Chris wrote:Radiance test build v2.0, work in progress
Goblin Rogue 1
Str 12 +1
Dex 20 +5
Con 14 +2
Int 10 -
Wis 14 +2
Cha 8 -1
Vitality 5 +2 = 7
Frt +3
Ref +10
Wis +3
Attack +6
with light blade +2\+1d4+1
Attributes: -2 Strength and +2 Dexterity. Goblins are agile
but weak due to their small frame.
Size: Small. You enjoy a +2 bonus to Reflex and a +5 bonus on
Stealth checks, but are limited to Light and Medium weapons and
must wield Medium weapons with both hands.
Speed: 30 ft. Goblins are notably fast for their small size.
Wound Points: 6. Goblins are small and can absorb less
damage than their larger kin. +2 = 8
————————————————————————
Cruelty: Once daily, you may inflict 1 wound damage in addition
to any other damage dealt. Also, the struck foe bleeds, losing 1
wound point the next round unless targeted with magical healing or
a successful DC 15 Heal check.
Darkvision: You see in conditions of total darkness as easily
as full daylight. Darkvision is black and white only, but it is otherwise
like normal sight.
Goblinoid Skills: Apply a +2
bonus on Acrobatics, Athletics, Stealth, Trick,
and Warcraft checks.
Gut Slicer: You enjoy innate proficiency
with knives and a +1 bonus on attack and damage
rolls when using light blades against foes
larger than you.
Pesky: When attacking an adjacent foe
with a melee weapon, you may forego the
attack roll. Instead, you automatically hit and
inflict a mere 1 point of damage. Also, the struck
foe must resist using Will or become angry and
make an attack roll against you on its next
turn using its melee weapon or its fists over
magic even if doing so is suboptimal.
Blade Finesse: Apply a +1 bonus on attack rolls and +1d4
bonus on damage rolls when using a light blade.
1 more racial
Dodge: As an immediate action, you declare
that you ignore 1 melee weapon attack before you know
whether it hits you. Requires Dexterity 15+ and works only in Light
or no armor. Costs 2 vitality.
Infiltrator: You move quietly and attentively through shadows.
Apply a +5 bonus on Perception and Stealth checks.
Sneak Attack: When a foe is surprised, helpless or otherwise
defenseless, add +1 to you attack roll and +5 damage. Ranged
attacks count as sneak attacks only if the target is within 30 ft.
Theme - 1
Skills
Acrobatics +7
Athletics +3
Perception +7
Stealth +17
Trick +2
Warcraft +2
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2 posters
Fedaykin
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- Post n°1
Fedaykin
Chris- Posts : 9473
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Action Points:
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Character Sheet:
- Post n°2
Re: Fedaykin
Chris wrote:Radiance test build v2.0, work in progress
Charr Rogue 1
Str 14 +2
Dex 20 +5
Con 14 +2
Int 10 -
Wis 12 +1
Cha 10 -
Vitality 5 +2 = 7
Frt +3
Ref +8
Wis +2
Attack +6
Attributes: +2 Dexterity, -2 Wisdom, and +2 Charisma.
Rakashas are nimble and charming, but curiosity and a love of indulgent
living are weaknesses.
Size: Medium.
Speed: 30 ft.
Wound Points: 8. Rakashas absorb the same damage as
humans.
————————————————————————
Disguise SelfM: -- sub another Rakshasa Racial ability like Jump, Longstrider, Cat Fall or something
Feline Empathy: You enjoy a +2 bonus on Handle Animal
checks, or a +5 bonus when dealing with cats, lions, rakshasas,
sphinxes, and other feline creatures.
Feral Senses: You have low-light vision. Also, apply a +5
bonus on Perception checks.
Rakasha Skills: Apply a +2 bonus on Acrobatics, Bluff,
Disguise, Stealth, and Trick checks
Sharp Nails: As a swift action, you extend or retract a set
of sharp fingernails that are as hard as steel. Used together, the nails
inflict 1d3 damage against an adjacent foe that fails to resist using
Racial abilities: 2
depending on the Disguise sub above, some combination of Longstrider, Jump, Wpn Finese, Cat Fall
_________________________________________________________________________________________
Dodge: As an immediate action, you declare
that you ignore 1 melee weapon attack before you know
whether it hits you. Requires Dexterity 15+ and works only in Light
or no armor. Costs 2 vitality.
Infiltrator: You move quietly and attentively through shadows.
Apply a +5 bonus on Perception and Stealth checks.
Sneak Attack: When a foe is surprised, helpless or otherwise
defenseless, add +1 to you attack roll and +5 damage. Ranged
attacks count as sneak attacks only if the target is within 30 ft.
Theme - 1
Skills
Acrobatics +7
Bluff +2
Disguise +2
Perception +11
Stealth +12
Trick +2
Warcraft +2
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- Post n°3
Re: Fedaykin
Chris wrote:rough sketch
Grippli
Multiclass Witch\Druid, dilettante
Str 6 -2
Dex 14 +2
Con 14 +2
Int 10
Wis 16 +3
Cha 18 +4
Fort +2 +2
Refl +2 +2 +2 +2
Will +2 +2 +3
Attacks
light blades 2 + 4 = +6
Racial
Attributes: -2 Strength and +2 Dexterity. Grippli are agile
but not as strong as larger folk.
Size: Small. You enjoy a +2 bonus to Reflex and a +5 bonus on
Stealth checks, but are limited to Light and Medium weapons and
must wield Medium weapons with both hands.
Speed: 30 ft.
Wound Points: 5. Grippli can absorb less damage than
humans. +1 +2 = 8
Climbing and Swimming: You enjoy a +5 bonus on
Athletics checks. Moreover, when climbing and swimming, you
move at normal speed (rather than ½ speed) and are not defenseless.
Cold Weakness: As an amphibian, you are fatigued and suffer
a -5 penalty on Endurance checks when the temperature
is below freezing.
Darkvision: You can see in conditions of total
darkness as easily as full daylight. Darkvision is black
and white only, but it is otherwise like normal sight.
Grippli Skills: Apply a +2 bonus on Acrobatics,
Endurance, Perception, Stealth, and Survival
checks.
Hold Breath: You can hold your breath
for 8x longer than a human and do not suffer
effects of over-hydration due to extended
immersion in water.
Jump: You leap outward, downward or
upward up to 30 ft as a standard action without
a running start or Athletics check or fear
of harm on impact. Costs 1 vitality.
Marsh Mastery: You move across
swamp terrain without any penalty to speed.
Moreover, you enjoy a +5 bonus on Stealth
checks made in bogs, jungles, marshes, and
swamps due to your coloration.
Weak-Willed: As a grippli, you are
easily excited, frightened, and influenced by
magic. Apply a -1 penalty on Will to resist
magic abilities.
Racial Abilities
Outdoor Athlete: Boost Athletics
and Survival checks by +5.
Poison Tongue: An adjacent
foe must resist using Fortitude or suffer 1
wound damage and fall prone due to a mild
poison that disrupts its muscles. Costs 1
vitality.
Class Abilities:
Witch:
Core Abilities
Charm PersonM: A targeted person within 15 ft is friendly
to you for 5 minutes if you beat his Will. While charmed, he will not
act in a way that brings harm to you, himself or his allies. Otherwise,
he will follow you and respond aggressively to creatures that threaten
you. He will take you to safety if you are incapacitated. You can dismiss
the charm as a swift action. If you treat the person well, he may
remain friendly after the charm wears off. This ability does not grant
a shared language or alter a person’s alignment. Costs 1 vitality.
CurseM: A foe within 15 ft suffers a -2 penalty on d20 rolls,
damage rolls, and saves. Or it suffers blindness, deafness, impotence,
muteness or an illusory change of appearance (age, race or sex). The
duration is 2 minutes. You cannot curse yourself or an ally. Remove
Curse ends the effect. You can affect a particular creature once in a 24
hour period. Costs 1 vitality.
Stealthy Magic: You enjoy a +3 bonus on Arcana and Trick
checks. Also, a successful Trick check made as a swift action while
using a magic ability ensures that nobody notices you use that ability.
The Trick DC equals 10 + 5 per tier (max DC 30 for paragon tier).
Druid:
Core Abilities
Druidic Rite: You enjoy a +2 bonus on Handle Animal,
Nature, Religion, and Survival checks. Also, you speak Druidic, the
secret language of druids.
Fey Gift: You know 1 druid basic magic ability of your choice.
Speak With AnimalsM: For 5 minutes, you can ask questions
and receive answers from animals. They are not necessarily
cooperative or knowledgeable. The animal performs a small favor on
successful DC 15 Handle Animal check. Costs 1 vitality.
Basic Abilities: Witch(w) + Druid (d)
w Color SprayM: A startling melange of colors strikes all creatures
in a 15-ft cone. A creature is dazed for 1 round and blinded for
2d4 rounds if you beat its Will. Otherwise it is dazzled for 1 round.
Costs 1 vitality
w Invisible StepM: You are invisible for the remainder of your
turn, during which you enjoy a +10 bonus on Stealth checks and
avoid line of sight. Any attack by you ends the effect. Costs 1 vitality.
w Keen Senses: Boost Insight and Perception checks by +5
w HealerM: An adjacent ally heals 1d4 wounds. Costs 1 vitality.
d GoodberryM: Your conjure 2d4 berries, nuts or similar
small uncooked edibles. When eaten, a berry provides nourishment
as if it were a normal meal for a person and cures either
1 wound damage or 1d4 vitality. A creature can benefit from up
to 3 berries in a 24-hour period. Costs 1 vitality.
d Nature’s Peace: Boost Diplomacy,
Insight, Perception, and Music checks
by +2. Also, you speak Sylvan.
Theme - 2
Crosstraining - Warlock
GreaseM: Your glare coats a single object or 10-ft-square area
within 30 ft with slippery, flammable grease for 5 minutes. Creatures
that attempt to hold or use a greased object drop the object if you
beat their Reflex. Similarly, creatures that attempt to pass through a
greased area fall prone if you beat their Reflex. A creature that runs
or uses Bull Rush or Charge in the area suffers a -5 penalty on its save.
An inclined area inflicts a -5 penalty. Using Grease on manacles grants
a +10 bonus on Acrobatics checks to escape. Magical flame lights a
greased area and inflict 1d6 fire damage per round. Costs 1 vitality
Crosstraining - Elementalist
Fire BoltM: One target within 30 ft suffers 1d6 fire damage
per 2 levels (max 5d6) plus ½ that amount on its next turn unless it
expends a standard action to extinguish the flames. Reflex negates.
Costs 1 vitality
Skills:
Arcana (int) +3 +0
Athletics (str) +5 +5 +2 -2
Acrobatics (dex)+2 +2
Diplomacy (cha) +2 +4
Endurance (con) +2 +2 +2
Handle Animal (wis) +2 +2 +3
Insight (wis) +5 +2 +3
Literacy -5
Music (cha)+2 +4
Nature (wis) +2 +2 +3
Stealth (dex) +2 +5 (+5 in swamp) +2
Perception (wis) +2 +5 +2 +3
Religion (wis) +2 +3
Survival (wis) +2 +5 +5 +3
Trick (dex) +3 +2
Languages: Sylvan, Druidic, Common, Grippli
wpns - all light blades
armor (d) all natural
Primal
Tribal
(survival)
You are hearty and comfortable in nature. Increase maximum
wound points by +1. Also, modify Survival checks by
+5, Literacy checks by -5, and Athletics, Endurance, and
Handle Animal checks by +2. Finally, use barbarian, druid,
and shifter as your multiclass options.
Chris- Posts : 9473
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- Post n°4
Re: Fedaykin
Chris wrote:doesn't he start with common???
ok, I found it on the racial page
Free Languages: Common and Grippli.
I was just adding the bonus languages from his abilities. I don't know if I have the points for Primordial....
I am thinking more like these images than Frog-based
this head
on this body
with this coloring
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- Post n°5
Re: Fedaykin
attempting a rework of the Grippli Witch Doctor using the "extended abilities" Rob talked about, so instead of making him a witch\druid multi, just creating a custom witch doctor class, using Witch as the core and adding abilities from other classes
work in progress
Grippli
Witch Doctor 3, dilettante
Str 6 -2
Dex 10
Con 16 +3
Int 14 +2
Wis 14 +2
Cha 18 +4
Fort +2 +3
Refl +2 +2 +2 +2
Will +2 +2 +4
Attacks
+6 (cha)
Racial
Attributes: -2 Strength and +2 Dexterity. Grippli are agile
but not as strong as larger folk.
Size: Small. You enjoy a +2 bonus to Reflex and a +5 bonus on
Stealth checks, but are limited to Light and Medium weapons and
must wield Medium weapons with both hands.
Speed: 30 ft.
Wound Points: 5. Grippli can absorb less damage than
humans. +1 +2 = 8
Climbing and Swimming: You enjoy a +5 bonus on
Athletics checks. Moreover, when climbing and swimming, you
move at normal speed (rather than ½ speed) and are not defenseless.
Cold Weakness: As an amphibian, you are fatigued and suffer
a -5 penalty on Endurance checks when the temperature
is below freezing.
Darkvision: You can see in conditions of total
darkness as easily as full daylight. Darkvision is black
and white only, but it is otherwise like normal sight.
Grippli Skills: Apply a +2 bonus on Acrobatics,
Endurance, Perception, Stealth, and Survival
checks.
Hold Breath: You can hold your breath
for 8x longer than a human and do not suffer
effects of over-hydration due to extended
immersion in water.
Jump: You leap outward, downward or
upward up to 30 ft as a standard action without
a running start or Athletics check or fear
of harm on impact. Costs 1 vitality.
Marsh Mastery: You move across
swamp terrain without any penalty to speed.
Moreover, you enjoy a +5 bonus on Stealth
checks made in bogs, jungles, marshes, and
swamps due to your coloration.
Weak-Willed: As a grippli, you are
easily excited, frightened, and influenced by
magic. Apply a -1 penalty on Will to resist
magic abilities.
Racial Abilities (3)
Outdoor Athlete: Boost Athletics
and Survival checks by +5.
Poison Tongue: An adjacent
foe must resist using Fortitude or suffer 1
wound damage and fall prone due to a mild
poison that disrupts its muscles. Costs 1
vitality.
R -
Class Abilities:
Witch:
Core Abilities
Charm PersonM: A targeted person within 15 ft is friendly
to you for 5 minutes if you beat his Will. While charmed, he will not
act in a way that brings harm to you, himself or his allies. Otherwise,
he will follow you and respond aggressively to creatures that threaten
you. He will take you to safety if you are incapacitated. You can dismiss
the charm as a swift action. If you treat the person well, he may
remain friendly after the charm wears off. This ability does not grant
a shared language or alter a person’s alignment. Costs 1 vitality.
CurseM: A foe within 15 ft suffers a -2 penalty on d20 rolls,
damage rolls, and saves. Or it suffers blindness, deafness, impotence,
muteness or an illusory change of appearance (age, race or sex). The
duration is 2 minutes. You cannot curse yourself or an ally. Remove
Curse ends the effect. You can affect a particular creature once in a 24
hour period. Costs 1 vitality.
Stealthy Magic: You enjoy a +3 bonus on Arcana and Trick
checks. Also, a successful Trick check made as a swift action while
using a magic ability ensures that nobody notices you use that ability.
The Trick DC equals 10 + 5 per tier (max DC 30 for paragon tier).
Witchdoctor Basic Abilities (
w Color SprayM: A startling melange of colors strikes all creatures
in a 15-ft cone. A creature is dazed for 1 round and blinded for
2d4 rounds if you beat its Will. Otherwise it is dazzled for 1 round.
Costs 1 vitality
w Invisible StepM: You are invisible for the remainder of your
turn, during which you enjoy a +10 bonus on Stealth checks and
avoid line of sight. Any attack by you ends the effect. Costs 1 vitality.
*Shaman
Craft FetishC: You place a magic ability into a trophy, which
is a shrunken head or other small body part. After 25 gp and 4 hours
work, you convert the part into a fetish. During preparation you
place any basic magic ability you know into the body part. At any
time later, you can hold up the part to deliver the magic as a singleuse
effect. Afterward, the part crumbles to dust. You pay any vitality cost
during preparation.
*Paladin
Lay on HandsM: Your touch heals an ally’s wound damage.
The amount of wounds healed equals 1d8 + your level. A creature
can benefit 3x daily if it is good, 2x daily if it is neutral, and once
daily if it is evil. You must be nonevil to use this ability.
*Druid
GoodberryM: Your conjure 2d4 berries, nuts or similar
small uncooked edibles. When eaten, a berry provides nourishment
as if it were a normal meal for a person and cures either
1 wound damage or 1d4 vitality. A creature can benefit from up
to 3 berries in a 24-hour period. Costs 1 vitality.
*Warlock
GreaseM: Your glare coats a single object or 10-ft-square area
within 30 ft with slippery, flammable grease for 5 minutes. Creatures
that attempt to hold or use a greased object drop the object if you
beat their Reflex. Similarly, creatures that attempt to pass through a
greased area fall prone if you beat their Reflex. A creature that runs
or uses Bull Rush or Charge in the area suffers a -5 penalty on its save.
An inclined area inflicts a -5 penalty. Using Grease on manacles grants
a +10 bonus on Acrobatics checks to escape. Magical flame lights a
greased area and inflict 1d6 fire damage per round. Costs 1 vitality
*Elementalist
Fire BoltM: One target within 30 ft suffers 1d6 fire damage
per 2 levels (max 5d6) plus ½ that amount on its next turn unless it
expends a standard action to extinguish the flames. Reflex negates.
Costs 1 vitality
Resist Energy: For 5 minutes, you or a
touched ally enjoy +10 DR against 1 energy type,
or a +2 bonus versus all energy types. Costs 1
vitality.
Theme: Dilettante (2)
Skills:
Arcana (int)
Athletics (str)
Acrobatics (dex)
Diplomacy (cha)
Endurance (con)
Handle Animal (wis)
Insight (wis)
Literacy
Music (cha)
Nature (wis)
Stealth (dex) +2 +5 (+5 in swamp) +2
Perception (wis)
Religion (wis)
Survival (wis)
Trick (dex)
Languages: Common, Grippli
work in progress
Grippli
Witch Doctor 3, dilettante
Str 6 -2
Dex 10
Con 16 +3
Int 14 +2
Wis 14 +2
Cha 18 +4
Fort +2 +3
Refl +2 +2 +2 +2
Will +2 +2 +4
Attacks
+6 (cha)
Racial
Attributes: -2 Strength and +2 Dexterity. Grippli are agile
but not as strong as larger folk.
Size: Small. You enjoy a +2 bonus to Reflex and a +5 bonus on
Stealth checks, but are limited to Light and Medium weapons and
must wield Medium weapons with both hands.
Speed: 30 ft.
Wound Points: 5. Grippli can absorb less damage than
humans. +1 +2 = 8
Climbing and Swimming: You enjoy a +5 bonus on
Athletics checks. Moreover, when climbing and swimming, you
move at normal speed (rather than ½ speed) and are not defenseless.
Cold Weakness: As an amphibian, you are fatigued and suffer
a -5 penalty on Endurance checks when the temperature
is below freezing.
Darkvision: You can see in conditions of total
darkness as easily as full daylight. Darkvision is black
and white only, but it is otherwise like normal sight.
Grippli Skills: Apply a +2 bonus on Acrobatics,
Endurance, Perception, Stealth, and Survival
checks.
Hold Breath: You can hold your breath
for 8x longer than a human and do not suffer
effects of over-hydration due to extended
immersion in water.
Jump: You leap outward, downward or
upward up to 30 ft as a standard action without
a running start or Athletics check or fear
of harm on impact. Costs 1 vitality.
Marsh Mastery: You move across
swamp terrain without any penalty to speed.
Moreover, you enjoy a +5 bonus on Stealth
checks made in bogs, jungles, marshes, and
swamps due to your coloration.
Weak-Willed: As a grippli, you are
easily excited, frightened, and influenced by
magic. Apply a -1 penalty on Will to resist
magic abilities.
Racial Abilities (3)
Outdoor Athlete: Boost Athletics
and Survival checks by +5.
Poison Tongue: An adjacent
foe must resist using Fortitude or suffer 1
wound damage and fall prone due to a mild
poison that disrupts its muscles. Costs 1
vitality.
R -
Class Abilities:
Witch:
Core Abilities
Charm PersonM: A targeted person within 15 ft is friendly
to you for 5 minutes if you beat his Will. While charmed, he will not
act in a way that brings harm to you, himself or his allies. Otherwise,
he will follow you and respond aggressively to creatures that threaten
you. He will take you to safety if you are incapacitated. You can dismiss
the charm as a swift action. If you treat the person well, he may
remain friendly after the charm wears off. This ability does not grant
a shared language or alter a person’s alignment. Costs 1 vitality.
CurseM: A foe within 15 ft suffers a -2 penalty on d20 rolls,
damage rolls, and saves. Or it suffers blindness, deafness, impotence,
muteness or an illusory change of appearance (age, race or sex). The
duration is 2 minutes. You cannot curse yourself or an ally. Remove
Curse ends the effect. You can affect a particular creature once in a 24
hour period. Costs 1 vitality.
Stealthy Magic: You enjoy a +3 bonus on Arcana and Trick
checks. Also, a successful Trick check made as a swift action while
using a magic ability ensures that nobody notices you use that ability.
The Trick DC equals 10 + 5 per tier (max DC 30 for paragon tier).
Witchdoctor Basic Abilities (
w Color SprayM: A startling melange of colors strikes all creatures
in a 15-ft cone. A creature is dazed for 1 round and blinded for
2d4 rounds if you beat its Will. Otherwise it is dazzled for 1 round.
Costs 1 vitality
w Invisible StepM: You are invisible for the remainder of your
turn, during which you enjoy a +10 bonus on Stealth checks and
avoid line of sight. Any attack by you ends the effect. Costs 1 vitality.
*Shaman
Craft FetishC: You place a magic ability into a trophy, which
is a shrunken head or other small body part. After 25 gp and 4 hours
work, you convert the part into a fetish. During preparation you
place any basic magic ability you know into the body part. At any
time later, you can hold up the part to deliver the magic as a singleuse
effect. Afterward, the part crumbles to dust. You pay any vitality cost
during preparation.
*Paladin
Lay on HandsM: Your touch heals an ally’s wound damage.
The amount of wounds healed equals 1d8 + your level. A creature
can benefit 3x daily if it is good, 2x daily if it is neutral, and once
daily if it is evil. You must be nonevil to use this ability.
*Druid
GoodberryM: Your conjure 2d4 berries, nuts or similar
small uncooked edibles. When eaten, a berry provides nourishment
as if it were a normal meal for a person and cures either
1 wound damage or 1d4 vitality. A creature can benefit from up
to 3 berries in a 24-hour period. Costs 1 vitality.
*Warlock
GreaseM: Your glare coats a single object or 10-ft-square area
within 30 ft with slippery, flammable grease for 5 minutes. Creatures
that attempt to hold or use a greased object drop the object if you
beat their Reflex. Similarly, creatures that attempt to pass through a
greased area fall prone if you beat their Reflex. A creature that runs
or uses Bull Rush or Charge in the area suffers a -5 penalty on its save.
An inclined area inflicts a -5 penalty. Using Grease on manacles grants
a +10 bonus on Acrobatics checks to escape. Magical flame lights a
greased area and inflict 1d6 fire damage per round. Costs 1 vitality
*Elementalist
Fire BoltM: One target within 30 ft suffers 1d6 fire damage
per 2 levels (max 5d6) plus ½ that amount on its next turn unless it
expends a standard action to extinguish the flames. Reflex negates.
Costs 1 vitality
Resist Energy: For 5 minutes, you or a
touched ally enjoy +10 DR against 1 energy type,
or a +2 bonus versus all energy types. Costs 1
vitality.
Theme: Dilettante (2)
Skills:
Arcana (int)
Athletics (str)
Acrobatics (dex)
Diplomacy (cha)
Endurance (con)
Handle Animal (wis)
Insight (wis)
Literacy
Music (cha)
Nature (wis)
Stealth (dex) +2 +5 (+5 in swamp) +2
Perception (wis)
Religion (wis)
Survival (wis)
Trick (dex)
Languages: Common, Grippli
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(0/0)
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- Post n°6
Re: Fedaykin
That looks alright. I'm going to house rule a limit of 2 powers from any one class, or you would need to multi-class.
Also, there's no Clerics, Paladins, Inquisitors, and Invokers. So none of their abilities are available to anyone.
Also, there's no Clerics, Paladins, Inquisitors, and Invokers. So none of their abilities are available to anyone.
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- Post n°7
Re: Fedaykin
ok, no problem, I can swap out the Lay on Hands for another heal, that was just the best one
when you say 2 powers from another class - do you mean 2 total or 2 from each tier? ie, what about Intermediate\advanced powers?
when you say 2 powers from another class - do you mean 2 total or 2 from each tier? ie, what about Intermediate\advanced powers?
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Re: Fedaykin
2 powers from any class, regardless of tier. You can only swap powers that are of equal tier. And the swapped power should have some reasoning behind it, in that it would connect to character concept somehow. This guideline is fairly open, I'm just trying to discourage abuse.Chris wrote:ok, no problem, I can swap out the Lay on Hands for another heal, that was just the best one
when you say 2 powers from another class - do you mean 2 total or 2 from each tier? ie, what about Intermediate\advanced powers?
Core class powers are off-limits, unless you multi-class of course.
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