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<blockquote data-quote="Aura" data-source="post: 6271625" data-attributes="member: 6747658"><p><u>Reviewing Devlin (resrick)</u></p><p></p><p></p><p>What follows is a non-judge review of Devlin. Two approvals are necessary for LPF play (one must be a judge review.) I generally avoid editing your character sheet, otherwise just alerting you to what I have found. I make a good faith effort to be accurate, but if you disagree on a point, feel free to bring it up.</p><p></p><p></p><p>Potential Problems:</p><p>* Abilities are a lot closer now, but minor problems seem to persist. You had a cost of 12 listed for your INT 17, I think it is supposed to be 13. However, this still leaves 1 point left over for discretionary spending. You could use it to bump WIS to 12.</p><p>* As for languages, you're strangely missing Halfling from the list. You should know that one automatically. It's worth noting that you have a high INT and can choose 3 bonus languages accordingly, as per the languages allowed to halflings. Finally, being a non-Venzan allows you the choice of one regional tongue, which can be the Hagruut you list. So I think the net effect is add halfling and up to three languages from the list under the halfling race description.</p><p>* I'm unsure where the natural armor cited in AC and flatfooted AC comes from. If you are referring to your mutagen, it's not all the time, but it's worth +2 (not just +1). In that case, you might want to remove it from the base AC and list it as a conditional. AC values would need to be double checked in this case.</p><p>* The Bruising Intellect trait does not seem to be on the list of approved traits. The references I find for it list it as Ultimate Campaign, which hasn't been approved for LPF play. I wouldn't advise it much, anyway: Intimidate has a -4 penalty for being smaller than the person you're trying to effect. Assuming it is not from an approved source that I don't know of, the skill line will need to be changed as well.</p><p>* With so much gear (particularly the adventuring kits), you're going to end up encumbered. You might want to offload more onto the pony to fit into the weight limit (26 lbs) so you can still run around at 30'. One place you can also get savings for yourself is by splitting your sling bullet supply between your personal and extras on the pony.</p><p>* I think your strength modifier applies to sling damage, which is going to put a -1 on your damage at the current value (8).</p><p></p><p></p><p>Notation Issues/Typos/Calculated Values:</p><p>* The bonus from INT 17 should be +3, up from +2. </p><p>* Hit points appear low at 8. Regardless of rolling method for HP, you get max at first level, so you should have 10.</p><p>* The -1 penalty for small size to CMB/CMD would be more clear/consistent as a size modifier.</p><p>* Looks like the deleted Sure Footed text got munged into the Fleet of Foot text. I recommend deleting it.</p><p>* Bonus skills from class are often also listed in the Feat list for clarity.</p><p>* The CS column of your skills appear to still have '1' listed for class skills, although the total values now reflect 3. I recommend (for clarity) changing to 3 if a skill point is invested, * if it is not. Then the lines total up.</p><p>* The ability for Bluff, Diplomacy, Disguise, and Handle Animal appear to be incorrect, should be based on Cha. However, total is correct on all.</p><p>* The Ability for Craft appears to be incorrect, should be based on Int. The total goes up accordingly. Fixed.</p><p>* The Ability for Sleight of hand appears incorrect, should be based on Dex. It's not usable trained, so it won't help you at the moment, but maybe later, since it's a class skill.</p><p>* Professions, curiously, do not seem to allow untrained use.</p><p>* Stealth gets a +4 size bonus for small characters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>* Certain items are quarter weight when scaled to a halfling, such as a backpack. Armor and weapons are half weight. And you seem to have forgot to account the cost of the backpack.</p><p>* The table lists the max weights for STR 8 as 26/53/80. The defaults listed are for STR 18.</p><p>* After changes, you'll need to retotal your gp/lb columns on Equipment.</p><p></p><p></p><p>Suggestions:</p><p>* You'll want to carry some sort of melee weapon. If it does't appear in either of your kits, a dagger would be a good idea.</p><p>* With your low STR, you may be interested in the DEX mutagen. It will bump your AC two more, and increase accuracy of bombs/slings.</p><p>* You may want to consider bumping your STR to 10. More sling damage and carrying capacity.</p><p></p><p></p><p>Commentary:</p><p>* Ages stated (in background story and current age) don't appear to be scaled to halfling timescales. 19 is a bit young for a trained type of class (Advanced Race Guide clarifies which categories the APG classes fall into in the age system, alchemists are in with wizards and such so 20+4d6 is the suggestion for a halfling alchemist.) I'd recommend setting to the lower side of the range, perhaps 26-ish.</p><p>* This is going to be a challenging character to play. A lot of alchemists have 'turn into a hulking monster and do lots of melee damage' as a fallback ability, and you do not. I advise working your pedigree as a ranged character.</p><p></p><p>Anyway, <span style="color: #ffd700"><em>NOT YET</em></span>, but getting closer.</p></blockquote><p></p>
[QUOTE="Aura, post: 6271625, member: 6747658"] [U]Reviewing Devlin (resrick)[/U] What follows is a non-judge review of Devlin. Two approvals are necessary for LPF play (one must be a judge review.) I generally avoid editing your character sheet, otherwise just alerting you to what I have found. I make a good faith effort to be accurate, but if you disagree on a point, feel free to bring it up. Potential Problems: * Abilities are a lot closer now, but minor problems seem to persist. You had a cost of 12 listed for your INT 17, I think it is supposed to be 13. However, this still leaves 1 point left over for discretionary spending. You could use it to bump WIS to 12. * As for languages, you're strangely missing Halfling from the list. You should know that one automatically. It's worth noting that you have a high INT and can choose 3 bonus languages accordingly, as per the languages allowed to halflings. Finally, being a non-Venzan allows you the choice of one regional tongue, which can be the Hagruut you list. So I think the net effect is add halfling and up to three languages from the list under the halfling race description. * I'm unsure where the natural armor cited in AC and flatfooted AC comes from. If you are referring to your mutagen, it's not all the time, but it's worth +2 (not just +1). In that case, you might want to remove it from the base AC and list it as a conditional. AC values would need to be double checked in this case. * The Bruising Intellect trait does not seem to be on the list of approved traits. The references I find for it list it as Ultimate Campaign, which hasn't been approved for LPF play. I wouldn't advise it much, anyway: Intimidate has a -4 penalty for being smaller than the person you're trying to effect. Assuming it is not from an approved source that I don't know of, the skill line will need to be changed as well. * With so much gear (particularly the adventuring kits), you're going to end up encumbered. You might want to offload more onto the pony to fit into the weight limit (26 lbs) so you can still run around at 30'. One place you can also get savings for yourself is by splitting your sling bullet supply between your personal and extras on the pony. * I think your strength modifier applies to sling damage, which is going to put a -1 on your damage at the current value (8). Notation Issues/Typos/Calculated Values: * The bonus from INT 17 should be +3, up from +2. * Hit points appear low at 8. Regardless of rolling method for HP, you get max at first level, so you should have 10. * The -1 penalty for small size to CMB/CMD would be more clear/consistent as a size modifier. * Looks like the deleted Sure Footed text got munged into the Fleet of Foot text. I recommend deleting it. * Bonus skills from class are often also listed in the Feat list for clarity. * The CS column of your skills appear to still have '1' listed for class skills, although the total values now reflect 3. I recommend (for clarity) changing to 3 if a skill point is invested, * if it is not. Then the lines total up. * The ability for Bluff, Diplomacy, Disguise, and Handle Animal appear to be incorrect, should be based on Cha. However, total is correct on all. * The Ability for Craft appears to be incorrect, should be based on Int. The total goes up accordingly. Fixed. * The Ability for Sleight of hand appears incorrect, should be based on Dex. It's not usable trained, so it won't help you at the moment, but maybe later, since it's a class skill. * Professions, curiously, do not seem to allow untrained use. * Stealth gets a +4 size bonus for small characters. :) * Certain items are quarter weight when scaled to a halfling, such as a backpack. Armor and weapons are half weight. And you seem to have forgot to account the cost of the backpack. * The table lists the max weights for STR 8 as 26/53/80. The defaults listed are for STR 18. * After changes, you'll need to retotal your gp/lb columns on Equipment. Suggestions: * You'll want to carry some sort of melee weapon. If it does't appear in either of your kits, a dagger would be a good idea. * With your low STR, you may be interested in the DEX mutagen. It will bump your AC two more, and increase accuracy of bombs/slings. * You may want to consider bumping your STR to 10. More sling damage and carrying capacity. Commentary: * Ages stated (in background story and current age) don't appear to be scaled to halfling timescales. 19 is a bit young for a trained type of class (Advanced Race Guide clarifies which categories the APG classes fall into in the age system, alchemists are in with wizards and such so 20+4d6 is the suggestion for a halfling alchemist.) I'd recommend setting to the lower side of the range, perhaps 26-ish. * This is going to be a challenging character to play. A lot of alchemists have 'turn into a hulking monster and do lots of melee damage' as a fallback ability, and you do not. I advise working your pedigree as a ranged character. Anyway, [COLOR=#ffd700][I]NOT YET[/I][/COLOR], but getting closer. [/QUOTE]
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