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Post by Deth Monkee on Jun 26, 2011 21:36:25 GMT
I think I'll like to be a war correspondent, so Dedicated/Fast for me please.
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aturin
Frequent Member
"There is no shame in falling, There is only shame if you refuse to rise once again."
Posts: 180
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Post by aturin on Jun 26, 2011 21:59:14 GMT
Tough strong it is
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Post by jackjaques on Jun 26, 2011 22:54:07 GMT
Step 3: TalentsNow you'll have to pick your beginning talents. These differ from class to class so we'll have to look at them on a case to case basis. You'll have 2 if you're multiclassed, 1 if not. Step 4: FeatsYou'll also have to choose your feats. Normally you'll start with 2, because you're all humans. Still, some occupations will give you 1 for free. And those who have not multiclassed will get 1 bonus feat. I'll help you all by reducing your choices into smaller lists, so wait for it.
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Post by jackjaques on Jun 27, 2011 0:49:54 GMT
deth monkee will play as an Investigative Fast1/Dedicated1 hero. Pick one for each of the following lists. Talent, Fast: - Evasion - If you're exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as getting caught in a grenade blast), you suffer no damage if you make a successful saving throw. (Something for your past in the war?)
- Increased Speed - Your base speed increases by 5 feet. (Maybe you did some sprinting during high school...?)
Talent, Dedicated: - Empathy - You have a knack for being sensitive to the feeling and thoughts of others. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided you spend at least 1 minute observing your target prior to making the skill check. The bonus is equal to your Dedicated level. (This could be useful for your journalist career...)
- Healing Knack - You have a knack for the healing arts and receive a +2 bonus on all Treat Injury skill checks. (Something for your past in the war?)
- Skill Emphasis - You choose a single skill and receive a +3 bonus on all checks with that skill. (No comments here.)
Pick two feats of the following list: - Alertness - +2 on Listen and Spot checks.
- Armor Proficiency (light) - Add equipment bonus for armor type to your Defense, no armor penalty for skill checks.
- Athletic - +2 on Climb and Swim checks.
- Attentive - +2 on Investigate and Sense Motive checks.
- Brawl† - +1 on unarmed attacks, 1d6 + Str bonus nonlethal damage.
- Creative - +2 on any two Craft (visual art, writing), or Perform checks.
- Deceptive - +2 on Bluff and Disguise checks.
- Defensive Martial Arts - +1 dodge bonus to Defense against melee attacks.
- Dodge - +1 dodge bonus against selected opponent.
- Educated - +2 on any two Knowledge checks.
- Great Fortitude - +2 on Fortitude saves.
- Iron Will - +2 on Will saves.
- Lightning Reflexes - +2 on Reflex saves.
- Perform Firearms Proficiency† - Proficient in use of personal firearms.
- Point Blank Shot - +1 on ranged attack and damage up to 30 ft.
- Stealthy - +2 on Hide and Move Silently checks.
- Toughness - +3 hit points.
- Trustworthy - +2 on Diplomacy and Gather information checks
† Because of your occupation, you can select either Brawl or Personal Firearms Proficiency as a bonus feat. Now, choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill: -
Computer Use, Craft (visual art or writing), Decipher Script, Forgery, Gather Information, Investigate, Knowledge (behavioral sciences, civics, earth and life sciences, or streetwise), Research, Search, Sense Motive.
What a long post! So, to sum up - you have to reply with 2 talents, 3 feats and 2 skills. Go back if you're missing something...
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Post by jackjaques on Jun 27, 2011 1:37:59 GMT
Step 5: Ability ScoresWe'll be using a standard score package for everyone, with a +2 bonus for you to add on a single ability in the end. The scores will be: 8, 10, 12, 13, 14, 16, [+2] I'll be the one placing the scores but you will have the final word and you'll still choose where to apply the +2 bonus in the end. Step 6: SkillsI will also be handling the skills - it's just faster this way.
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Post by Deth Monkee on Jun 27, 2011 5:26:34 GMT
Talent, Fast: Evasion Talent, Dedicated: Empathy
Feats: Alertness, Attentive, Personal Firearms Proficiency
Skills: Investigate, Sense Motive
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Post by holloway on Jun 27, 2011 11:35:23 GMT
Oh wow fireman - that's me.
So I'll go tough/dedicated unless you think tough/fast or strong would work better for a fireman? I'm easy with whatever though.
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aturin
Frequent Member
"There is no shame in falling, There is only shame if you refuse to rise once again."
Posts: 180
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Post by aturin on Jun 27, 2011 12:47:14 GMT
forgot to mention, jungle explorer
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Mouse
Frequent Member
Simon, Lord of Reserved Swedes and Lesser Top Hats
Posts: 154
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Post by Mouse on Jun 27, 2011 16:36:58 GMT
uh, yeah Smart Biologist I guess.
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Post by jackjaques on Jun 27, 2011 20:58:56 GMT
holloway will play as an Emergency Services Tough1/Dedicated1 hero. Pick one for each of the following lists. Talent, Tough: - Remain Conscious - You gain the ability to continue to perform actions when you would otherwise be considered unconscious or dying. When your hit points reach -1, you can perform as though you were disabled, making either an attack action or a move action every round until you would normally die or your hit points return to 1 or higher. You can choose to succumb to unconsciousness if you think that doing so might prevent you from taking more damage.
- Robust - You become specially robust, gaining a number of hit points equal to your Tough level as soon as you select this talent. Thereafter, you gain +1 hit point with each new level of Tough.
- Second Wind - You can spend 1 action point to gain a second wind. When you do this, you recover a number of hit points equal to your Constitution modifier. This won't increase your hit points beyond your full normal total.
- Energy Resistance - You are particularly resistant to one type of deadly energy effect from the following list: Acid, Cold, Electricity, Fire or Sonic/Concussion. You'll ignore an amount of that type of energy damage equal to your Constitution modifier.
Talent, Dedicated: - Empathy - You have a knack for being sensitive to the feeling and thoughts of others. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided you spend at least 1 minute observing your target prior to making the skill check. The bonus is equal to your Dedicated level.
- Healing Knack - You have a knack for the healing arts and receive a +2 bonus on all Treat Injury skill checks.
- Skill Emphasis - You choose a single skill and receive a +3 bonus on all checks with that skill.
Pick two feats of the following list: - Alertness - +2 on Listen and Spot checks.
- Athletic - +2 on Climb and Swim checks.
- Attentive - +2 on Investigate and Sense Motive checks.
- Brawl - +1 on unarmed attacks, 1d6 + Str bonus nonlethal damage.
- Builder - +2 on any two of Craft (chemical, electronic, mechanical, structural) checks.
- Cautious - +2 on Demolitions and Disable Device checks.
- Endurance - +4 on certain Swim and Con checks, some Fort saves.
- Focused - +2 on Balance and Concentration checks.
- Great Fortitude - +2 on Fortitude saves.
- Heroic Surge - Extra move or attack action.
- Improved Damage Threshold - Massive damage threshold = Con +3 instead of Con.
- Improved Initiative - +4 on initiative checks.
- Iron Will - +2 on Will saves.
- Lightning Reflexes - +2 on Reflex saves.
- Run - Move up to 5 times normal speed, +2 on running Jump checks.
- Toughness - +3 hit points.
Also, because of your occupation, you'll treat axes as simple weapons - so, no penalties there. Now, choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill: - Balance, Climb,
Computer Use, Drive, Jump, Knowledge (behavioral sciences, earth and life sciences, or technology), Search, Swim, Treat Injury.
To sum up - you have to reply with 2 talents, 2 feats and 2 skills.
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Post by jackjaques on Jun 27, 2011 21:17:44 GMT
aturin will play as an Adventurer Tough1/Strong1 hero. Pick one for each of the following lists. Talent, Tough: - Remain Conscious - You gain the ability to continue to perform actions when you would otherwise be considered unconscious or dying. When your hit points reach -1, you can perform as though you were disabled, making either an attack action or a move action every round until you would normally die or your hit points return to 1 or higher. You can choose to succumb to unconsciousness if you think that doing so might prevent you from taking more damage.
- Robust - You become specially robust, gaining a number of hit points equal to your Tough level as soon as you select this talent. Thereafter, you gain +1 hit point with each new level of Tough.
- Second Wind - You can spend 1 action point to gain a second wind. When you do this, you recover a number of hit points equal to your Constitution modifier. This won't increase your hit points beyond your full normal total.
- Energy Resistance - You are particularly resistant to one type of deadly energy effect from the following list: Acid, Cold, Electricity, Fire or Sonic/Concussion. You'll ignore an amount of that type of energy damage equal to your Constitution modifier.
Talent, Strong: - Extreme Effort - You can push yourself to make an extreme effort, relating either to a Strength check or a Strength-based skill check. The effort requires a full-round action and provides a +2 bonus on the check.
- You have an innate talent for finding weaknesses in objects. This allows you to ignore 1 point of an object's hardness when making a melee attack to break it.
- Melee Smash - You receive a +1 bonus on melee damage.
Pick two feats of the following list: - Acrobatic - +2 on Jump and Tumble checks.
- Alertness - +2 on Listen and Spot checks.
- Animal Affinity - +2 on Handle Animal and Ride checks.
- Archaic Weapons Proficiency† - Proficient in swords, bows, etc. (including the machete)
- Athletic - +2 on Climb and Swim checks.
- Brawl† - +1 on unarmed attacks, 1d6 + Str bonus nonlethal damage.
- Cautious - +2 on Demolitions and Disable Device checks.
- Confident - +2 on Gamble and Intimidate checks.
- Dodge - +1 dodge bonus against selected opponent.
- Endurance - +4 on certain Swim and Con checks, some Fort saves.
- Focused - +2 on Balance and Concentration checks.
- Great Fortitude - +2 on Fortitude saves.
- Guide - +2 on Navigate and Survival checks.
- Improved Initiative - +4 on initiative checks.
- Iron Will - +2 on Will saves.
- Lightning Reflexes - +2 on Reflex saves.
- Nimble - +2 on Escape Artist and Sleight of Hand checks.
- Personal Firearms Proficiency† - Proficient in use of personal firearms.
- Point Blank Shot - +1 on ranged attack and damage up to 30 ft.
- Quick Draw - Draw weapon as free action.
- Renown - +3 Reputation bonus.
- Run - Move up to 5 times normal speed, +2 on running Jump checks.
- Stealthy - +2 on Hide and Move Silently checks.
- Toughness - +3 hit points.
- Track - Use Survival skill to track.
- Trustworthy - +2 on Diplomacy and Gather Information checks.
- Weapon Focus - +1 on attack rolls with selected weapon.
† Because of your occupation, you can select either Archaic Weapons Proficiency, Brawl or Personal Firearms Proficiency as a bonus feat. Now, choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill: - Bluff, Climb, Demolitions, Disable Device, Drive, Escape Artist, Intimidate, Jump Knowledge (arcane lore, streetwise, tactics, or technology), Move Silently, Pilot, Ride, Spot, Survival, Swim, Treat Injury.
To sum up - you have to reply with 2 talents, 3 feats and 2 skills.
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Post by jackjaques on Jun 27, 2011 21:59:33 GMT
tonu will play as an Academic Smart2 hero. Pick one of the following list. Talent, Smart: - Savant - Select one of the skills listed in the following paragraph. You'll get to add a bonus equal to your Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. (need any help with the Craft or Knowledge skills?)
- Linguist - With this talent, you become a master linguist. Whenever you encounter a new language, either spoken or written, you can make an Intelligence check to determine if you can understand it.
Pick one feat of the following list: - Builder - +2 on any two of Craft (chemical,
electronic, mechanical, structural) checks
- Cautious - +2 on Demolitions and Disable Device checks.
- Combat Expertise - Additional attacks of opportunity.
- Educated - +2 on any two Knowledge checks.
- Gearhead - +2 on Computer Use and Repair checks.
- Iron Will - +2 on Will saves.
- Lightning Reflexes - +2 on Reflex saves.
- Meticulous - +2 on Forgery and Search checks.
- Studious - +2 on Decipher Script and Research checks.
- Vehicle Expert - +2 on Drive and Pilot checks.
- Weapon Focus - +1 on attack rolls with selected weapon.
Pick two feats of the following list: - Alertness - +2 on Listen and Spot checks.
- Attentive - +2 on Investigate and Sense Motive checks.
- Confident - +2 on Gamble and Intimidate checks.
- Creative - +2 on any two Craft (visual art, writing), or Perform checks.
- Dodge - +1 dodge bonus against selected opponent.
- Educated - +2 on any two Knowledge checks.
- Great Fortitude - +2 on Fortitude saves.
- Iron Will - +2 on Will saves.
- Lightning Reflexes - +2 on Reflex saves.
- Meticulous - +2 on Forgery and Search checks.
- Renown - +3 Reputation bonus.
- Stealthy - +2 on Hide and Move Silently checks.
- Studious - +2 on Decipher Script and Research checks.
- Toughness - +3 hit points.
- Trustworthy - +2 on Diplomacy and Gather information checks
- Windfall - +2 Wealth bonus increase, +1 on Profession checks.
Now, choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill: -
Computer Use, Craft (writing), Decipher Script, Gather Information, Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, tactics, technology, or theology and philosophy), Research, or add a new Read/Write Language or a new Speak Language.
To sum up - you have to reply with 1 talent, 3 feats and 3 skills.
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Post by jackjaques on Jun 27, 2011 23:41:35 GMT
This is the first version of your ability scores. Feel free to change them if you want to. And remember, you still have a +2 bonus to apply to one of the abilities - choose wisely. aturin - Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8 deth monkee - Str 8, Dex 14, Con 10, Int 12, Wis 16, Cha 13 holloway - Str 13, Dex 8, Con 16, Int 12, Wis 14, Cha 10 tonu - Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 13 (for a female character) Str 10, Dex 13, Con 12, Int 16, Wis 14, Cha 8 (for a male character) - the only reason for this difference is just to allow us to play with stereotypes and pulp clichés... This being said, I'm assuming the rest of the characters will all be male - right?
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Post by Deth Monkee on Jun 28, 2011 5:37:09 GMT
+2 in Dex for me please. Also, yes my character is male.
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aturin
Frequent Member
"There is no shame in falling, There is only shame if you refuse to rise once again."
Posts: 180
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Post by aturin on Jun 28, 2011 9:57:19 GMT
2 talents: Remain Conscious Melee smash
3 feats: Brawl Track Guide
2 skills: Survival Climb
And plus 2 in strength pretty please
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