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Post by boomboom on Apr 28, 2014 0:59:46 GMT
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Post by ekulnivek on Apr 28, 2014 1:09:28 GMT
Alright: info - I am also creating a mutant specializing in stealth. Going to try and finish tonight. Tomorrow morning at latest.
question - where should our backstories end? I assume you have a place in mind for the encounter to start.
Thanks
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Zalgo
Junior Member
Posts: 80
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Post by Zalgo on Apr 28, 2014 1:29:20 GMT
I have a place. A small settlement in... Let's go with southern Nevada, close to the Grand Canyon. Get your character there somehow. Settlement's name is "Underlook".
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Post by StinkFistOfTheNorth on Apr 28, 2014 7:46:58 GMT
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Post by BrotherDeath on Apr 28, 2014 8:15:49 GMT
For the record, I have a Human Tech-Nerd in the works; character sheet will be ready soon.
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Zalgo
Junior Member
Posts: 80
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Post by Zalgo on Apr 28, 2014 13:10:48 GMT
Stinkfist: Unfortunately, you cannot be a Chuck Do Monk at first level due to it being a Prestige class, similar to Assassin or Blood Magus in D&D/Pathfinder; a sort of specialized class. You've gotta meet the prerequisites before the class can be taken, which usually means around level 6 you can start on your way to becoming a Monk of Chuck Do. You have to choose from the Aggressive (Low skill points, lots of beatings), Defensive (Skill points out the ass, not as many beatings), or Cautious (Middle ground) classes first, though. Aggressive and Defensive are located in the Survivor's Guide (Core rulebook, password's IamASurviv0r), while Cautious is located in the Southwest Wasteland Guide.
Also, whatever stats your race increases/decreases, those modifications are not modifiers. They are added/subtracted from your rolled score. i.e. Craven have +1 Str, +2 Con, -3 Int. If my original stats were 12 Str, 13 Dex, 10 Con, 15 Int, 12 Wis, 18 Cha, with the Craven racial modifiers added in I'd have 13 Str, 13 Dex, 12 Con, 12 Int, 12 Wis, 18 Cha.
Brother: Aww yeah, gonna have a Techie. That'll be fun with the various things I'll probably toss your way.
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Post by maxdoom on Apr 28, 2014 20:59:29 GMT
I'll probably be done sometime this evening. It's a pretty good char since the gangster background balance the high-cost doctor occupation with free weapons, high int and decent dex means ill also be able to hold my ground. The race I chose is also pretty good with a +1Int and Faster Healing and the only downside being having to wear kick-ass shades to conceal my mutie eyes.
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Post by StinkFistOfTheNorth on Apr 28, 2014 23:14:34 GMT
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Zalgo
Junior Member
Posts: 80
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Post by Zalgo on Apr 28, 2014 23:28:23 GMT
Stinkfist: First thing's first, I'm going to ask you to reroll those ability scores. Having only one good score, even if it's excellent, with a bunch of really shitty scores is a very bad idea.
Second thing's second, for your Traits, you don't have to take both from the Craven Mutation Traits list, nor do you need to take two. If you want, you can only have one Trait, just like Every Fallout except 3.
Third thing's third, no radiation resistance, just put "Immune to Moderate or lower levels of radiation" in the notes section on the second page.
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Post by StinkFistOfTheNorth on Apr 29, 2014 0:04:43 GMT
Ok, I did what you said. Do I put the human nature of the craven in the reputation slot, or in the notes? It seems important if there is going to be a lot of non-craven riding my ass through out the game. also, am I required to have a weapon, or can I just use my fists?
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Zalgo
Junior Member
Posts: 80
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Post by Zalgo on Apr 29, 2014 0:08:40 GMT
No need to put the human nature thing on your sheet, I'll keep it in mind. Weapon-wise, you may use only your fists if you desire.
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Post by StinkFistOfTheNorth on Apr 29, 2014 0:13:46 GMT
I'm liking this already!
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Post by StinkFistOfTheNorth on Apr 29, 2014 0:58:54 GMT
Now, how are the modifiers used in the saving throws, and the attacks?
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Zalgo
Junior Member
Posts: 80
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Post by Zalgo on Apr 29, 2014 1:03:28 GMT
Constitution Modifier goes with Fortitude, Dexterity modifier goes with Reflex, and Wisdom modifier rounds it off with Will. for attacks, Strength modifier goes into your Melee attack bonus and Grapple attack bonus, while Dexterity modifier goes into Ranged attack bonus. Whatever the modifier is, add it to or subtract it from your base save/attack bonus and/or any other modifiers (i.e. Lightning Reflexes for Reflex, Iron Will for Will, or Great Fortitude for Fortitude) you may have, and the end result is your total attack/save bonus to their corresponding rolls.
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Post by maxdoom on Apr 29, 2014 1:17:49 GMT
Yh he should reroll the stats lol, i mean a fist-fighting hillbilly with 20 Charisma and 8 STR? He's like some sort of autistic supermodel EDIT : im also nearly done with mine, its taking a bit of time with all those skills point
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