I will be a young colt then, looking for his purpose. I just remembered I wanted to try the Arcane Trickster prestige class so I shall be a Wizard 3/Rogue 2 (Archetypes to be determined).
For ability scores, a focus in Intelligence, foible in Charisma.
Hmm... If you want to keep those rolls you may, especially since I was hoping Focus and Foible was used, but technically the method 5d6 reroll ones was chosen by the players before.
I will ask/offer that you try rolling again using the 5d6 reroll 1s, especially since your rolls are a bit of low.
Apart from that, what you have offered above is fine. I am especially interested in seeing where you take you character if you are having them go into the Arcane Trickster.
I have the best idea! Somepony could make Derpy! They could be a dual-Cursed Oracle with Cloudy-Eyed and Wrecker! ...sorry...I just remembered the first time I played Ponyfinder - which was the only time, to be honest - and I was thinking about doing that. But instead I made a Maud Pie Barbarian.
That's fortunate, since I forgot that Eldritch Heritage has a charisma prerequisite.
You mentioned you were thinking of using an existing race. I'm happy to just go with a young unicorn, but also curious about what you're suggesting. A modified Fetchling would be interesting, but a Wayang I think is over-the-top too shadowy.
I will go with the method everyone else used, even if these abilities are worse. Rolling 5d6 starting from 2 on the die. (Assuming a reroll of 1 has to be rerolled again).
I'm sorry but the way you did it doesn't work right, as those are way too high of rolls. Maybe try 6 sets of 5d6 pull another 5d6 for rerolled 1s?
Checking point buy that set of rolls come up to be 52 points!
Also I have a write up of sorts for the Fetchlings, which I tried to balance with the other races... I had to cut a few things.
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Fetchlings
Superficially, fetchlings resemble unnaturally lithe - bordering on fragile – ponies. Their adopted home has drained their fur, mane and tail of bright colors. Their fur ranges from stark white to deep black, and includes all the various shades of gray between those two extremes. Their eyes are pupilless and pronounced, and they typically glow a luminescent shade of yellow or greenish yellow, though rare individuals possess blue-green eyes. While their manes and tails tends to be stark white or pale gray, many fetchlings dye this black. Some members of higher station or those who dwell on Everglow dye their hair with more striking colors, often favoring deep shades of violet, blue, and crimson.
Start with Ponykind: Change type to Outsider (Native), change ability scores to +2 Dexterity, +2 Charisma, and –2 Wisdom. Base speed is only 30 less, and change vision from Low Light Vision to Darkvision.
Replace Earth Bound and Unique Destiny with:
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Pick either of the two below
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any pony creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (Self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (Self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (Understanding only, cannot speak), Ignan, Terran, and any regional pony tongue.
Alternate Racial Traits: Can pick among Emissary, Gloom Shimmer, Suble Manipulator, and Unnerving Gaze.
Edited: Thomaslee on 6th Feb, 2016 - 8:59pm
I'd like to believe it was luck, considering ability 5 is what would be an ideal roll, but I agree the converted cost is way too high.
Hmm, well 11, 16, 16, 14, 16, 16 is a bit better. Guess these are the rolls we will have to go with. We are using the built in dice roller, and are doing everything right, so we can chalk it up to you having lucky rolls. Congratulations on having four 16s to work with!
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If players would like to start posting while we finish up characters sheets you all may.
Edited: Thomaslee on 7th Feb, 2016 - 2:55pm