#16
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Sometimes...the kit is not "in addition to" its "in replace of" |
#17
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no i'm not mixing them the str,dex,con,wis is just to be a ranger based off of players handbook and the kit has int thrown in because they are more intellectuals than normal rangers.
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mess with the best and die like the rest |
#18
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Bah, bone, just roll for one of the Pre-generated stat sets in the Rangers Handbook. They all meet your requirements, I believe.
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#19
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no only 6 of the 12 have the int stat at 14 or higher. my character idea seems to be to much trouble for pbp format since the stats have to be so high. so even though i really like what i came up with as a background and roleplay i'm just going to roll stats in the character thread and then come up with a concept based off of what i can make with the rolls i get. that just seems like it will be easier than trying to work something out so i can play my original idea.
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mess with the best and die like the rest |
#20
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In addition bone, I have made some edits to your class. They should make sense, and I explained them and wrote the changes in Red
Stalker Requirements: A Stalker must have a minimum Intelligence score of 14. Stalkers must be human. Fine. Primary Terrain: Any; in addition, the Stalker's primary terrain can be Urban (see Special Benefits). Fine. Role: Stalkers tend to be introspective and reflective, valuing intellect over physical prowess. They avoid drawing attention to themselves, seldom speaking unless directly addressed, then responding succinctly and without elaboration. They avoid small talk and socializing, instead preferring the company of a good book or an hour spent examining an unusual footprint. Stalkers tend to suppress their emotions so their decisions aren't colored by what they consider to be irrelevancies. Though most people respect Stalkers, they are also wary of them. The Stalker's stealthiness and secrecy make many people uneasy, as these are traits usually associated with thieves and sneaks. But Stalkers value honor as much as any ranger, and nobles rarely hesitate to hire one in times of crisis. A hired Stalker can be trusted to focus on the job at hand, complete it efficiently, make his report, then go his own way without comment. Adventuring parties often hire Stalkers on retainer, though occasionally, a Stalker will join a party with no assurance of monetary reward if the adventure presents an intriguing challenge. Stalkers rarely are party leaders, though they express their opinions freely when invited to do so. In combat, most Stalkers are brave but cautious, waiting for tactical opportunities to present themselves rather than charging into the fray. They prefer to surprise their opponents, striking silently and quickly. Secondary Skills: Any. Weapon Proficiencies: Stalkers become proficient only with weapons they can easily conceal. Their weapon proficiencies are limited to blowgun, dagger, dart, knife, short sword, staff, and sling. Optional: garrote, rapier (walking stick), stiletto. Going to allow any weapon that is Small, in addition to this. Nonweapon Proficiencies: Bonus: Alertness*, Camouflage*. Recommended: Blindfighting, Etiquette, Modern Languages, Persuasion*, Signaling*, Trail Marking*, Trail Signs*. Fine Armor/Equipment: A Stalker prefers to carry no more gear than he can comfortably strap to his back. He wears well-made but unpretentious clothing, similar to that of a laborer or peasant, that allows him to blend in with crowds. Though he can wear any type of armor (see Special Benefits) he favors leather. Stalkers almost never carry shields, finding them awkward and restrictive. At the beginning of his career, a Stalker receives a free "terrain suit" (see Chapter 7). The terrain suit corresponds to his primary terrain (night black for Urban). Personally, I don't like the armor restrictions here. You can wear any armor, though the duel-wielding penalty still applies. Also, I will go more into this later. Species Enemy: Any. Optionally, the Stalker can declare a specific thieves' guild or assassin's guild as his enemy. I -Highly- suggest these. Work your enemy into your bio if you can, please. Followers: Because a Stalker prefers to work unhampered, his followers are limited in number, species, and size. Though he receives a career total of 2d6 followers like other rangers, a Stalker has only one follower at a time. A new follower won't appear until the Stalker's current follower dies or is dismissed. A Stalker won't acquire a new follower even if he releases his current follower or arranges for its care elsewhere; he must sever all ties with the old follower before another will arrive. Followers will be explained in-game. Special Benefits: Tracking: A Stalker has normal ranger tracking abilities in outdoor land settings. In addition, he has full (not half) tracking capabilities in urban settings. This confused me. When it says full (Not half) capabilities, it just means that you don't take any tracking penalties in urban settings. Stealth Abilities: ?? A Stalker has a +10% bonus to his base chance to hide in shadows/hide in natural surroundings and a +10% bonus to his chances to move silently. Just as it says. Remember, 'Urban' refers to civilization and towns. Think assassins creed. ?? A Stalker has the full (not half) chance for success when attempting to hide in shadows or move silently in urban settings or in non-natural constructions such as crypts or dungeons. REALLY confused me. Lets just give you a +20% HiS in urban settings. ?? Stalkers can hide in shadows and move silently when wearing armor of AC 6 or less (see Table 13: Optional Armor in Chapter 1). Makes sense. I'm fine with this. ?? When a Stalker successfully uses his move silently ability to sneak up on an opponent to surprise him, the opponent suffers a -3 penalty to his surprise roll. The Stalker must be 90' or more from party members without similar silent movement abilities. >.> Uh.. That's the same ruling for anytime you surprise an opponent.. lol? Interrogation: When interrogating an NPC for any reason, a Stalker can acquire special knowledge about the NPC in one (but not both) of the following ways: ?? By making a successful Intelligence check (use half the Intelligence score, rounded up), the Stalker can determine the general alignment of the NPC. If successful, the Stalker learns the good-evil component of the NPC's alignment (good, neutral, or evil). You must be INTERROGATING the person. And i'm going to give this a 50% accuracy rating. ?? The Stalker can ascertain the NPC's honesty. The DM secretly makes an Intelligence check for the Stalker. If the check fails, the DM tells the Stalker nothing about the honesty of the NPC. The Stalker must make up his own mind about the NPC's reliability based on the NPC's responses. If the check succeeds and the NPC is being honest with the Stalker, the DM tells the Stalker that the NPC is telling the truth to the best of his knowledge. A successful check in no way compels the NPC to reveal any information to the Stalker. The NPC may refuse to cooperate, but the Stalker is assured of the truthfulness of anything the NPC decides to share (note that the NPC may still pass along unreliable information that he believes to be true). Actually, here's what will happen. If you fail the INT roll, you still THINK that he is telling the truth. So you always reserve the right for suspicion. Photographic Memory: When a Stalker reaches 10th level, he acquires a limited photographic memory, enabling him to recall details about anything he's seen or heard since achieving 10th level. He can recall a fragment of a conversation, conjure up a mental image of a place he's visited, or remember words on a printed page. To use this ability, the DM secretly makes an Intelligence check for the Stalker, with a -2 penalty. If the roll fails, the memory is too vague to be of any use to the Stalker. If the roll succeeds, the DM tells the Stalker what he wishes to remember. If the roll is a natural 20, the DM gives the Stalker intentionally misleading information about whatever he's trying to remember (a room, for instance, is incorrectly recalled as having a locked window or mysterious claw marks on the walls). Because of the mental stress involved, this ability can be used only once per day. No. I mean, I woulden't ever use this in a tabletop game, it's up to the players to remember stuff. And besides, you can always just look for previous posts. Special Hindrances: Neither lawbreakers nor outlaws appreciate snoops. Typically, the harshest possible penalties are reserved for captured Stalkers. Should a band of orcs or goblins realize that a Stalker is in their midst, they're likely to chase him down and beat him mercilessly. A Stalker caught lurking in private residence will probably be prosecuted to the fullest extent of the law. An otherwise friendly NPC may be less likely to cooperate with the party if he recognizes one of the members as a Stalker. This hardly is a real hindrance in the game's setting. I mean, in apocalyptic settings, there is little or no real laws anymore. So instead, the entire party will now get a -6 reaction adjustment (Charisma wise) when the Bone's char is in sight. Bone, you get a -10. I'll assess this further, but i'm fairly content on this. Additionally, due to his past, there may come a time when Xander might be recognized by one of the local guards and be automatically disliked. Just keep it in mind. |
#21
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In addition bone, I have made some edits to your class. They should make sense, and I explained them and wrote the changes in Red
Stalker Requirements: A Stalker must have a minimum Intelligence score of 14. Stalkers must be human. Fine. Primary Terrain: Any; in addition, the Stalker's primary terrain can be Urban (see Special Benefits). Fine. Role: Stalkers tend to be introspective and reflective, valuing intellect over physical prowess. They avoid drawing attention to themselves, seldom speaking unless directly addressed, then responding succinctly and without elaboration. They avoid small talk and socializing, instead preferring the company of a good book or an hour spent examining an unusual footprint. Stalkers tend to suppress their emotions so their decisions aren't colored by what they consider to be irrelevancies. Though most people respect Stalkers, they are also wary of them. The Stalker's stealthiness and secrecy make many people uneasy, as these are traits usually associated with thieves and sneaks. But Stalkers value honor as much as any ranger, and nobles rarely hesitate to hire one in times of crisis. A hired Stalker can be trusted to focus on the job at hand, complete it efficiently, make his report, then go his own way without comment. Adventuring parties often hire Stalkers on retainer, though occasionally, a Stalker will join a party with no assurance of monetary reward if the adventure presents an intriguing challenge. Stalkers rarely are party leaders, though they express their opinions freely when invited to do so. In combat, most Stalkers are brave but cautious, waiting for tactical opportunities to present themselves rather than charging into the fray. They prefer to surprise their opponents, striking silently and quickly. Secondary Skills: Any. Weapon Proficiencies: Stalkers become proficient only with weapons they can easily conceal. Their weapon proficiencies are limited to blowgun, dagger, dart, knife, short sword, staff, and sling. Optional: garrote, rapier (walking stick), stiletto. Going to allow any weapon that is Small, in addition to this. Nonweapon Proficiencies: Bonus: Alertness*, Camouflage*. Recommended: Blindfighting, Etiquette, Modern Languages, Persuasion*, Signaling*, Trail Marking*, Trail Signs*. Fine Armor/Equipment: A Stalker prefers to carry no more gear than he can comfortably strap to his back. He wears well-made but unpretentious clothing, similar to that of a laborer or peasant, that allows him to blend in with crowds. Though he can wear any type of armor (see Special Benefits) he favors leather. Stalkers almost never carry shields, finding them awkward and restrictive. At the beginning of his career, a Stalker receives a free "terrain suit" (see Chapter 7). The terrain suit corresponds to his primary terrain (night black for Urban). Personally, I don't like the armor restrictions here. You can wear any armor, though the duel-wielding penalty still applies. Also, I will go more into this later. Species Enemy: Any. Optionally, the Stalker can declare a specific thieves' guild or assassin's guild as his enemy. I -Highly- suggest these. Work your enemy into your bio if you can, please. Followers: Because a Stalker prefers to work unhampered, his followers are limited in number, species, and size. Though he receives a career total of 2d6 followers like other rangers, a Stalker has only one follower at a time. A new follower won't appear until the Stalker's current follower dies or is dismissed. A Stalker won't acquire a new follower even if he releases his current follower or arranges for its care elsewhere; he must sever all ties with the old follower before another will arrive. Followers will be explained in-game. Special Benefits: Tracking: A Stalker has normal ranger tracking abilities in outdoor land settings. In addition, he has full (not half) tracking capabilities in urban settings. This confused me. When it says full (Not half) capabilities, it just means that you don't take any tracking penalties in urban settings. Stealth Abilities: ?? A Stalker has a +10% bonus to his base chance to hide in shadows/hide in natural surroundings and a +10% bonus to his chances to move silently. Just as it says. Remember, 'Urban' refers to civilization and towns. Think assassins creed. ?? A Stalker has the full (not half) chance for success when attempting to hide in shadows or move silently in urban settings or in non-natural constructions such as crypts or dungeons. REALLY confused me. Lets just give you a +20% HiS in urban settings. ?? Stalkers can hide in shadows and move silently when wearing armor of AC 6 or less (see Table 13: Optional Armor in Chapter 1). Makes sense. I'm fine with this. ?? When a Stalker successfully uses his move silently ability to sneak up on an opponent to surprise him, the opponent suffers a -3 penalty to his surprise roll. The Stalker must be 90' or more from party members without similar silent movement abilities. >.> Uh.. That's the same ruling for anytime you surprise an opponent.. lol? Interrogation: When interrogating an NPC for any reason, a Stalker can acquire special knowledge about the NPC in one (but not both) of the following ways: ?? By making a successful Intelligence check (use half the Intelligence score, rounded up), the Stalker can determine the general alignment of the NPC. If successful, the Stalker learns the good-evil component of the NPC's alignment (good, neutral, or evil). You must be INTERROGATING the person. And i'm going to give this a 50% accuracy rating. ?? The Stalker can ascertain the NPC's honesty. The DM secretly makes an Intelligence check for the Stalker. If the check fails, the DM tells the Stalker nothing about the honesty of the NPC. The Stalker must make up his own mind about the NPC's reliability based on the NPC's responses. If the check succeeds and the NPC is being honest with the Stalker, the DM tells the Stalker that the NPC is telling the truth to the best of his knowledge. A successful check in no way compels the NPC to reveal any information to the Stalker. The NPC may refuse to cooperate, but the Stalker is assured of the truthfulness of anything the NPC decides to share (note that the NPC may still pass along unreliable information that he believes to be true). Actually, here's what will happen. If you fail the INT roll, you still THINK that he is telling the truth. So you always reserve the right for suspicion. Photographic Memory: When a Stalker reaches 10th level, he acquires a limited photographic memory, enabling him to recall details about anything he's seen or heard since achieving 10th level. He can recall a fragment of a conversation, conjure up a mental image of a place he's visited, or remember words on a printed page. To use this ability, the DM secretly makes an Intelligence check for the Stalker, with a -2 penalty. If the roll fails, the memory is too vague to be of any use to the Stalker. If the roll succeeds, the DM tells the Stalker what he wishes to remember. If the roll is a natural 20, the DM gives the Stalker intentionally misleading information about whatever he's trying to remember (a room, for instance, is incorrectly recalled as having a locked window or mysterious claw marks on the walls). Because of the mental stress involved, this ability can be used only once per day. No. I mean, I woulden't ever use this in a tabletop game, it's up to the players to remember stuff. And besides, you can always just look for previous posts. Special Hindrances: Neither lawbreakers nor outlaws appreciate snoops. Typically, the harshest possible penalties are reserved for captured Stalkers. Should a band of orcs or goblins realize that a Stalker is in their midst, they're likely to chase him down and beat him mercilessly. A Stalker caught lurking in private residence will probably be prosecuted to the fullest extent of the law. An otherwise friendly NPC may be less likely to cooperate with the party if he recognizes one of the members as a Stalker. This hardly is a real hindrance in the game's setting. I mean, in apocalyptic settings, there is little or no real laws anymore. So instead, the entire party will now get a -6 reaction adjustment (Charisma wise) when the Bone's char is in sight. Bone, you get a -10. I'll assess this further, but i'm fairly content on this. Additionally, due to his past, there may come a time when Xander might be recognized by one of the local guards and be automatically disliked. Just keep it in mind. |
#22
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stalker kit
Quote:
but that still doesn't address the fact that the ranger stat requirements are to high to be met or what exactly we will do about meeting them that is agreeable.
__________________
mess with the best and die like the rest |
#23
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@Bonedaddy
I understand your argument. If you would like to find something that would be more appropreate, please toss an idea. Just remember, that's only for people who know you or your past (or occupation). And as I said before, please roll for a preset stat set, from the Ranger's handbook. Here it is, if you coulden't find it. Table 2: Pregenerated Ability ScoresD12 Roll Str Dex Con Int Wis Cha (Feel free to allocate those however you want) 1: 15 14 17 14 15 10 2: 15 15 18 13 14 6 3: 14 16 15 14 17 12 4: 15 14 15 14 16 9 5: 15 15 14 13 15 13 6: 16 13 15 13 14 8 7: 18* 13 14 15 14 7 8: 13 15 15 13 16 10 9: 16 13 14 14 17 14 10: 13 14 15 16 15 14 11: 14 17 14 13 14 15 12: 16 13 16 13 14 13 Last edited by Deo; Aug 3rd, 2012 at 01:57 AM. |
#24
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Deo, you might want to send a PM out if you didn't to those who haven't posted yet...they very well might have missed the thread update as it flew past in the app forum.
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#25
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FYI if you roll a 7 on that chart, the * by the 18 means roll superior strength....
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#26
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Something makes me think you'll need to hide all the time....
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#27
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are you going to use secondary skills? Based on other comments, I'm assuming you are doing WPs and NWPs, but I figured I better ask...some people actually don't do proficiencies.
I'm assuming you are going to stick with the 2e wizard spells can't be cast in armor except elven chainmail along with your house rules about spells as previously mentioned. |
#28
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ok i,m going to roll on the chart above for stats and if i understand correctly i get to move the results around and put them where i want to make sure i meet all stats i need
Dice Roll:
__________________
mess with the best and die like the rest |
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