Wednesday, 18 July 2012

B is for Blue...

Admittedly, we should be doing A is for Avoodim but Fehr's Ethnology: Avoodim is not out yet so instead I'm going to turn my attention to the letter B.

Blues
At their simplest, blues are a psionic offshoot of the goblin race. They are able to interbreed with goblins but any such mingling always produces more blues. Blues were introduced to the Pathfinder Roleplaying Game by the fine people at Dreamscarrred Press who do excellent support work in the area of psionics.

Let's have a look at the base Blue racial characteristics with an eye toward the Advanced Race Guide. As always this is just my interpretation of this classic race with the new rules.

Blue Racial Characteristics

  • +2 Intelligence, +2 Dexterity, –2 Strength: Blues are smart and quick, but their small size makes them weak.
  • Goblinoid: Blues are of the humanoid (goblinoid) subtype.
  • Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Normal Speed: Blues are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Blues can see in the dark up to 60 feet.
  • Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with nongoblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
  • Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
  • Keen Senses: Blues receive a +2 racial bonus on Perception skill checks.
  • Stealthy: Blues receive a +2 racial bonus on Stealth and Ride checks, and blues always treat Stealth as a class skill
  • Weapon Familiarity: Blues treat any weapon with the word “goblin” in its name as a martial weapon.
  • Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.

ARG Race Point Totals
0   Standard Ability Array
0   Humanoid (goblinoid) type
0   Small size
0   Normal Speed
2   Senses: Darkvision
2   Static Bonus Feat: Wild Talent or Psionic Talent
1   Psionic Aptitude: Gain 1 PP from favored class
1   Pariah: +1 with goblins, -1 with non-goblins
1   Repletion
2   Skill Bonus: +2 Perception
4   Skill Bonus: +2 Stealth, +2 Ride
1/2 Skill Training: Stealth

1/2Weapon Familiarity: This is technically weaker than the standard weapon familiarity.

0   Standard Languages


Psionic Aptitude: I've rated Psionic Aptitude at 1 RP because although very nice for psionic characters it is not as powerful as the Multitalented option (2 RP) gained by half-elves.
Pariah: Pariah grants a bonus to a number of skills in a higher situational and a penalty at all times. If the characters were in a goblincentric game this might be worth (2 RP). In a standard game. I think at most this could be a 1 RP ability and possibly 0 RP or -1 RP if the players spend most of their time interacting with nongoblins. 
Repletion: This is a defensive ability with a cost. It probably is worth no more than 1 RP


Totalling this up I get: 14 points which is too many points for a standard character in Porphyra so instead I think I'll go with something like this.


Porphyran Blue Racial Characteristics


  • +2 Intelligence, +2 Dexterity, –2 Strength: Blues are smart and quick, but their small size makes them weak.
  • Goblinoid: Blues are of the humanoid (goblinoid) subtype.
  • Small: Blues are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Normal Speed: Blues are fast for their size, and have a base speed of 30 feet.
  • Darkvision: Blues can see in the dark up to 60 feet.
  • Naturally Psionic: Blues gain the Wild Talent feat as a bonus feat at 1st level. If a blue takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Psionic Aptitude: When a blue takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Pariah: The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with nongoblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins.
  • Repletion (Su): A blue can sustain his body without need of food or water. If he spends 1 power point, a blue does not need to eat or drink for 24 hours.
  • Intense: Blues receive a +2 racial bonus on Autohypnosis skill checks.
  • Skill Training: Blues always treat Stealth and Ride as class skill
  • Languages: Blues begin play speaking Common and Goblin. Blues with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.
So we have lost 4 RP from +2 Steath, +2 Ride; lost 0 RP by combining Weapon Familiarity and Skill Training into a full Skill Training in goblin heritage skills; lost 0 RP by shifting the +2 racial bonus to Perception to the more psionically focused skill of Autohypnosis.

Blue Soulknife by Ryan Rhodes
Simon the Charmer
NG Small humanoid (goblinoid, psionic)
Init +2; Senses darkvision 60 ft.; Perception -1
Defenses
AC 16, touch 12, flat-footed 14
(+2 armor, +2 Dex, +2 shield)
hp 24 (3d10+3)
Fort +2, Ref +5, Will +2
Offense
Speed 30 ft.
Melee 2 hunga mungas +3 (1d4+1/19-20)
Ranged hunga munga +6 (1d4+1/19-20)
Special Attacks form mind blade (light weapon; hunga munga), throw mindblade
Statistics
Str 13, Dex 14, Con 13, Int 12, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Skill Focus (Diplomancy), Psionic Talent (B), Reckless Offense, Wild Talent (B), Two-Weapon Fighting (B)
Skills Autohypnosis +7, Craft (contract) +7, Diplomacy +8, Linguistics +4; Profession (negotiator) +5, Stealth +6Racial Modifiers +2 Autohypnosis; Ride and Stealth are class skills
Languages Common, Dark Folk, Dwarven, Goblin, Hhundi, Undercommon
SQ blade skill (mind shield), pariah, repletion, shape mindblade

Combat Gear brain lock pearlpsionic tattoo (catfallconcealing amorphamissive); Gear darkwood buckler, mwk leather armor, 487 gp in additional gear.
Demographics
Deity Veiloaria
Homeland Creeper's Rift

Simon the Charmer is a long-time resident of the City of Argentum on the Creeper's Rift. He is polite and open with all he meets except on the topic of his true home. He is a skilled negotiator and diplomat and has forged several profitable contracts for the mining firms of Argentum and the  inhabitants of the Rift. He is always armed and prepared for combat because some contracts will not be signed until mutual blood is spilled.








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