After the Fall: Fantasy d20 Modern (Looking for 3-4 more)

Actually, smart hero would work quite well. Take lockpicking style skills, the trick ability, and then go to field scientist to give yourself a reasonable AC. Also, having a scholar in the party can be really helpful. A note: The skill Knowledge: Arcana can be used to identify what a magical artifact does. Also, use magical device is now a smart hero and field scientist class skill, so you could be the resident scholar with a shady background. Note: the Scholar profession gives you +1 to all knowledge skills if you're a smart hero.

If you do play that type of character, scholars are usually well thought of, and often have places in court in Angarak.
 

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I think I'm mostly done ...

Garnet Qu'ette

Human Female (Changeling)
Smart 3/Charismatic 2
Criminal

Str: 10 (0) [2 points]
Dex: 12 (+1) [4 points]
Con: 10 (0) [4 points, -2 Changeling]
Int: 16 (+3) [8 points, +1 at 4th level]
Wis: 14 (+2) [4 points, +2 Changeling]
Cha: 14 (+2) [6 points]

Size: Medium (5'0", 115 lb)
Speed: 30
HD: 3d6 + 2d6
HP: 13
Initiative: +1
BAB: +2

Defense: 14 (+1 dex, +1 armor, +2 class)

Attacks:

Rapier, masterwork (+0 attack, 1d6, 18–20/x2 crit, piercing)
Dagger (+3 attack [+3 thrown], 1d4+1d4 dmg, 19-20/x2 crit, [10' range], piercing or slashing)

Reputation: +6
Action Points: ??

Fort: +3
Ref: +3
Wil: +4

Feats:

Brawl (Profession)
Simple Weapons Proficiency (Class)
Stealthy (1st)
Heroic Surge (twice per day) (human)
Educated (Knowledge: History, Knowledge: Tactics) (Smart 2)
Streetfighting (3rd)
Reputation (Charismatic 2)

Talents:

Savant (Knowledge: History) (Smart 1)
Plan (Smart 3)
Coordinate (Charismatic 1)

Skills:

(44+11+11+10+10) = 86 points

Balance +3/2 (4 points)
Bluff +11/8 (11 points)
Climb +8/4 (8 points + 4 Changeling)
Disable Device +9/6 (6 points)
Disguise +6/3 (3 points)
Gather Information +7/4 (4 points)
Hide +11/8 (8 points - Criminal skill, Stealthy)
Jump +4/4 (8 points)
Knowledge: History +14/6 (6 points - Savant, Educated)
Knowledge: Tactics +11/6 (6 points - Educated)
Listen +3/1 (2 points)
Move Silently +11/8 (8 points - Criminal skill, Stealthy)
Search +9/6 (6 points)
Survival +3/1 (2 points)
Tumble +3/2 (4 points)


Equipment:

Weapons (326 gp):
Rapier, masterwork (taken from father's collection, hilt guard embellished)
Dagger x 3

Armor (1515 gp):
Buckler, Mithral (taken from father's collection, bears family symbol)

Stuff (1151.82 gp):
backpack
bandolier
caltrops
canvas, 2 sq. yd.
case, map
chalk
crowbar
explorer's outfit
flint and steel
grappling hook
hammer
mirror, small steel
parchment x2
pitons x2
Rations, trail (2 tendays)
rope, silk (50 ft.)
spyglass
soap
thief's tools, masterwork
torches x2
waterskin

7 gp, 1 sp, 8 cp

Garnet's early life in Angarak left her wanting little. Her aging father, Agaron, a dedicated warrior for the empire, had earned quite a pension loyally defending said empire with his life and wits. Agaron treated his wife and daughter with all the love he could muster, barely hiding his disappointment of not having a son. Garnet learned quite a bit about how to get boys and men to like her and do what she wanted at this young age, and her future looked bright. Agaron still acted as an advisor the empire on military matters, and Garnet was able to watch these almost completely without notice. Garnet learned her father's method of eyeing men up, using intimidation, coercion, and bribery when needed. She would also listen in on planning sessions when she could.

Garnet told her father from an early age that she wanted to move about at high places and wanted to fly, like the birds. Agaron reminded her that man no longer flew in the air, and tried to ground her imagination. Reluctant to give up, she decided instead to maybe climb the higher trees and places when she could. Her father encouraged her as best he could, taking her to towers and high buildings when he went to them on business.

Her mother told her many stories and old epics, through a deep matriarchic tradition, about when man had flying machines and gates to far-off lands. She set her mind to re-discover these things, and bring them back to her people, and decided to train her body as well. Garnet was set to grow up in a rich house, with all she needed to accomplish her goals. However, events soon came to pass that would change her life forever.

Garnet's mother passed away while giving birth to her brother, Ugaresh, when Garnet was twelve years old. Agaron became withdrawn and remote around her, and focused all of his attention on the health and upbringing of Ugaresh. Anger built in Garnet, just as it silently did in Agaron, but for different reasons. Agaron hated the loss of his wife; Garnet hated the loss of her father. Garnet had made peace with her mother's death, and understood it as part of the cycle of life. However, Agaron seemed to think that raising two children alone was impossible, and barely ever recognized the need to assist his daughter with anything. She kept up the family's needs as best she could, but soon thereafter it was too much.

Striking out, hoping to garner her father's attention and hopefully get him to snap out of his fox-hole vision, Garnet started hanging out with gangs of youth and in dangerous and sometimes criminal locales. Running away from the law, and sometimes from the very people she hung out with, she learned more ways and places to hide and not be seen, and to move silently from those locations. Most people, she found out, were afraid of moving along the highest of buildings and the crests of towers, and soon she came to be known as Garnet of the Tower Tops. Garnet built a small reputation on her ability to get others to do jobs for her, and successfully; and her luck with these jobs, especially if she went personally. She soon came to 'lead' a gang of thieves and pickpockets which was just small enough to bring in some revenue, but not large enough to be cared about by the larger groups ... she hoped. Garnet gained a new epithet at this time, when her eye color dramatically changed: Golden-eyed Garnet.

Garnet knew that, if she were to be ultimately successful with her gang, and their petty criminal acts (still just to mess with her father), she would need to keep to her advantages: her ease with heights and getting there, her good night vision, and leading the gang and making sure the right person did the right job. So it was unfortunate that when she was quoted the largest sum that she'd ever been offered that she quickly abandoned these principles for greed, which had been slowly developing, in and of itself. She took the job herself.

"It must be done tonight," the cloaked figure said, calmly.

"My best man is on another job," she replied, chewing on her thumb,
thinking about the bag of coins in front of her on the table.

"Well, then, I must be ..." the cloaked figure stated, haltingly, while
standing up. Garnet's hand on his arm brought him back down, silently.

"Give me the details ..." Garnet stated, doubts suddendly waved away, almost as if by her hand movement.

Golden-eyed Garnet is on the run for more reasons than one. She was caught in the trap of raiding a merchant's basement, set up by a rival group. She was caught only after she worked her way out of the pitch black building's exhaust tunnels without notice, only to run into a militia man in the back alley. Her eye color change and seemlingly unexplainable abilities led everyone to the one thing that no one had really noticed: she was a changeling. Her father's money and reputation has just saved her from a bad sentence, but she is a marked and well-known girl; her infamy will keep many from trusting her. However, some do recognize her father's talents within her, and might find her leadership skills to be useful ...
 
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a 15 stat still only gives a +2 bonus

Feat suggestions:

Assuming that you don't want to know how to use your rapier so martial weapon proficiency is out.

Shield proficiency (if you buy a MW buckler this isn't neccesary)
Dodge (low dex and light armor in the front lines)
Perhaps some of the +2 to 2 skills feats (acrobatic, etc)
Toughness couldn't hurt
 
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Hmmm...maybe some sort of rogue scholar then, who attempts to recover lost artifacts for his own purposes. Give me a day or two to think about it though; bit busy right now.
 

Since we seem to have a quorum of players here, I'm going to have a poll.

The question is: Will we be using the grim'n'gritty rules (old edition). This isn't the latest version (which I don't like so much), but the old version where you still get hp, just not as much.

For those who don't know g'n'g: You start with hp equal to your con. d12 and d10 hit dice get one hitpoint per level, d8 and d6 have 3/4 progression, and d4 has 1/2 progression. The larger a creature is, the more hp it has. Armor gives you DR, not AC (you just get your AC from your class bonuses). If you get hit, you make a fort save or be temporarily dazed or stunned from the pain (depending on how much you fail the save by). Also, all attacks use dex instead of strength. I am allowing a home-brew feat I made called Brute Strength, which is like weapon finesse in reverse (Prerequisite: Weapon Focus: Any two handed weapon).

Grim'n'Gritty in my opinion would work nicely because of the lack of magic, and furthermore, low hp would lend a much more important and mysterious air to a lost magical artifact such as a potion of firebreath. In general, g'n'g provides a more realistic, harsh world.

I personally would like to do g'n'g, but I want your opinions on it.
 
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Nac

I'd go for gng. Absolutely. But I'm feeling a bit beat up at the moment (RL stuff), and I can't seem to get a concept straight in my head, nor my head around the mechanics. If you don't mind, I'm going to step out.

doghead
 

Grim and gritty sounds fine to me.

--doghead, best of luck with RL. I know when it happens, it's usually grim and gritty too.
 
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Okay, I'm making an effort to hurry things along here. I'd like to see everyone's character up by Wednesday if possible, right now we're waiting on Dr. Zombie and Gramcrackered.

So far it seems like people like g'n'g, so unless there's a massive outpouring against it in the next couple days, assume that that's what we're using.

This has a pretty complete set of g'n'g rules, if you go to the "grim'n'gritty combat" bookmark. Two changes to note:
1: rather than a fixed damage leading to wound trauma, when hit you make a fort save DC 5+damage dealt. Failure by 1-5 indicates dazed for one round. Failure by 5-10 indicates stunned for a round, failure by 11+ indicates stunned for 1d4 rounds.

2: More than six points of damage, or more than four from a slashing weapon, causes bleeding. After 1d6+con mod rounds you are fatigued, after the same amount of time, you're exhausted, then after another repetition unconscious, then finally after another repetition dead. A DC 15 Treat Injury check can staunch bleeding.

All weapons are assumed to lack penetration with the following exceptions:

1: Arrows have penetration 3
2: Polearms (spears, halberds, etc.) have penetration 2
3: Rifles have penetration 8
 
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