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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1753907" data-attributes="member: 1223"><p><strong>Ruik, aka Coric</strong></p><p></p><p>So far I've been pretty happy with my attempts to use d20 Modern classes in my low-magic game. The following is an interpretation of an old PC. This character's player was in our campaign for a couple of years before he moved to Taiwan, where he's been for the last six years or so. He still participates via play-by-email, though his character has gradually faded into a supporting role.</p><p></p><p>However, because we've been just doing free-form roleplaying for the last few years, we never converted his old 2nd edition thief over to 3e. Here’s my first attempt, and I do think that a few d20M basic classes capture the eccentric, eclectic nature of this character far better than any combination of D&D classes.</p><p></p><p>=====</p><p></p><p><strong>Ruik:</strong> male human Fast hero 4/Smart hero 3/Charismatic hero 2; CR 9; HD 4d8 plus 3d6 plus 2d6; hp 40; Init +8; Spd 30 ft; AC 24, touch 21, flat-footed 24; BAB +5; Grp +3; Atk/Full Atk +10 melee (1d4-2/19–20, dagger) or +11 ranged (1d4-2, sling); SA exploit weakness; SQ evasion, fast talk, linguist, uncanny dodge; SV Fort +3, Ref +9, Will +4; Str 6, Dex 18, Con 10, Int 12, Wis 8, Cha 14.</p><p></p><p><em>Starting Occupation:</em> Adventurer (Bluff, Spot are class skills).</p><p></p><p><em>Skills and Feats</em>: Balance +9, Bluff +14, Craft (blacksmithing) +4, Decipher Script +5, Diplomacy +7, Disable Device +5, Disguise +7 (+9 acting), Escape Artist +7, Forgery +5, Gather Information +7, Hide +9, Knowledge (local) +8, Jump +2, Listen +1, Move Silently +9, Read/Write Language (Herachean), Read/Write Language (Tynan), Search +6, Sleight of Hand +11, Speak Language (ruckish), Spot +10, Tumble +11; Acrobatic, Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Dodge, Improved Initiative, Mobility, Point Blank Shot, Simple Weapons Proficiency, Weapon Finesse, Weapon Focus (sling).</p><p></p><p><strong>Exploit Weakness (Ex):</strong> After 1 round of combat, Ruik can designate one opponent and try to find ways to gain an advantage by using brains over brawn. Ruik uses a move action and makes a DC 15 Intelligence check with a +3 bonus. If the check succeeds, for the rest of the combat Ruik uses his Intelligence bonus instead of either his Strength or Dexterity bonus on attack rolls as he finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.</p><p></p><p><strong>Evasion (Ex):</strong> If Ruik is exposed to any effect that normally allows a Reflex saving throw for half damage, he suffers no damage if he makes a successful saving throw.</p><p></p><p><strong>Fast-Talk (Ex):</strong> Ruik has a way with words when attempting to con and deceive. With this talent, he applies a +2 competence bonus on any Bluff or Diplomacy checks he makes while attempting to lie, cheat, or otherwise bend the truth.</p><p></p><p><strong>Linguist (Ex):</strong> Whenever Ruik encounters a new language, either spoken or written, that he does not know, he can make an Intelligence check to determine if he can understand it. The check is made with a +3 bonus. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation. With this special ability, Ruik can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.</p><p></p><p><strong>Uncanny Dodge (Ex):</strong> Ruik retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by a hidden attacker. (Ruik still loses his Dexterity bonus to Defense if he is immobilized.)</p><p></p><p><em>Possessions</em>: <em>dust of illusion</em>, masterwork studded leather armor, 2 masterwork daggers, masterwork sling.</p><p></p><p><em>Physical Description:</em> A small young man with longish wavy brown-blond hair.</p><p></p><p><em>Personality Traits:</em> Curious, enthusiastic, and excitable.</p><p></p><p>Often traveling under the name Coric, Ruik is a young, well-mannered lad in his mid twenties, prone to unexpected actions. Ruik is a worshipful Pentian and is free with both his coin and hospitality. He prefers dark hooded cloaks and enjoys intrigue and ideas. He has revealed that he is originally from the town of Covin on the coast. Ruik has a good aim with the sling, and can use a knife in close quarters. He also has an intense interest in languages, and is quick to latch on to new or unusual words; he has leaned how to read and write. Although adverse to violence, Ruik has shown increasing bravery and ingenuity in the face of danger. Ruik had a good friend and follower named Wyk, who was killed in the Geaunt's Tower. Ruik currently dwells in Lownell, where he keeps a watchful eye on Sir John the Bastard.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1753907, member: 1223"] [b]Ruik, aka Coric[/b] So far I've been pretty happy with my attempts to use d20 Modern classes in my low-magic game. The following is an interpretation of an old PC. This character's player was in our campaign for a couple of years before he moved to Taiwan, where he's been for the last six years or so. He still participates via play-by-email, though his character has gradually faded into a supporting role. However, because we've been just doing free-form roleplaying for the last few years, we never converted his old 2nd edition thief over to 3e. Here’s my first attempt, and I do think that a few d20M basic classes capture the eccentric, eclectic nature of this character far better than any combination of D&D classes. ===== [b]Ruik:[/b] male human Fast hero 4/Smart hero 3/Charismatic hero 2; CR 9; HD 4d8 plus 3d6 plus 2d6; hp 40; Init +8; Spd 30 ft; AC 24, touch 21, flat-footed 24; BAB +5; Grp +3; Atk/Full Atk +10 melee (1d4-2/19–20, dagger) or +11 ranged (1d4-2, sling); SA exploit weakness; SQ evasion, fast talk, linguist, uncanny dodge; SV Fort +3, Ref +9, Will +4; Str 6, Dex 18, Con 10, Int 12, Wis 8, Cha 14. [I]Starting Occupation:[/i] Adventurer (Bluff, Spot are class skills). [I]Skills and Feats[/i]: Balance +9, Bluff +14, Craft (blacksmithing) +4, Decipher Script +5, Diplomacy +7, Disable Device +5, Disguise +7 (+9 acting), Escape Artist +7, Forgery +5, Gather Information +7, Hide +9, Knowledge (local) +8, Jump +2, Listen +1, Move Silently +9, Read/Write Language (Herachean), Read/Write Language (Tynan), Search +6, Sleight of Hand +11, Speak Language (ruckish), Spot +10, Tumble +11; Acrobatic, Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Dodge, Improved Initiative, Mobility, Point Blank Shot, Simple Weapons Proficiency, Weapon Finesse, Weapon Focus (sling). [B]Exploit Weakness (Ex):[/b] After 1 round of combat, Ruik can designate one opponent and try to find ways to gain an advantage by using brains over brawn. Ruik uses a move action and makes a DC 15 Intelligence check with a +3 bonus. If the check succeeds, for the rest of the combat Ruik uses his Intelligence bonus instead of either his Strength or Dexterity bonus on attack rolls as he finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. [B]Evasion (Ex):[/b] If Ruik is exposed to any effect that normally allows a Reflex saving throw for half damage, he suffers no damage if he makes a successful saving throw. [B]Fast-Talk (Ex):[/b] Ruik has a way with words when attempting to con and deceive. With this talent, he applies a +2 competence bonus on any Bluff or Diplomacy checks he makes while attempting to lie, cheat, or otherwise bend the truth. [B]Linguist (Ex):[/b] Whenever Ruik encounters a new language, either spoken or written, that he does not know, he can make an Intelligence check to determine if he can understand it. The check is made with a +3 bonus. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation. With this special ability, Ruik can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language. [B]Uncanny Dodge (Ex):[/b] Ruik retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by a hidden attacker. (Ruik still loses his Dexterity bonus to Defense if he is immobilized.) [I]Possessions[/i]: [i]dust of illusion[/i], masterwork studded leather armor, 2 masterwork daggers, masterwork sling. [I]Physical Description:[/i] A small young man with longish wavy brown-blond hair. [I]Personality Traits:[/i] Curious, enthusiastic, and excitable. Often traveling under the name Coric, Ruik is a young, well-mannered lad in his mid twenties, prone to unexpected actions. Ruik is a worshipful Pentian and is free with both his coin and hospitality. He prefers dark hooded cloaks and enjoys intrigue and ideas. He has revealed that he is originally from the town of Covin on the coast. Ruik has a good aim with the sling, and can use a knife in close quarters. He also has an intense interest in languages, and is quick to latch on to new or unusual words; he has leaned how to read and write. Although adverse to violence, Ruik has shown increasing bravery and ingenuity in the face of danger. Ruik had a good friend and follower named Wyk, who was killed in the Geaunt's Tower. Ruik currently dwells in Lownell, where he keeps a watchful eye on Sir John the Bastard. [/QUOTE]
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