Correl: An Element of Origin - Out of Character (MarauderX)

MarauderX

Explorer
Hello all -
Here is the thread to discuss stats, numbers and strategies OOC (Out Of Character). Feel free to share methods of spell enhancing warriors, tricks for teamwork or other things. Also, ask me questions about how I might run the game here, such as "are you really gonna keep track of encumberance?", and I will give you an answer for everyone to be aware of (in this case, the answer is "yes").

- Correl Story Hour thread

- Correl In-Character thread

- Maps Page


This thread won't include a detailed list with stats for NPCs or critters (which you may want but won't see from me :D), but it gives a more basic run-down of things in the game. It will help you know who will probably fight and who will most likely be towards the back lending a helping (or healing) hand.
 
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Sukiskyn Defenders

Let me start, since you may all be wanting to know of the 9 defenders at Sukiskyn.

Pyotr - Family head, age 40+, tall with a protruding belly, red-haired with a full beard. He carries a hefty sword at his belt with an ornate sheath.
Darya - Pyotr's wife, late 30's, long black hair. She is comfortable with her bow and seems not to have any fear.
Taras - Pyotr's elder son, age 20, tall, red hair. Confident with his battle axe or short bow.
Alfana - Tara's wife, age 19, dirty blond hair. Does not seem too competant holding her dagger or a sling.
Irina - Pyotr's daughter, age 17, plump, red-haired. She is a devout follower of Lurleena, a heroine who followed Ehlonna, and can provide some basic healing.
Matvey - Pyotr's younger son, age 10, untidy red hair. Though he wishes to be treated as an adult, he is still clumsy as his body has yet to hit puberty.
Kuzma - Pyotr's mother, age 60+, short and thin. Also a follower of Lurleena and has directed Irina. She can also perform healing if needed.
Masha - Hako's widow, age 18, tall with long blond hair. She carries her baby Garina in her arms or on her back.
Stellios - Family servant, age 50+, bald and has only one arm. He seems a bit slow to move up and down the stairs, and takes a longer time to perform tasks.
 

New chase rules I will be using, and why.

Chases:

Opposed Con checks will be used as long as movement speeds are about the same. If you win, you gain 5'. If you win by 5 or more you gain 10'. It makes for shorter checks and a faster chase. Should the chaser catch the chasee, the chaser can dive-tackle (treat as grapple attempt with no AoO), charge, overrun or full attack the chasee. If the chaser full attacks the chasee, the chaser loses a round of movement next turn.

In a city chase there will be Dex checks too, and depending on how crowded the streets are it makes the DC higher or more often. If the chasee is overturning carts of melons or otherwise adds obstructions it adds to the Dex check DC, and if the chaser misses it they lose ground, anywhere from 5’ to possibly a whole round of movement. If they fail horribly I have them make a reflex save to stay on their feet.

I have changed to these rules because I don't like the 'slinky effect' of movement with turn-based chases. It works well for most movement types that are disparate too, such as the speedy monk that zips out to chase down every last mook before he gets away.
 

New Magic Item Creation Rules -


Magic Item Creation

Way back in the days of Original D&D, XP was actually earned for attempting magic item creation, as sometimes there were hefty risks involved. I am bringing it back that way, as a caster spends more money on better materials and takes more time to get the creation correct. I incorporated a percentage roll that allowed for a good chance of failure if the wizard was in a hurry or the material wasn't pure, etc. This is the formula that I have developed and will use:

(50%x Base cost factor) + (INT mod)x2 + (Caster Level)x2 + (1 per day of preparation/Spell level) – (Item creation level) + 5% per applicable feat.

Clerics, druids, sorcerers and other casters that have a different ability as a prime requisite will use that ability instead of INT.

The base cost factor would be 1.0 if the normal cost was spent, and 0.005 per 1% over/under the cost spent. So for example it would be 0.95 if only 90% of the cost was spent, 1.05 if 110% of the cost was spent, and so on. A maximum of 200% of the cost is the cap for a base cost factor of 1.5.

In addition, a caster could spend up to ten times the spell level in preparation to create the item to increase the chances, or as little as 1 day. The time spent on preparation is divided by the spell level, making the maximum chance 10% higher.

A few examples -
1st level wizard, 11 INT, 1 day, normal cash to scribe a scroll of sleep(1st level):
(50%x1)+0+2+(1/1) = 53%
Not too good, but not the best wizard either.

10th level cleric, 16 WIS, 2 days, normal cash to create a wand of eagle's splendor (2nd level):
(50x1)+6+20+(2/2) = 77%.

6th level sorcerer, 16 CHA, 20 days, -30% cash to create a wand of acid arrow:
(50x0.85)+6+12+(20/2) = 70%

10th level druid, 16 CHA, 1 day, +50% cash to create a wand of Cure Serious Wounds (4th level for a druid) and has Spell Focus-Conjuration:
(50x1.15)+6+20+(1/4)+5 = 88.75 > 89%

18th level wizard, 20 INT, 20 days, -10% cash to scribe a scroll of fireball:
(50%x0.95)+10+36+(20/3) = 100+%

Now say that same 18th level wizard tries creating the same scroll in 1 day:
(50%x0.95)+10+36+(1/3) = 100+%

Keep in mind a roll of 00 (100%) is an automatic failure no matter what the bonuses, and 01 (1%) is automatic success no matter the penalties.

Consequences of failure could be nothing, or could result explosions, fires, or other magically produced effects that may result in a character’s death, disintegration, or even possible subservience to a creature from the outer planes. Any failure side effects will pertain to the item researched, so trying to create a wand of magic missles may run the risk of damage and a ring of summon monster just might get you enslaved by the monster if done wrong.
 
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New PrC for the Kingdom of Correl


Order of the Red Knights

The Red Knights are servants of the Kingdom that take it upon themselves to patrol the less civilized areas of the realm. Their cause is to keep the Kingdom united and remove any internal threats to the Kingdom and its people as well as protect borderlands from external marauding attackers. As much of the Kingdom’s outskirts are still wild, this task can be overwhelming at times.

All Red Knights wear a long red sash that typically drapes over their left shoulder and sags down to at least their waist. The sash is non-magical, although many in the Kingdom think otherwise, and it represents a duty the wearer takes upon himself to look after the citizens of the Kingdom. Some have enchanted their sash with magical powers, and others wear matching red dress to stand out in crowds or the wilderness. The Red Knights have already gained legendary status among most towns and cities, and numerous tales are told about evil creatures being foiled once a red sash was in sight.

Red Knights do not tout their position, nor do their often-times thankless heroics fill them with pride; they view themselves as a servant of good, defending those less fortunate and protecting the Kingdom and its people as a means to preserve good for the future. Many are asked to be leaders in a town, but having no love of politics they limit themselves to rallying and leading local militias to put an end to minor threats.

To become a Red Knight, a sworn oath of service must be made to the King and accepted by him in person. The oath will be denied if the requirements are not met or if the person is only accepting the blessing as an honorary role. This has been tradition since the Order was founded with the first King as the various good-aligned fraternities combined to form this one Order.

Hit Die: d10

Requirements
To qualify to become a Red Knight, a character must fulfill all the following criteria.
Alignment: Lawful Good or Neutral Good
Base Attack Bonus: +5
Race: Dwarf, elf, half-elf, human.
Feat: Track.
Gather Information: 6 ranks
Wilderness Lore: 6 ranks
Ride: 6 Ranks
Special: Swear an oath of service to the King and be accepted by the King.

Class Skills
A Red Knight’s class skills are Animal Empathy, Climb, Concentration, Disable Device, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intuit Direction, Jump, Knowledge (All), Listen, Move Silently, Ride, Search, Sense Motive, Spot, Swim, Tumble, Use Rope and Wilderness Lore.

Skill points at each level: 4 + Int Modifier

Class Features
Weapon and Armor Proficiency: None gained, none restricted.
BAB: As Fighter
Saves: As Cleric

Defensive Blow: Whenever a Red Knight is engaged in melee combat where the Knight seeks to protect a creature who is weaker than himself (fewer HD or total levels) or who is helpless, the Red Knight gains the listed bonus to his initiative and attack rolls. (Modified Knight Protector of the Great Kingdom prestige class ability from Sword and Fist)

Detect Evil: Once per day per level a Red Knight can detect evil as a spell-like ability, duplicating the effects of the spell. (Modified Paladin class ability)

Best Effort: A Red Knight often needs a greater amount of focus. At 2nd level a Red Knight gains a bonus to any one Red Knight class skill check he makes, once per day. This ability must be declared before the skill check is made. (Modified Knight Protector of the Great Kingdom prestige class ability from Sword and Fist)

Shining Beacon: The Red Knight is the embodiment of hope and inspiration. All his allies gain a +2 morale bonus on saves versus fear affects when they are within sight of a Red Knight. If the Knight is held, unconscious, or otherwise rendered helpless, his allies lose this bonus. (Modified Knight Protector of the Great Kingdom prestige class ability from Sword and Fist)

Dual Strike: As the feat, a Red Knight learns the ability to work with others as a team against foes. (Feat from Sword and Fist)

Direct Troops: As a full round action, a Red Knight can give compelling directions. A +2 competence bonus is applied on either attacks or skill checks to all allies within 30 feet. This lasts 1 round per level. (Modified Warmaster prestige class ability from Sword and Fist)

Rally Troops: The presence of a Red Knight is enough to grant any allies within 30 feet a second saving throw fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, and fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected. (Modified Warmaster prestige class ability from Sword and Fist)

Implacable Hunt (Su): Beginning at 10th level, if a Red Knight wounds a target and the target escapes, the Red Knight always knows the direction in which his target lies and the approximate distance between him and his target. This ability only works if the Red Knight and his target are on the same plane of existence. Implacable hunt can be used against a number of different targets equal to the character’s Red Knight levels. The Knight decides what targets they wish to hunt, but once the link is severed the target must again be wounded to re-establish the connection. (Modified from Defenders of the Faith)


Table 1: Red Knights
Level BAB Fort Reflex Will Special
1 +1 +0 +0 +2 Defensive Blow +1, Detect Evil
2 +2 +0 +0 +3 Best Effort +1
3 +3 +1 +1 +3 Defensive Blow +2, Shining Beacon
4 +4 +1 +1 +4 Best Effort +2, Dual Strike
5 +5 +1 +1 +4 Defensive Blow +3
6 +6 +2 +2 +5 Best Effort +3, Direct Troops
7 +7 +2 +2 +5 Defensive Blow +4,
8 +8 +2 +2 +6 Best Effort +4, Rally Troops
9 +9 +3 +3 +6 Defensive Blow +5
10 +10 +3 +3 +7 Best Effort +5, Implacable Hunt
 

There will be some monk changes based much on the debate that is on this thread:

http://www.enworld.org/forums/showthread.php?t=76516

The essential arguement is on the monk's flurry of blows and the definition of unarmed strike.
It may not be clear, but I disagree with the fundamental ruling that Flurry of Blows cannot be used to do special attacks such as Grapple, Trip, or Disarm.

I will more clearly define the monk in the near future.
 

MarauderX said:
There will be some monk changes based much on the debate that is on this thread:

http://www.enworld.org/forums/showthread.php?t=76516

The essential arguement is on the monk's flurry of blows and the definition of unarmed strike.
It may not be clear, but I disagree with the fundamental ruling that Flurry of Blows cannot be used to do special attacks such as Grapple, Trip, or Disarm.

I will more clearly define the monk in the near future.

Ok, after further reviewing that whole discussion, I am ruling that monks CAN use a flurry of blows strike to initiate a special move such as grapple, disarm, trip, and sunder WITHOUT needing any special weapons. The flurry of blows will be treated as an extra attack with the associated penalty, if applicable.

For example, Tanaka uses his flurry of blows on an orc. He decides that he will try to disarm the orc first, and makes his attack roll at +0 (without other modifiers) to do so but fails. Being a 3rd level monk, he gets one more flurry of blows attack, again at +0. Since he failed to disarm the orc the first time, he decides to give it another try with his second strike. He succeeds, and his turn is done as flurry of blows is a full round action.
 
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Check out the fumble chart posted in the "House Rules" forum. I am working on a 'success chart' for excellent die rolls and it will likely have some similar results - only applied as a benefit of the d20 roller.
 

Facing

I will be using facing in a limited fashion to allow rogues sneak attack damage on those who are unaware of their presence and not flanked. Should any major questions regarding the issue come up, I will make a ruling that hopefully will be the most fitting. In any case where you can't tell which way someone or something is facing let me know and I will tell you and try to change the counters/figures to more accurately depict which way an opponent is facing.

During the course of a battle a rogue may need to maneuver into position a few times in order to apply sneak attack damage. In all cases I will try to let everyone know what you will have to do to be eligible for the extra damage. Sometimes it won't be available (opponent has her back to a wall) and I will let you know that is that case.
 

Spell Duration

As the PCs approach higher levels, I want everyone to start keeping track of any 'buff', summoning and other duration spells that are in use. It's usually easiest to keep track of them in rounds, and for spells that last minutes or hours instead of rounds can be tracked with 2 d10s. That way when Grimhold has Bull's Strength and Mage Armor cast on him, everyone can see that the Bull's Strength is about to run out after the first fight, but the Mage Armor might last to the second if planned well.

We may go 'out-of-rounds' at times, and if a longer spell has been used we will try to estimate to the nearest round how long everyone's actions are taking. Again, this is a record keeping technique that allows you not to forget which spells are in place as well as how long it will be before they fade.
 

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