could also break up Craft (blacksmithing) into armorsmithing and weaponsmithing, like the actual skill entry.
I think I might change the feat selection entirely, though Alertness is never really bad. I'm not actually sure about the last feat; I don't want to make it combat-focused, I think.
These are supposedly the equivalent of Commoners so we could stick in some generic commoner-style skills like Profession (any) or Craft (any).
Of course, with Kytons the professions are likely to be things like "distilling the tears of the damned".
How about we go with max ranks in Craft (weaponsmithing), Intimidate, Listen, Profession (any 2), Spot?
For feats, maybe Alertness and Skill Focus (any one Profession)?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.