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<blockquote data-quote="kenjura" data-source="post: 813955" data-attributes="member: 11321"><p>Defense:</p><p>Fine Chain Shirt, +4 armor bonus. Light encumbrance. 25% </p><p></p><p>fortification.</p><p></p><p>Encumbrance:</p><p>Light, +6 max dodge bonus, 10% spell failure, full speed.</p><p>Dodge (Dex) +3</p><p>Total AC: 19, Parry +3, Dodge +6 (28 versus one opponent)</p><p></p><p>What does it all mean?</p><p></p><p>Acrobatics means he can jump, tumble, and balance.</p><p>Athletics is for enduring stress over time, especially running or </p><p></p><p>swimming.</p><p>Cosmpolitan is for navigating cities, finding individuals, and staying </p><p></p><p>out of harm's way. Think of it as Wilderness Lore for urban areas.</p><p>Discipline is a skill combining old uses of Concentration with new uses </p><p></p><p>for mental focus, such as meditation and great mental exertion.</p><p>Legerdemain is a more robust version of Pick Pocket or Sleight of Hand.</p><p>Mercantilism is for running a business, buying and selling goods </p><p></p><p>(including haggling), and understanding other businesses.</p><p>Perception combines Spot and Listen into a single roll. Yes, it works.</p><p>Security is for locating and bypassing locks, traps, and other things </p><p></p><p>meant to keep rogues out.</p><p>Stealth combines Hide and Move Silently. Again, you'd believe it if </p><p></p><p>you saw it.</p><p>Tactics is for judging an opponent's ability, gauging the morale of an </p><p></p><p>enemy force, and gaining the upper hand against less intelligent </p><p></p><p>opponents.</p><p></p><p>With Ambidexterity (1st-level only) and Two-Weapon Fighting, Raelain </p><p></p><p>can fight with his signature rapier and mein gauche (dagger) with no </p><p></p><p>penalties in either hand. Without Ambidexterity, his offhand would </p><p></p><p>suffer a -2 to hit and damage (in lieu of inflicting half his Strength </p><p></p><p>for bonus damage). With Ambidexterity, both of his arms are equally </p><p></p><p>strong. That is, after all, the definition of the term. He has no </p><p></p><p>offhand, and thus can suffer no penalties for it.</p><p></p><p>With Dodge 2, he can choose a single opponent in melee whom he </p><p></p><p>threatens, and he gains a +6 dodge bonus versus that opponent. He </p><p></p><p>loses this bonus in any situation where he would lose his Dex bonus to </p><p></p><p>AC.</p><p></p><p>With Parry 1, he can choose a single opponent in melee whom he </p><p></p><p>threatens, and he gains a +3 parry bonus versus that opponent. Offhand </p><p></p><p>Parry gives him a further +2 when weilding his mein gauche. </p><p></p><p>Furthermore, with Parry-Riposte, attacking Raelain and missing provokes </p><p></p><p>an attack of opportunity. Combat Reflexes allows him 3 per round, </p><p></p><p>though only his Parry target provokes for missing. Parry stacks with </p><p></p><p>Dodge.</p><p></p><p>Combat Mobility by itself grants an additional 5-foot step every round, </p><p></p><p>regardless of other actions.</p><p></p><p>Lunging Attack means that every time he attacks, he may take a 5-foot </p><p></p><p>step toward his enemy before doing so. This does not increase his </p><p></p><p>reach to 10-feet.</p><p></p><p>Combat Action allows him to take an addtional attack action during a </p><p></p><p>full attack. *This is no longer automatic*...it's all part of the </p><p></p><p>balance. You'll notice there is no +0/-5/-10/-15 in this system. It </p><p></p><p>is arguably unreasonable, and inarguably too complicated. This is </p><p></p><p>coming from a DM who's done a lot of high- and epic-level gaming. The </p><p></p><p>system holds up even with this rather large change.</p><p></p><p></p><p>You may notice the lack of magic items. Magic items are no longer </p><p></p><p>assumed. There is information for running non-magical games (eww), </p><p></p><p>low-magic, and high-magic games. Only in high-magic games will </p><p></p><p>12th-level characters have 5 or more magic items each (for example), </p><p></p><p>and only in those games should pc's ever *expect* magic items.</p><p></p><p></p><p>There you have it. A random character, generated fairly. I can make a </p><p></p><p>hundred more. I intend for this system to play much like the core </p><p></p><p>rules, but most importantly I want the rules to take a back seat to the </p><p></p><p>game. To do this, I've tried to streamline the system as much as </p><p></p><p>possible.</p><p></p><p></p><p>-Kenjura</p></blockquote><p></p>
[QUOTE="kenjura, post: 813955, member: 11321"] Defense: Fine Chain Shirt, +4 armor bonus. Light encumbrance. 25% fortification. Encumbrance: Light, +6 max dodge bonus, 10% spell failure, full speed. Dodge (Dex) +3 Total AC: 19, Parry +3, Dodge +6 (28 versus one opponent) What does it all mean? Acrobatics means he can jump, tumble, and balance. Athletics is for enduring stress over time, especially running or swimming. Cosmpolitan is for navigating cities, finding individuals, and staying out of harm's way. Think of it as Wilderness Lore for urban areas. Discipline is a skill combining old uses of Concentration with new uses for mental focus, such as meditation and great mental exertion. Legerdemain is a more robust version of Pick Pocket or Sleight of Hand. Mercantilism is for running a business, buying and selling goods (including haggling), and understanding other businesses. Perception combines Spot and Listen into a single roll. Yes, it works. Security is for locating and bypassing locks, traps, and other things meant to keep rogues out. Stealth combines Hide and Move Silently. Again, you'd believe it if you saw it. Tactics is for judging an opponent's ability, gauging the morale of an enemy force, and gaining the upper hand against less intelligent opponents. With Ambidexterity (1st-level only) and Two-Weapon Fighting, Raelain can fight with his signature rapier and mein gauche (dagger) with no penalties in either hand. Without Ambidexterity, his offhand would suffer a -2 to hit and damage (in lieu of inflicting half his Strength for bonus damage). With Ambidexterity, both of his arms are equally strong. That is, after all, the definition of the term. He has no offhand, and thus can suffer no penalties for it. With Dodge 2, he can choose a single opponent in melee whom he threatens, and he gains a +6 dodge bonus versus that opponent. He loses this bonus in any situation where he would lose his Dex bonus to AC. With Parry 1, he can choose a single opponent in melee whom he threatens, and he gains a +3 parry bonus versus that opponent. Offhand Parry gives him a further +2 when weilding his mein gauche. Furthermore, with Parry-Riposte, attacking Raelain and missing provokes an attack of opportunity. Combat Reflexes allows him 3 per round, though only his Parry target provokes for missing. Parry stacks with Dodge. Combat Mobility by itself grants an additional 5-foot step every round, regardless of other actions. Lunging Attack means that every time he attacks, he may take a 5-foot step toward his enemy before doing so. This does not increase his reach to 10-feet. Combat Action allows him to take an addtional attack action during a full attack. *This is no longer automatic*...it's all part of the balance. You'll notice there is no +0/-5/-10/-15 in this system. It is arguably unreasonable, and inarguably too complicated. This is coming from a DM who's done a lot of high- and epic-level gaming. The system holds up even with this rather large change. You may notice the lack of magic items. Magic items are no longer assumed. There is information for running non-magical games (eww), low-magic, and high-magic games. Only in high-magic games will 12th-level characters have 5 or more magic items each (for example), and only in those games should pc's ever *expect* magic items. There you have it. A random character, generated fairly. I can make a hundred more. I intend for this system to play much like the core rules, but most importantly I want the rules to take a back seat to the game. To do this, I've tried to streamline the system as much as possible. -Kenjura [/QUOTE]
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