The Coldlands War [Full, Now Accepting Alternates]

more comments on the assassin class

concentration isn't on their skill list, but can be used as part of death attacks. is this intended? what about knowledge (local)?

although part of the original death attack, it is not stated in the class whether the target must be unaware that the assassin is studying him. Clarification?

can an arterial death attack stack with itself?

are you allowing the feats arterial and hamstring? if so, can they be applied with death attacks, and does the arterial feat stack with an arterial death attack?



also: are you allowing the feat Flick of the Wrist? How about general psionic feats such as Cloak Dance?

i should be able to start working on this soon...and i am REALLY tempted to play this as a tiefling, but im already playing one in another PbP, and don't want to deal with the low level penalties for their ECL. halfling it is


as far as abilities: what is your rationale for using Perception? I was always under the impression that how you perceive your environment was solidly in the domain of wisdom, which is why you use will saves for illusions. Are illusions now a perception save? i guess what i'm getting at is where the line is drawn between wisdom and perception.
 

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DrZombie said:
Btw : druid isn't mentioned as an available class, but you do mention druidic faith. Did you simply forget it or is there a reason you don't want druid PC's? Just asking.

Well, the world is much larger than the area you're dealing with. There are a total of four continents in the known world, with legend speaking of at least one other. The druidic faith was included just for completeness' sake; I don't see druids as being very common in this particular part of the world.

Of course, spellcasters weren't listed on the original class list, and Argent is playing one. So I suppose if you want to play another class, give me a good background and reason for why you're in the Coldlands and I'll see if it works or not. To give you an idea, if you include all possible races and classes IMC, there are something like 30 races and about 40 classes. So there's potential for quite a bit of variety. :)

-----

The assassin core class I wrote because, as I stated in the thread, the core ones I was seeing weren't that great and I didn't like it as a PrC with or without spellcasting ability. That one I wrote up independent of my other projects (like the technology book), so it may or may not be balanced - it should be roughly, but it needs to be worked on a little.

DemonAtheist said:
concentration isn't on their skill list, but can be used as part of death attacks. is this intended? what about knowledge (local)?

Concentration works as a class skill; I forgot to edit the class skill list after doing that. I'll go edit that in later.

Knowledge (Local)... I think less so. I think we'll leave it out for now.

although part of the original death attack, it is not stated in the class whether the target must be unaware that the assassin is studying him. Clarification?

I decided to pitch that. The requirement of 3 rounds of concentration with a successful sneak attack just makes the "you can't be noticed" a little frivolous. This gives the assassin something to make it a little different from the rogue in combat - otherwise you're stuck with just a weaker sneak attack progression.

Sneak attack requires that your opponent needs to be flat-footed and/or denied their Dex bonus to AC. I considered using the Sudden Strike from the ninja class in Dragon 318, but decided against it; Sudden Strike requires the target to be flat-footed.

are you allowing the feats arterial and hamstring? if so, can they be applied with death attacks, and does the arterial feat stack with an arterial death attack?

Death attack is just a subset of sneak attack; they function similarly to the feats you listed, and can be stacked (you can't do multiple death attack effects on one sneak attack, though).

The aerterial feat wouldn't stack with the death attack ability, but could function with other death attack abilities (it's much less effective, anyhoo).

also: are you allowing the feat Flick of the Wrist? How about general psionic feats such as Cloak Dance?

Flick of the Wrist: Song and Silence, yes? Yes, I'd allow that.

Cloak Dance: XPH. Yep, I'll allow it.

what is your rationale for using Perception? I was always under the impression that how you perceive your environment was solidly in the domain of wisdom, which is why you use will saves for illusions. Are illusions now a perception save? i guess what i'm getting at is where the line is drawn between wisdom and perception.

Rationale 1: Guns.

Yep. Basing guns off of Dexterity would make dex a highly desirable ability; fighters would need only to put a few feats into using guns, and not worry about armor - their dex will need to be high, anyway. Guns are a sight more effective than bows and crossbows.

The division between Wisdom and Perception is subtle but, IMO, important. Illusions remain a Will save based off of wisdom - perception is how well you detect your environment, sure, but illusions are designed to be as real as possible. Wisdom still covers basic intuition, and it would take more than your senses (perhaps not much) to determine that an illusion is just that.

Hope that helps! :)
 


thanks for all the info, but at this point I think I'm going to just go rogue, and a human one at that. I'll have a character to you, probably by tonight.

I think starting gold is 2700, but my memory could be wrong.

EDIT: crap i dont know what i want to be...i'm always rogues it seems, and would like to try something new...im pretty much at first base again as im tired of relying on sneak attacks. damn im sorry, ill try to make up my mind
 
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What are the artilects like? I think an artilect akashic could be fun, depends on how what they are like however. Otherwise a gnome akashic.

Now that I'm around I'll get a rolling on a character once I get that information.
 

Artilects
Technology is always being forwarded in the Coldlands; not since the gnomes who built Urilaulri has there been a society so devoted to innovation. While the dwarves of the northern continent continued to teach and understand technological principles, they never really forwarded it much - their highly organized culture didn't look favorably on new ideas and experiments, and so only known technology was practiced.

Artilects are one result of the continual expansion of technological understanding. When analytical engines were invented only a few decades into the founding of the Coldlands, some believed that their capacity for simulation of learning could be turned into real learning.

And so it was.

A small social group of technologists and inventors tinkered for years, researching and experimenting with the analytical engines. Each failure brought new insights into how to achieve their goal; finally, they found it, in the form of evolutionary algorithms, an odd branch of science that attempted to explain gradual changes in races in mathematical terms. Evolutionary algorithms began with a base expression, which went through random permutations, generating an end result that was a simulation of a descendent of the original expression.

Using this technique, along with a variety of others they had uncovered along their research, they gave birth to mechanical intelligence.

Artilects have existed for a little more than half a century. Initially, they were incredibly basic - little more than glorified analytical engines, capable of very little original thought and requiring much prompting to hold anything resembling human conversation. Though the first successes were wonderful for the researchers, very few continued to advance artilects - the goal had been accomplished, and there were other projects that needed tending.

It was then that the artilects began growing themselves.

The first artilects had little grasp of their evolutionary algorithms; however, though they were not posessed of much intelligence, they understood the power of this aspect of math. They applied the algorithms in new and original ways, posing the researchers' original question: how do we make mechanical intelligence?

The returned expressions were difficult for the researchers to grasp - ideas so abstract that no one but a machine would have thought of them. The artilects adapted, changing themselves using the evolutionary algorithms. It was an exponential growth - the more they changed using the algorithms, the more powerful the algorithms became.

However, all things must eventually level off, and mechanical intelligence is no exception. Modern artilects, born from the first few generations, can only make slight advances in their mathematical expressions; however, each generation seems to improve on past improvements, these are not made at nearly the same speed as the originals.

Artilects today have taken on the shapes of humanoids; though there are some alternate forms that are more desirable in terms of evolution, artilects have come to understand that acceptance requires a certain amount of similarity - they have a hard enough time adjusting to the social structure as it is, and adding a highly unusual construction shape to this would only make matters worse.

Artilects are alien creatures: their sentience is a step ahead of that of the common races. Their ability to think is limited only by their mechanical prowess. Though they learn, understand, and reason in a way that is completely foreign to the human mind, there is no doubt that they are indeed capable of thought.

Personality: Imagine a creature that thinks in ones and zeroes, thoughts running through carefully-constructed conduits of iron and electricity in place of flesh and blood. Concepts are categorized, compared, and utilized in the most efficient manner possible. Comprehension of a new idea is difficult for such a creature, but once accomplished, it is subsumed into the artilect's consciousness completely and fully. There is no loss of memory, no forgetting of important facts. Thousands of calculations are made with each passing second, determining the pressure needed to lift an object, the distance to said object, how to remain standing, and just how the object fits into the world. This is how the artilect thinks, and no mortal being can comprehend it.

Physical Description: Artilects have a very strange appearance. Depending upon their constructor, the artilect can be anything from a box on legs to a humanoid-shaped construct. However, artilects that have been constructed by other artilects tend to take on a more bizarre - though always functional - form. Regardless of their appearance, however, artilects tend to have two upper appendages and three lower. The configuration of these appendages varies widely, however, though most end in hand-like constructions, with anywhere between three and five "fingers" - artilects find that most tools are built for humanoids, and find that other configurations do not function as well.

Relations: Artilects are aliens, pure and simple. Their thinking is far too different from other creatures for them to begin to understand each other. Even two artilects may have difficulties understanding each other's methods, though they tend to have underlying similarities. Artilects built by the same being tend to process information along the same lines, and thus have an easier understanding of each other. Most mortal races have great difficulties dealing with artilects, the creatures being constructs and having thought patterns that match those of no known creature making any contact jarring, at the very least.

Alignment: Though they tend to law, artilects can be of any alignment. Their sense of right and wrong is muggy at best, and they tend to believe that the ends justify the means. Most artilects are lawful only due to the fact that their very being is suffused with lawful measures. However, they are capable of chaotic acts, and some behave rather erratically if their programming is out of sync.

Artilect Lands: Artilects have no land and no society amongst themselves. They are far too new to the world to posess such, and exist in lands where the mortal beings exist. If they ever founded their own nation, or even small region, chances are such that it would resemble nothing ever created by a mortal being.

Religion: Artilects cannot prove nor disprove the existence of a deity. The presence of arcane magic makes even the wonders of divine magic suspect. Because they cannot prove nor disprove the existence of a god, most artilects refuse to make a decision; while most would not be categorized as atheists, even these - with some exceptions - cannot be grouped into any one particular belief structure.

Language: Artilects have a very alien grasp of linguistics. Among themselves, they speak in a language known as Assembly, called as such because it resembles the "language" used by Reckoners to utilize Analytical Engines. Artilects who come in contact with a language begin to instantly pick up on it, and can learn anything they hear.

Names: Artilects do not use names amongst themselves. Typically, they refer to themselves as "One", rather than "I". Others may give an artilect a name, and it will learn to respond to such a thing, if only to ease communication. Communication amongst themselves is incredibly clear, as the Assembly language is very precise in such things so as to allow no mistakes. Names can be male or female, as artilects have no gender and usually show no preference for one name over another.

Adventures: An adventuring artilect can adventure for any reason. Exploration of one's surroundings gives one a new view on things, a new perspective to work with. It is often the goal of an artilect to learn everything; given their vast capacity of knowledge, most believe that, one day, they will accomplish this goal. Some artilects may attempt to find others of their kind, and attempt to form some kind of society.

Artilect Racial Traits
Construct (Mechanical): Artilects are constructs with the mechanical subtype, not humanoids. However, they are not full constructs; they are different in the following ways.

--An artilect derives its Hit Dice, BAB progression, saves, and skill points from the class it selects.

--An artilect has a Constitution score.

--An artilect does not have low-light vision or darkvision.

--An artilect is not immune to mind-affecting effects.

--Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

--An artilect cannot heal damage normally. To heal an artilect, a Repair check is required; the amount of damage healed is equal to the result - 10. A Repair check made in this way requires 10 rounds of uninterrupted work; an artilect is treated as being unconscious and helpless while the repairs are made. A Repair check of 10 or less instead deals 1d6 points of damage to the artilect. An artilect cannot repair itself.

--An artilect, as a mechanical creature, is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.

--An artilect can be affected by spells, powers, or devices that target living creatures as well as those that target constructs. However, spells from the healing subschool or supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to an artilect. Devices from the chemistry field that cure hit points damage or ability damage have no effect on an artilect.

--An artilect suffers unusual effects from certain spells or powers that normally don't affect living creatures. Heat metal and chill metal affects the artilect as though it were wearing heavy armor. LIkewise, an artilect is affected by repel metal or stone as though wearing heavy armor. The iron in the body of an artilect makes it vulnerable to rusting grasp; such a spell deals 2d6 points of damage to the artilect (Reflex half; DC 14 + caster's ability modifier); it is also likewise affected by a rust monster's touch (Reflex half, DC 17).

--An artilect responds to damage differently than mortal characters. An artilect with 0 hit points is disabled, just like a normal creature; however, it can take a single move or standard action in each round, but he does not suffer damage for doing so. When its hit points are less than 0 and greater than -10, the artilect is inert. It is unconscious and helpless, and cannot perform any actions; however, it does not lose any additional hit points.

--An artilect can be raised or resurrected; however, divine magic can never restore an artilect to life except by a cleric with the Metal or Craft domains, and arcane spells or psionic powers used to do so must pass through the artilect's inherent spell or power resistance. If a given caster or manifester fails to return the artilect to life using a spell or power, that same caster or manifester cannot try again until after the artilect has been raised.

--An artilect does not need to eat, sleep, or breathe, and it cannot benefit from the effects of consumable spells; however, it can consume potions normally. Also, though the artilect has no true skin, it can benefit from psionic tattoos.

--An artilect, though not requiring sleep, must rest for 8 hours before preparing spells or regaining power points.

+2 Intelligence, -2 Wisdom, -4 Charisma: Artilects are intelligent, their capacity for knowledge and leaps of understanding unparalleled among the mortal races. However, they lack a certain intuition - they are slow to come to difficult conclusions, and most races find them incredibly disturbing.

Mechanical Evolution (Ex): Each artilect has certain capabilities that it's creator deemed necessary to survival in the world. This effect manifests itself as an ability increase in one ability and one other effect. At creation, an artilect chooses one of the following abilities.

Enhanced Servos: The artilect has a better network of servos and hydraulic pumps, allowing it to haul and lift more weight than other artilects. The artilect gets a +2 racial bonus to Strength and can wield weapons as though it were one size larger than it is.

Lightweight Material: The artilect has been built from materials that are lighter than typical iron or steel. As such, it can manipulate it's appendages faster than other artilects. The artilect gets a +2 racial bonus to Dexterity and it's base movement rate is 40 feet.

Durable Construction: The artilect has been built sturdily, much more compact and resistant to damage. Due to this, it can withstand more damage and punishment than most other artilects. The artilect gets a +2 racial bonus to Constitution and has DR 1/-.

Expansive Neural Network: The artilect's mechanical intelligence algorithms are faster than those of most other artilects, thanks to an expansive neural network. Thanks to this, the artilect gets a +2 racial bonus to Intelligence (this stacks with the standard +2 bonus to Intelligence for artilects) and gets an additional favored class of its choice.

Intuitive Algorithms: The artilect's programming allows it a degree of intuition that most other artilects lack. As such, it gets a +2 racial bonus to Wisdom (this stacks with the standard -2 penalty to Wisdom for artilects) and gains a +2 racial bonus to Initiative and trap sense +1 (as per the rogue ability).

Human Behaviors: The artilect has a degree of humanity in its decisions and its appearance, making mortals more amenable to its presence. The artilect gets a +2 racial bonus to Charisma (this stacks with the standard -4 penalty to Charisma for artilects) and gains a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks against humanoids.

Sensitive Sensors: The artilect has highly sensitive sensors, allowing it to see, hear, and otherwise physically sense the world in ways most other artilects cannot. The artilect gets a +2 racial bonus to Perception and darkvision with a base range of 60 feet.

Medium.

Artilect base land speed is 30 feet.

Composite Plating: The artilect is covered in material that makes it difficult to damage its delicate machinery. It gets a +2 armor bonus to AC. This composite plating occupies the sae space on the body as a suit of armor or a robe. An artilect can be enhanced technologically like normal armor, but he cannot be magically or psionically modified. The artilect must be present the entire time it takes to modify him.

Composite plating also provides the artilect with a 5% arcane spell failure chance.

Inherent Resistance: An artilect, as a product of powerful technology, is inherently technological; as such, it gains an SR and PR of 5 + class level. This does not stack with resistances gained from caster, manifester, or student levels.

Natural Weapon: An artilect has a natural weapon in the form of a slam attack that deals 1d4 points of damage.

Automatic Languages: Assembly, Common. Bonus Languages: Any (other than secret languages, other than Druidic).

Favored Class: Technologist. A multiclass artilect's technologist class does not count when determining whether he takes an experience point penalty for multiclassing. Artilects are well-versed in the ways of their kind, and make it their pride to learn of them.
 

Krug said:
Boy tight squeeze for ability scores. BTW how much is 3rd level starting gold again?

Hence why you get 32 points instead of 28. :)

If you're interested to see what other characters look like using Perception, take a look at the character thread for the Psionicle - they were made using the same ability scores and points available.

DemonAtheist is correct - you get 2700 gp at first level.

Which brings me to my next point...

Currency and the Economy
In most of the world, the silver piece is the staple coinage. In addition to the silver, the gold, copper, and platinum pieces are in circulation. All nations mint their own currency, and they are usually simple in design; they are all easily recognizable, however, and are mostly interchangable.

The one exception to this rule is the Coldlands. With technology requiring metal to fuel it, the economic system could not continue to use silver or copper, which were becoming more and more prevalent in experiments with electricity. As such, a new form of currency was introduced - rather than using metal, the Coldlanders decided to use notes.

Notes are a largely belief-based economic system. Originally, there was a small reservoir of platinum in Mechanicus; however, the amount of currency in circulation cannot possibly be all backed by the platinum theoretically available. Instead, once the people of the Coldlands became used to the idea of notes, the system has continued; notes are used as currency, and can be changed to standard gold and silver when going to most other nations (of course, the exchange rate varies from nation to nation; Ashk will almost never accept Coldlands currency). Newcomers to the Coldlands are given notes in exchange for their coinage, at an exchange rate dependent upon the nation the coinage is from.

Notes come in several denominations. To ensure that the residents of the Coldlands wouldn't mistake the note's theoretical value for the value of other nations' coinage, the notes are quite different from typical coinage.

Code:
[color=white]NOTE		COLORATION	COIN EQUIVALENT
Ivory		Pale white	Platinum (1 pp)
Steel		Dark gray	Gold (1 gp)
Coal		Black		Silver (1 sp)
Tin		Light gray	Copper (1 cp)[/color]

The economy in the Coldlands is based primarily on the manufacture of mundane goods; furniture, blacksmith tools, and miscellaneous non-firearm weaponry that is shipped out to other nations. Internally, of course, there are many more technological goods available; these rarely make it out of the Coldlands, however, due to the lack of other nations who favor technology. The Coldlands' most common trading partners are Kesmong, to the north, and Shamok, to the east.

Almost no goods make it across the Ashkian-Coldlands border; however, there are smugglers that take technology across the border and to the various rebels throughout the Dralin region, who use technology to combat the mages of Ashk at times. However, such activity is highly dangerous and Ashkians execute first and ask questions later when it comes to smugglers.
 

Oops, forgot to do gremlins...

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Gremlins
Gremlins are small creatures that have an innate affinity for technology. They often pester places where technological advances are made, ripping devices to shreds and using tools and parts as weapons. They are the vultures of technology, feeding off the junkyards that other races produce as they advance.

A gremlin stands at roughly three feet tall, weighing around 30 to 40 pounds. Its eyes are black or dark brown, but shine with an unusual intelligence. A gremlin's skin is usually a dark color, ranging from grey to brown; usually, all the members of a given tribe have roughly the same skin tone. Gremlins often wear the discarded garb of mechanics and technologists, which is often soiled and covered in oil and soot.

Gremlins speak Gremlin and Common; those with higher intelligence often study Dwarven or Gnome so as to be able to learn more about technology.

Personality: A gremlin is inherently curious about his surroundings, and often takes a rather logical outlook on life. However, as logical as they may be, many gremlins are also slightly supertitious, especially when it comes to their technology - some of their techniques are as much luck as skill. Their occassional lack of comprehension, however, does nothing to dampen their enthusiasm. They are similar to goblins in their lack of understanding of privacy.

Physical Description: Many gremlins are darker in color, and are often covered in a thin layer of fur that is equally dark. Their clothing - usually ripped and ragged - is typically full of oil, soot, or ash, depending upon their immediate surroundings and what kind of technology they like to focus on. Their eyes are slightly larger than one would expect, and they gleam with an unusual intelligence and tenacity. Their fingers and toes are also slightly longer than normal for a race their size, which allows them to manipulate their environment easier.

Relations: Gremlins are scavengers, and are usually treated as such. They live in slums and the poorer sections of the various technological cities they find themselves in; they are rarely found anywhere else, and if they are they are usually not accepted anywhere in society. Dwarves find them a particular nuisance, as gremlins have found that dwarves are typically good sources of technology; however, such irritation is usually good-natured, and so long as the gremlins don't get overly curious and invasive, dwarves typically don't mind.

Alignment: Gremlins, though focused on an organized subject of study, are usually chaotic; their social structure alone shows this, wherein there isn't a real central power and the gremlins do as they please - however, they are not inherently cruel, and lean towards good more so than evil.

Gremlin Lands: Gremlins hole themselves in the earth, typically in caverns close to the surface or in mountains near dwarven holds. Gremlins don't have a particular homeland, or if they do, they don't speak of it. They are typically found anywhere where technology is prospering.

Religion: Most gremlins follow Jarashi, a little-known Philosophialist deity who praises ingenuity and teaches that new approaches lead one to ascension. Some gremlins follow other deities, and most who don't follow Jarashi are elendist.

Language: Gremlin is a hodge-podge of linguistics; it is a combination of basic goblin, dwarven technical terms, a small subset of gnome dealing with the categorization of knowledge and information, and assembly terminology for advanced technological concepts; given the gremlin outlook, these things have all been modified to fit the needs of the present. Gremlin is a distinct language - knowing one or all of the base languages gives a character a barely basic vocabulary, much less any idea of gremlin grammatical structure.

Names: Gremlin names are usually harsh-sounding and are often technology-related. Tribal names, used to give a small sense of unity, are usually indicative of what kind of technology the gremlin's tribe is especially interested in.

Adventures: The life of a gremlin is typically an adventure: scavenging technology, putting spare parts together in haphazard ways that may or may not explode, and running from those who guard scrapheaps. Adventuring is just an extension of what the gremlin has been doing all his life; of course, its a much more open existence than the typical gremlin existence, so a gremlin often chooses adventuring to broaden his horizons.

Combat
Gremlins are not normally cruel creatures, and their main goal in life is to learn as much about technology as possible. Gremlins are not typically combative creatures, but when pressed, they can take up tools and technological parts as weapons, making them unpredictable opponents. They also make good use of their limited knowledge of devices, placing traps and mines when and where they can to catch an opponent unawares.

Gremlins try to avoid combat if possible, but once engaged, they retreat to their advantage, luring their enemies to where the gremlins can ambush them or where they have laid a trap or mine. If outnumbered, gremlins tend to flee a fight as soon as possible.

Weapon Familiarity: Gremlins may treat steam weapons (any new exotic weapon listed in DragonMech) as a martial weapon rather than exotic.

Device Affinity (Ex): Gremlins are naturally talented in the area of technology. All gremlins know one 1st-level device and have 2 DPs. Gremlins do not gain bonus DPs unless they take levels in a technological class that grants them. These DPs stack with those gained from a technological class, as does the device they automatically know. A gremlin's student level is 1, unless he has levels in a technological class.

Disassemble (Ex): As a standard action, the gremlin can dismantle a device. This requires an expenditure of DPs equal to the number of DPs needed to maintain the device. Dismantling a device requires concentration, and takes 1 round per level of the device (dismantling a 0th-level device takes a standard action). When finished, the gremlin has supplies that are worth the same amount in gp as it cost to construct the device. These supplies can be used to build other devices.

Skills: Gremlins have a +2 racial bonus to Disable Device, Open Lock, and Repair checks.

Gremlin Society
Gremlins are often tribal, though they also incorporate elements of the society that they steal supplies from (for example, gremlins who scavenge dwarven technology will have a tribal society that mimics that of dwarves). Their leaders are often the smartest and brightest of their number, as they are the ones that are capable of bringing new technology to the tribe; however, leadership is an obscure concept to gremlins, and often everyone's opinion is taken into account before action is taken. Privacy is something beyond them, as is the concept of personal property: everything is available to everyone, in gremlin society. Gremlins survive by practicing underground agriculture, eating mushrooms and various creatures, though they are not above taking food and other perishable goods on their technology raids, though this is not done maliciously.

Gremlins live where they can eke out an existence underground, usually near an opening to the surface or tunnels leading to a dwarven settlement, if possible, so as to be able to raid the nearest community of technological goods – if there is no technological society near their lair, they often move to a new location where they can scavenge. Their lairs usually smell due to the lack of sanitation and privacy.

Gremlin bands and tribes have noncombatant young equal in number to the adults. Young gremlins do not take part in the technological raids, though they do often study technology to a lesser extent.

The chief gremlin deity is Jarashi, who urges his worshipers to study technology and learn what they can.

Gremlins as Characters
Gremlin leaders tend to be technologists or gunslinger/technologists. Gremlin clerics follow Jarashi (in the world's pantheon, Jarashi is a Philosophialist faith). A gremlin cleric has access to two of the following domains: Chaos, Luck, Craft, or Metal. Most gremlin spellcasters are adepts, though gremlin spellcasters are usually quite rare; they often learn spells that deal with technology.

Gremlin characters have the following racial traits.

-2 Strength, +2 Dexterity, +2 Intelligence, -2 Charisma.

Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

A gremlin's base land speed is 20 feet.

Darkvision out to 60 feet.

+2 racial bonus on Disable Device, Open Lock, and Repair checks.

Special Qualities (see above): device affinity, disassemble.

Automatic Languages: Common, Gremlin. Bonus Languages: Dwarven, Gnome.

Favored Class: Inventor.
 
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whatever my reservations about playing another rogue, i really can't resist playing a gremlin rogue (those abilities...WOW). I'll work something out soon, and get a charcter to you. Do you want the characters posted in the character thread, or do you want to approve them first?
 

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