Thanks Verrain! Excellent advice on the Beliefs.
Rusty, also look at the advice I gave others on instincts. That might inspire you. Look over your skills and see if there's something that pops to mind?
- Always have the comforts of a warm fire. (you have firebuilding, it is useful, it can sometimes cause trouble)
- Always have a knife at hand. (practical, gives 'draw knife' as a free action, can be inappropriate and cause trouble)
Rusty Tincanne wrote:I have 4/7 traits spent. I want to take Coarse Persuasion, but I don't know it's cost. (Not on the Charred page you all directed me to.) If possible, I'd like to spend 1 point on Tinkerer, too.
I'm not sold on the Boxing skill, so if anyone sees anything that looks like it would fit a hardly motivated dwarf, let me know.
Coarse Persuasion is a skill, not a trait. It is "dwarven magic" and so takes 2 general skill points (you have 4 total) to open it. (I definitely think you should - I'd say that you are happiest as a player when you have a social skill.)
I'd say drop Boxing. It is a little better than Brawling, but you can take Brawling as a class skill and Boxing takes general points. You have 4 general points - you are spending 2 on Excavating and 2 on Coarse Persuasion, which is all you've got.
It looks like you may have spent too many on the other skills? Just double check that. You had 18 total for the class skills and every skill opens at a B2 with your current attributes. I think you have too many at B3.
Also, add Fear-of-Mirkwood-wise OR Weather-wise for free, per the house rules. (He can make up tall tales, or he can know what weather is coming as an outdoor guy)
Men of Rohan are not likely to appear in this story, as you've decided to go through Mirkwood to Moria. You can keep it anyway for flavor, but I'd recommend one of the options I PMed to you earlier.
I would suggest taking the Tinker trait, since you invested in the lifepath. (1pt) That leaves you with three:
Perhaps some reason this girl likes you?
Charismatic (2) (Call-on for Coarse Persuasion)
Extrovert (3) (Easier by 1 to open social skills during play)
Glib (2) (Believable storyteller - call-on for Soothing Platitudes, Falsehood, Seduction)
Loyal (3) (You get another belief [5 total] about your loyalty to your cousin)
Virtuous (3) (Dwarven trait to be less greedy)
Folksy Wisdom (1)
...or something that's kept you alive in the wild?
Fleet of Foot (2) (Call on for speed / positioning)