Walking Dad
First Post
Will be back on Tuesday with a background 

Yeah, I really hate to lose posts, so I almost always try to save the longest one before trying to post them. But, back your character, it's not too late to post one. I think I'll only start the game around the end of next week. Here's what I have for a PC kobold :Damn. I had the stats for my kobold rogue, but lost it due to a glitch while uploading it. Fortunately I managed to save the character background I'd typed up. TRM, please take a look at it and let me know what you think. Feel free to also roll my starting gold and to suggest possible campaign specific feats and traits that you think might be appropriate. I'll wait to hear back from you concerning Pathfinder kobolds before I go about stating him up again.
[...] (snipped the background)
I'm considering taking the Dragonwrought feat from Races of the Dragon. Are you familiar with it or should I post the description for you?
Your character could have lived there instead of the sewers. Hiding in some ship's hulk by day and sneaking into the town at night. I figure that your kobold either ended up in the ocean and was brought by the rising tide into the marshes or Elias could have abandoned him there directly. Anyway, just some suggestions.SD player's guide said:The Boneyard: This deceptively named place actually serves as the city’s dump and ship’s graveyard. Its name is derived from the many old hulks and collections of ships’ ribs that protrude from the swampy ground. The whole area is a partially flooded salt marsh that is generally 2 or 3 feet deep, although some hidden patches of quicksand are much deeper. Monstrous cockroaches, swamp barracuda, and (it is whispered) wererats infest this area.
Right, common, 1 human language and 2 others. Thassilonian would certainly fill the bill but others could be possible. Elven (they learned magic first), Azlanti (dead language of the mystical 'first civilized nation of men', think Atlantis), or since there's a strong tradition of wizard in northern Garund (the pseudo-Africa) Osiriani or even Ancient Osiriani (to continue crude real world analogies, think arabic and ancient egyptian, respectively) could also work. Varisian would probably make sense too, given your background. I can't guaranteed how useful some of these languages are gone be in the long run.@ Rolling Man: I think I missed out languages. With an Int bonus of +2, Tolly should have Common, plus two bonus languages, plus another human language, is this right? What would be a suitable language for a character with familiarity with old magic books? Draconic is usually considered the standard, but would Thassilonian be possible?
Thanks for posting your character in the RG. Almost everything looks good but there's just 2 things that would need some attention. First, the traits give you a +1 bonus but not an actual rank to a skill and you don't get the class bonus to a skill until you have at least 1 rank. Diplomacy and intimidate should then only be at +1. Of course, you can still move around your 5 skill points to change that before we start (with one rank your bonus to those skills would then be +5). Second, the unarmed damage of a lvl 1 medium monk should only be 1d6+str not 1d8.ghostcat said:Like the Trait and I agree about just arriving in Varisia. I'll move the character over to the Rogues Gallery and update the Traits and Background later today. I'll also spend my money wisely.
Still not sure whether to take Tien instead of Elven. Although given the background it makes sense.
I thought about it but with the green one giving another bonus to hide (or stealth), I didn't want it to stack with the increased size bonus kobolds are getting with slight build. Besides, I didn't really like the fact that some choices were pigeonholing those kobolds to a certain class. The breath weapons are cool but somewhat powerful for lvl 1. It could maybe come back as another draconic heritage feat (with some better scaling as you gain lvls) somewhere down the road.One question: Did you want to include the kobold racial variants from Classic Monsters Revisited too or skip them?
The feat seems a bit powerful but I don't have a problem with it since you're just a lowly koboldYou gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103.
That'd be the way I'd likely go, though the blue's +1 to Wisdom is also tempting.I thought about it but with the green one giving another bonus to hide (or stealth), I didn't want it to stack with the increased size bonus kobolds are getting with slight build.
Yeah, I largely agree. So, you want to drop the variants' bonuses altogether?Besides, I didn't really like the fact that some choices were pigeonholing those kobolds to a certain class.
Watch yer tongue or I'll bite yer kneecaps off sunmeat.The feat seems a bit powerful but I don't have a problem with it since you're just a lowly kobold.
The table in question includes pretty much every true dragon in the game including all of the extraplanar species (40+ sub-species in all) so it's pretty much pick-a-skill. If I've a mind to go with Stealth for instance (and I do) then I could go with either Black, Blue, Copper, Green, Li lung or White. For a creature living in the Boneyard, I'd imagine that a bonus to swim (Chiang Lung, Lung Wang, Oceanus, Styx, Tun mi Lung, Topaz or Yu Lung) might also be appropriate. The Emerald dragon's bonus to Knowledge (local) could also be helpful though. You tell me; is there a particular color or dragon species that's particularly appropriate for the area or plot?It also works well with the multi-colored kobolds of Goralion. I just wonder what color you are thinking and what skill is getting a bonus.
Thanks for posting your character in the RG. Almost everything looks good but there's just 2 things that would need some attention. First, the traits give you a +1 bonus but not an actual rank to a skill and you don't get the class bonus to a skill until you have at least 1 rank. Diplomacy and intimidate should then only be at +1. Of course, you can still move around your 5 skill points to change that before we start (with one rank your bonus to those skills would then be +5). Second, the unarmed damage of a lvl 1 medium monk should only be 1d6+str not 1d8.
Also, the starknife is a martial weapon so your rogue isn't proficient with it. Other then that, I didn't see anything wrong with your character sheet.