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[Re-Recruiting!][OOC]Pickman's Model Revisited[CoC]
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<blockquote data-quote="bruin" data-source="post: 1039316" data-attributes="member: 12587"><p>Hey apocalypstick, the character concept sound fine.</p><p></p><p>HP is 1d6 and then 2/3 each level after, so 6+4+4=14 HP for someone with no Con modifier.</p><p></p><p>You'll add in your normal modifiers to melee and ranged attacks and saves, as with other d20.</p><p></p><p>Skills: you get 12 core skills (treated same as class skills in DND with regard to ranks and modifiers, though CoC doesn't have classes per se). You can add as many non-core (cross-class) skills as you want.</p><p></p><p>Skill Points: (8+Int Mod)x4 at level one, 8+Int every level after.</p><p></p><p>The skills you've chosen are fine, I think Gamble is the only one not in CoC but that's okay as it's good background.</p><p></p><p>Feats: two at first level, another at third, so you get to pick one more. CoC doesn't have the Brawl feat and I'm not sure I like the competence bonus to attack; it strikes me as a little overpowered for a CoC game. I'd prefer you take Martial Artist. Martial artist allows you to do 1d4 points normal damage rather than the regular 1d3 subdual. But I'll allow you to take the Brawl if you really want it.<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></p><p>The amount of equipment you have sounds like it won't stretch you're starting cash too much. I wont go into the details of starting cash since you don't have the equipment list and prices. But you're covered there. Your pistol does 1d10(x3) damage and has a range increment of 20, ammo capacity 17 per mag. Switchblade and brass knuckles are 1d3 if you don't want the martial artist feat.</p><p></p><p>No AC bonus for the leather jacket (you can gain AC with the defense bonus; see below).</p><p></p><p>OK, so there are two choices you need to make about defense and offense.</p><p></p><p>1) You can choose to have either an extra favorable save or a favorable attack bonus progression. These bonuses aren't just first level, they accumulate throughout the levels, so the bonus to the favorable save maxes out at double the nonfavored saves at level 20. The attack bonus likewise accumulates, maxing out at +15 BAB at level 20 (without it you'd max out at +10).</p><p></p><p>So a third level character would either have two favorable saves at +3, one non-favored save at +1, and a BAB of +1, or they would have one favorable save at +3, two non-favored saves at +1, and a BAB of +3. IMO, the offense is clearly better than the defense, but that's just me.</p><p></p><p>2) Then you get to choose between a favorable AC bonus, or a lesser AC bonus with a free weapon proficiency feat. The bonuses increase by +1 every 5 levels you advance. At level one, the defense option grants you +2 AC, while the offense gives +0 and the free feat. At level 6, both would increase by +1, so the defense would increase to +3 and the offense to +1 AC. The defense option here is my winner, but again its up to you.</p><p></p><p>Edit: Oh, by the way, you need feats for any weapon proficiencies you want. These categories require separate feats: melee weapons, pistol, shotgun, rifle, submachinegun. Unarmed strike doesn't require proficiency.</p><p></p><p>Edit 2: So you'd probably want to take 1) Iron Will, 2) Weapon Proficiency (Pistol), and then 3) either Martial Artist, Brawl, or Weapon Proficiency (Melee)(if you want to use the knife and knuckles) as the third feat.</p><p></p><p>Edit 3: Argh, so much to check on. Forgive me if I don't get it all the first time. You also need a sanity score, which is 5x Wis, so you'd have SAN 50</p></blockquote><p></p>
[QUOTE="bruin, post: 1039316, member: 12587"] Hey apocalypstick, the character concept sound fine. HP is 1d6 and then 2/3 each level after, so 6+4+4=14 HP for someone with no Con modifier. You'll add in your normal modifiers to melee and ranged attacks and saves, as with other d20. Skills: you get 12 core skills (treated same as class skills in DND with regard to ranks and modifiers, though CoC doesn't have classes per se). You can add as many non-core (cross-class) skills as you want. Skill Points: (8+Int Mod)x4 at level one, 8+Int every level after. The skills you've chosen are fine, I think Gamble is the only one not in CoC but that's okay as it's good background. Feats: two at first level, another at third, so you get to pick one more. CoC doesn't have the Brawl feat and I'm not sure I like the competence bonus to attack; it strikes me as a little overpowered for a CoC game. I'd prefer you take Martial Artist. Martial artist allows you to do 1d4 points normal damage rather than the regular 1d3 subdual. But I'll allow you to take the Brawl if you really want it.:) The amount of equipment you have sounds like it won't stretch you're starting cash too much. I wont go into the details of starting cash since you don't have the equipment list and prices. But you're covered there. Your pistol does 1d10(x3) damage and has a range increment of 20, ammo capacity 17 per mag. Switchblade and brass knuckles are 1d3 if you don't want the martial artist feat. No AC bonus for the leather jacket (you can gain AC with the defense bonus; see below). OK, so there are two choices you need to make about defense and offense. 1) You can choose to have either an extra favorable save or a favorable attack bonus progression. These bonuses aren't just first level, they accumulate throughout the levels, so the bonus to the favorable save maxes out at double the nonfavored saves at level 20. The attack bonus likewise accumulates, maxing out at +15 BAB at level 20 (without it you'd max out at +10). So a third level character would either have two favorable saves at +3, one non-favored save at +1, and a BAB of +1, or they would have one favorable save at +3, two non-favored saves at +1, and a BAB of +3. IMO, the offense is clearly better than the defense, but that's just me. 2) Then you get to choose between a favorable AC bonus, or a lesser AC bonus with a free weapon proficiency feat. The bonuses increase by +1 every 5 levels you advance. At level one, the defense option grants you +2 AC, while the offense gives +0 and the free feat. At level 6, both would increase by +1, so the defense would increase to +3 and the offense to +1 AC. The defense option here is my winner, but again its up to you. Edit: Oh, by the way, you need feats for any weapon proficiencies you want. These categories require separate feats: melee weapons, pistol, shotgun, rifle, submachinegun. Unarmed strike doesn't require proficiency. Edit 2: So you'd probably want to take 1) Iron Will, 2) Weapon Proficiency (Pistol), and then 3) either Martial Artist, Brawl, or Weapon Proficiency (Melee)(if you want to use the knife and knuckles) as the third feat. Edit 3: Argh, so much to check on. Forgive me if I don't get it all the first time. You also need a sanity score, which is 5x Wis, so you'd have SAN 50 [/QUOTE]
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