Cyberpunk RED – Increase STATS with improvement points

Just checking the new Cyberpunk RED rules, and looking the improvement points section (page 411) it says the way to improve your character skills (normal and x2) and your Role Ability Rank, but, since you are limited to a maximum of 8 in your stats (INT,REF,DEX…) I suppossed that there will be a cost for raising your base STATS, but can’t find any mention.

I don’t know if I missed something, its only intented to achieve such levels with cyberimplants (I doubt it) or another reason.

Maybe a STAT has the same cost as Role Ability Rank and is mentioned somewhere?

Troglodyte has two different bite stats?

I’m pretty new to this GMing thing, and am running a prebuilt Pathfinder module. I am setting up the next encounter for my party and noticed that the Troglodyte entry in the bestiary has two different bite stats and am not sure how to determine which one to use. To better explain what I’m trying to describe:


Speed 30 ft

Melee club +2 (1d6+1), claw -3 (1d4), bite -3 (1d4) or 2 claws +2 (1d4+1), bite +2(1d4+1)

Basically, how do I determine if I am using the -3(1d4) bite or the +2(1d4+1) bite?

What are the stats of a vampire who was just embraced?

What stats should I give to a vampire who was just embraced? For example, if a player sought permission from the Prince successfully (no matter how he did it…), or if he is a Sabbat member who is mass embracing. Should I generate him just as I would generate a normal character?

Someone told me that Camarilla neonates/fledglings built at character creation actually aren’t that young, they already spent some time being vampires. He also told me that Sabbat shovelheads typically have just Disciplines on level one, and are typically weak. I asked him to support his point by an official source, and he responded with “No, you!”

What do the books say about it?

If vampires get those 3 free dots of Disciplines when embraced, are they already familiar with them, how to use them, etc.? With things such as Potence, Fortitude or Celerity it’s obvious, but can one understand how to use, say, Obfuscate or Thaumaturgy when just embraced? In the same case, why don’t vampires ghoul potential embraces before it happens so they get 1 more in-clan discipline dot and Potence?

How should I convert this character’s level and stats into a CR?

This QA’s answers along with the DMG say that you calculate the CR for a monster based on its stats but the examples given seem to expect that all the stats line up with one another. For example, a creature at CR 10 should have a +4 prof bonus, 17 AC, 206-220 HP, +7 to hit with attacks, a save DC of 16 and do between 63-68 DPR. But if you use the table to calculate offensive and defensive CR and the results are all over the table (such as this example character) how would you turn those stats into a CR?

Some relevant stats and CR values from the table

Defensive CR:

+5 prof = CR 13-16

119 HP = CR 4

18 AC = CR 13-16

Offensive CR:

Attack bonus of +11 for main weapon = CR 21-23

Attack bonus of +10 for off hand weapon = 17-20

69 average DPR = CR 11

The DMG from what I could see also doesn’t include how attack riders such as knocking the target prone might affect CR which to me seems as though it should be considered.

A player rolled very bad stats, how to make sure they still enjoy the game?


How to make sure that a player that rolled awful stats will still have an awesome time at the table? What possibilities are available for the DM? Would it feel cheap to find stat-boosting items? What can players do to make sure that player is still having fun?

The simple solution of re-rolling the stats is out of the question. The adventure has already begun and it would feel very unsatisfying if the original rolling carried no weight at all.


Starting a new adventure, we all decided to roll stats (highest 3 of 4d6) for our new characters. Most people rolled stats close to what one would get with point-buy, but one player had all stats in the range 8 to 11 and averaged below 10 (which is worse than a commoner).

The players are all quite new to the game and it is the debut for the GM. We all had some laughs on the horrible rolls and everyone is still having fun. The player has not complained yet, but my worry is that it will feel less fun in the long run.

The player picked druid, so they can wild-shape away the physical stats at level 2.

Does Goodman Grey have any official stats?

Or rather, I’m more looking for the stats for a naagloshii Scion in general (as a full naagloshii encounter would not be doable) and Goodman Grey seems the best bet for finding them, as one, as I do know there are supposed to be official character stats in some of the RPG volumes?

But does he actually have any official stats available anywhere?

I haven’t been able to find anything for either of the above so far. I can attempt to brew it if there isn’t, but I would prefer to check if the game itself has any answers.

Daggerspell guardians – anyone ever seen or created stats for “The emerald knives of seven truths” (3.5)

In the ‘Complete Adventurer’ the Daggerspell Guardians are seeking a pair of daggers called the emerald knives of seven truths.

“Lore of the Guild: Many of the greatest treasures of the Daggerspell Guardians are daggers of great power. Two of the most treasured of these daggers, the emerald knives of seven truths, were lost years ago by a daggerspell shaper who fell in battle against a powerful vampire named Malkan Ry-Ul. Both the knives and the vampire have been missing for many years, but recently travelers from the east have reported that a great city there is haunted by a killer who leaves strange green cuts on the bodies of his victims – a signature side effect of the magic of the emerald knives”.

Has anyone seen or created (or have any advice) for their stats please?

For info: I’m playing a daggerspell shaper searching for them.

To qualify to become one a character must fulfill all the following criteria:

Alignment: Any nonevil.
Skills: Concentration 8 ranks.
Feats: Weapon Focus (dagger), Two-Weapon Fighting.
Special: Wild shape class feature.
Special: Either sneak attack +1d6 or skirmish +1d6.

This makes me wonder if the daggers either do some of these things (as they may have inspired the creation of said group in the first place)?!

How do I determine multiclassing stats for an Artificer

I am making a character for a campaign that is starting soon. The character is going to start out as a Cleric (War Domain) and will multiclass with a Artificer (Battlesmith).

I have looked at multiclassing rules, but I am having trouble making heads or tails of it for a multi-class involving a 2/3 caster (the Artificer) and a full caster (the Cleric).

That leads me to my question: what would a lvl 15 War Cleric/lvl 5 Battlesmith Artificer look like? How many spells per level? How many cantrips? Does the artificers ability to replace cantrips still apply?