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<blockquote data-quote="Aura" data-source="post: 6271045" data-attributes="member: 6747658"><p><u>Pre-Review: Devlin</u></p><p><a href="http://livingpf.wikia.com/wiki/Devlin_(resrick)" target="_blank">http://livingpf.wikia.com/wiki/Devlin_(resrick)</a></p><p></p><p>Early in the review process, I encountered some issues which will cascade down significantly into other parts of the character. A lot of calculated abilities, like CMD, are going to change. So, instead, I'm going to focus on the issues that effect player choices.</p><p></p><p>(1) This is one of those cases where I hate to be the bearer of bad news, but the costs paid for Abilities seems incorrect. The points referred to (of which you have 20), are spent on the chart on pg 16 of the Core Rulesbook. They are initially point-for-point from a base value of 10, but get progressively more expensive past 13. This means Devlin is most likely 'overspent'.</p><p></p><p>So you don't have to go searching, the costs are:</p><p>Stat: Cost</p><p>7: -4 pts</p><p>8: -2 pts</p><p>9: -1 pt</p><p>10: 0</p><p>11: 1 pt</p><p>12: 2 pts</p><p>13: 3 pts</p><p>14: 5 pts</p><p>15: 7 pts</p><p>16: 10 pts</p><p>17: 13 pts</p><p>18: 17 pts</p><p></p><p>A potential build which kinda holds the same overall priorities might be:</p><p> STR 8, DEX 16, CON 12, INT 16, WIS 10, CHA 14, with a floating +1 that can go in anything but INT and DEX, your choice.</p><p></p><p>(2) Halflings have access to a fairly advantageous racial called Fleet of Foot. It replaces Surefooted (+2 to Acrobatics and Climb) and, instead, gives +10' movement. If you love halflings, but don't like 20' base move, this is the racial trait for you.</p><p></p><p>(3) Good news: You get two traits at initial character generation, and didn't fill either. They can be used to add a little definition (and a +1 or +2 here or there) to your character. Check out the Advanced Player's Guide, the traits specifically approved here in LPF, and the 'general' traits where you can define them yourself (but in fairly limited means), found in the character generation section. Word of advice: Avoid going to online sources for traits, there are more that are not in LPF approved sources than actually are allowed. And a minor rule that 'catches' people is that you can't have more than 1 trait per category (although the LPF 'general' category is outside this rule.) One I might recommend (because bombing FIRST is more fun):</p><p></p><p>Reactionary (Combat): +2 initiative</p><p></p><p>I also noticed you have a pony and 1 pt in ride skill, so an example of a general trait:</p><p></p><p>Capable - Ride (General): +1 to Ride skill, and Ride becomes a class skill</p><p></p><p>Now you can ride pony and throw bombs first… from pony! Ohboy.</p><p></p><p>(4) More good news: The skill bonus for having 1 or more points in a class skill is +3, helping improve your skill rolls considerably.</p><p></p><p>I'm sure that puts a lot on your plate right there, and sorry about the whole stat thing. If you need any help on getting things straightened out, let me know.</p></blockquote><p></p>
[QUOTE="Aura, post: 6271045, member: 6747658"] [U]Pre-Review: Devlin[/U] [URL]http://livingpf.wikia.com/wiki/Devlin_(resrick)[/URL] Early in the review process, I encountered some issues which will cascade down significantly into other parts of the character. A lot of calculated abilities, like CMD, are going to change. So, instead, I'm going to focus on the issues that effect player choices. (1) This is one of those cases where I hate to be the bearer of bad news, but the costs paid for Abilities seems incorrect. The points referred to (of which you have 20), are spent on the chart on pg 16 of the Core Rulesbook. They are initially point-for-point from a base value of 10, but get progressively more expensive past 13. This means Devlin is most likely 'overspent'. So you don't have to go searching, the costs are: Stat: Cost 7: -4 pts 8: -2 pts 9: -1 pt 10: 0 11: 1 pt 12: 2 pts 13: 3 pts 14: 5 pts 15: 7 pts 16: 10 pts 17: 13 pts 18: 17 pts A potential build which kinda holds the same overall priorities might be: STR 8, DEX 16, CON 12, INT 16, WIS 10, CHA 14, with a floating +1 that can go in anything but INT and DEX, your choice. (2) Halflings have access to a fairly advantageous racial called Fleet of Foot. It replaces Surefooted (+2 to Acrobatics and Climb) and, instead, gives +10' movement. If you love halflings, but don't like 20' base move, this is the racial trait for you. (3) Good news: You get two traits at initial character generation, and didn't fill either. They can be used to add a little definition (and a +1 or +2 here or there) to your character. Check out the Advanced Player's Guide, the traits specifically approved here in LPF, and the 'general' traits where you can define them yourself (but in fairly limited means), found in the character generation section. Word of advice: Avoid going to online sources for traits, there are more that are not in LPF approved sources than actually are allowed. And a minor rule that 'catches' people is that you can't have more than 1 trait per category (although the LPF 'general' category is outside this rule.) One I might recommend (because bombing FIRST is more fun): Reactionary (Combat): +2 initiative I also noticed you have a pony and 1 pt in ride skill, so an example of a general trait: Capable - Ride (General): +1 to Ride skill, and Ride becomes a class skill Now you can ride pony and throw bombs first… from pony! Ohboy. (4) More good news: The skill bonus for having 1 or more points in a class skill is +3, helping improve your skill rolls considerably. I'm sure that puts a lot on your plate right there, and sorry about the whole stat thing. If you need any help on getting things straightened out, let me know. [/QUOTE]
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