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<blockquote data-quote="Satin Knights" data-source="post: 6114192" data-attributes="member: 6666968"><p>No problem Systole. You got an extra game rolling. That was a good accomplishment for the month. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Reviewing Ellamin:</p><p>a) I did a bit of formatting rearrangement. It is easier to see which abilities you have now.</p><p>b) I marked the untrained class skills. </p><p>c) In the mindchemist section, you have Fast Poisoning. But, I can't find where it is from or what it is. It didn't have a description.</p><p></p><p>Nothing wrong, but I have a few suggestions.</p><p>A) Spread the skills out a bit more. You have several class skills that are untrained. 1 skill point turns into a +4 on each of them.</p><p>B) You have disable device as a class skill. Invest it in. Few classes have it, and those classes are rarely played.</p><p>C) You are going overboard with the languages. On top of that, you have Tongues, which is every language. The high linguistics usage is fine. But, spending your only discovery on 3 more languages seems like wasted overkill. You could turn that discovery into a Skill Focus feat, or Explosive Bomb to do significantly better bomb damage.</p><p>D) You can bluff or intimidate extremely well, but have a sense motive of 1? Can we say gullible? Both Sense Motive and Diplomacy could use some skill points spent.</p><p>E) Put some Boots of Striding and Springing on your "want to buy soon" list. Your move 20' is going to become a hindrance at higher levels.</p><p></p><p>I think "One trick pony" best describes the feel of Ellamin currently. And it isn't a combat trick. Some diversity will make him a much more useful character. </p><p></p><p>I have given Ellamin a tentative <span style="color: #00ff00">APPROVAL</span>, but I really suggest a bit of a skills shuffle.</p></blockquote><p></p>
[QUOTE="Satin Knights, post: 6114192, member: 6666968"] No problem Systole. You got an extra game rolling. That was a good accomplishment for the month. ;) Reviewing Ellamin: a) I did a bit of formatting rearrangement. It is easier to see which abilities you have now. b) I marked the untrained class skills. c) In the mindchemist section, you have Fast Poisoning. But, I can't find where it is from or what it is. It didn't have a description. Nothing wrong, but I have a few suggestions. A) Spread the skills out a bit more. You have several class skills that are untrained. 1 skill point turns into a +4 on each of them. B) You have disable device as a class skill. Invest it in. Few classes have it, and those classes are rarely played. C) You are going overboard with the languages. On top of that, you have Tongues, which is every language. The high linguistics usage is fine. But, spending your only discovery on 3 more languages seems like wasted overkill. You could turn that discovery into a Skill Focus feat, or Explosive Bomb to do significantly better bomb damage. D) You can bluff or intimidate extremely well, but have a sense motive of 1? Can we say gullible? Both Sense Motive and Diplomacy could use some skill points spent. E) Put some Boots of Striding and Springing on your "want to buy soon" list. Your move 20' is going to become a hindrance at higher levels. I think "One trick pony" best describes the feel of Ellamin currently. And it isn't a combat trick. Some diversity will make him a much more useful character. I have given Ellamin a tentative [COLOR=#00ff00]APPROVAL[/COLOR], but I really suggest a bit of a skills shuffle. [/QUOTE]
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