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[ooc] Kore | Kingdom of Harmony [terminated]

i'd be up for this if you want another character... i'll take some time to go back over the creation rules and figure a good concept out
 

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I got the impression from reading GnG that you got a "soak progression" much like your hp progression. I may have misread. Did I?

Whoops, looks like I only get 5400 to start so I'll have to change equipment. I'll wait on the ruling for the price of sassone leaf residue first, b/c I'm going to want a lot of that (gotta love 2d12 past all that DR).

By the way. Do you rule that you gain your class bonus to Defense even if you're flat-footed? I know I've played in GnG games where it was ruled you don't get anything but deflection and insight modifiers when flat-footed (becuase class bonus represents an ability to dodge and parry strikes).

I'll edit or repost my character after the poison price clarification.
 

Ferrix.

The last spot is yours if you want it. And that makes 5.

I'm going to close the game at this point. I would rather work with a smaller group than a larger on at this point til I know how things go.

I haven't had a chance to properly work through all the new material, but it looks really good everyone. Thanks for your input and effort. I'll try and get back on it within 24 hours.

the head of the dog
 

I'm thinking a bard/warrior, a ishijin samurai (fighter/expert), or if you'd allow it a hexblade/adept (hexblade is from CW) or a swashbuckler/expert (swashbuckler is from CW, and is basically just a light-armor fighter).

Have at it.
 

Ferrix: The Omishiranu (Bard/NPC - Warrior in your case) is fine. So is an Ishijin Fighter/Expert. Whether or not he is recognised as a Samurai, which is a social rank in human society, is going to take some thought.

I'm not familier with the hexblade or swashbuckler. So lets leave them out at this point.

Nac Mac Feegle and Thomas Hobbes to come ...
 

Nac Mac Feegle: Apologies. I read too much into where you said: they hunt down those who oppose the will of their hidden leader. I took it to mean that they lived a secret 'bandits in the hills' life under direct orders from their leader. Having re-read your explanation, it seems more correct to see them as followers who work secretly to advance the cause of their leader.

Rokuro Kichiro sounds Japanese. Is your character originally from the Kingdom of Harmony? Or is his family?

I have absolutely no experience with character's using poison. My first thought is that the knife cuts both ways. With that said, I'm tempted just to leave it as is in the rules. Poison has always been one of the most feared weapons of the assassin. And the poisoner correspondingly the one of the most despised of killers.

Crafting. Never had much to do with that either. Off to the SRD ...
Sasson Leaf Residue - 3000sp, DC 15 (? not indicated in SRD, so I took the Acid DC), 100gp in materials. Craft (poison) +9, Take ten, improvised tools -2: 17. 17x15=225. 3000/225=13 weeks. 200 weeks for the Black Lotus extract. I presume that this is for one dose. Would be a bit faster with masterwork artisan tools (55gp) and an Alchemist's lab (500gp). Or by using the poison's save DC.
- Sasson Leaf residue: DC16, Masterwork tools, 9 weeks;
- Black Lotus extract: DC 20, Masterwork tools, 100 weeks.
You're also going to need a secure place to brew these. A place safe from prying eyes and questions.

Wow. Not something you can whip up over a weekend. And getting the materials for poison is not going to be as simple as heading down the local market.

No arguements from this end about leaving the rage as is. The idea just reflects my feeling that everything 'refreshing' at midnight seems a little odd. And I did like the bit about using a toxin as the catalyst. Oh well ...

There is no class progression for Soak.

I'll give some thought to the flat footed question. Deflection modifiers I know, but insight modifiers?

doghead
 

TH. You are scary. It took me a few reads to work through your assassination mo. I'm still not sure I get it. But I'm pretty confident that you do.

You and NMF are going to give me headaches I know it.

I know. Giants! Lotsa giants. With dire wolves as pets ... arr, are we live? Oh Shi

Actually, its ninja defu sutaraiku!. And its good. You been poking around in my notes?

Could you give me a rank breakdown of the skills. I have no doubt that they are all straight. Its just helps me get a better grasp on what comes from where.
 

Hey everyone

One last post before I crawl off to bed. I want to thank you all for the creative energy you have poured into you character concepts. And your patience in working through the ideas with me. (Everytime I do a homebrew I swear the next time I'm just going to do something straight out of a book. Oh well, wishes and good intentions ...)

And what an assortment of all sorts we have. And not a Samurai amoung them.

the head of the dog

coming up: some thoughts on the Emperor
 

Doghead- edited in the skill ranks. I just maxed them out, so it's actually pretty simple. :) 6 points per level from expert plus 1 int plus 1 human =8 skill maxed out.

One question you didn't answer was how being flat-footed works. To provide some context:

In the previous version of Grim-n-gritty, when you were denied your dex bonus you lost everything (both class and dexterity bonuses) and just rolled an unmodified d20. This hurt. A lot. In a system where each point you beat the defense roll by also adds to the damage, it hurts more. It also means that Uncanncy Dodge at its lowest, almost-never-be-denied dex state is crazygonuts good. Too good, really, 'cause those that have it are immune to the otherwise highly effective ambush tactics. I tell you, it's enough to make a GnG d20modern DM cry when his PC's are well-nigh immune to sniper attacks. Sigh. But I digress.

The new GnG text doesn't say and Mr. Hood hasn't clarified if you loose just Dex or Dex and class. If you go the lose-it-all route, you'll probably want to nerf uncanny dodge some (my reccomendation is that with the first stage, you get ONLY your dex bonus to AC; with improved uncanny dodge, you can get whole hog or dex plus maybe half your class bonus) so it doesn't make people immune to ambushes. Also possibly problematic is the fient manuver, as it would pretty much cripple any opponent who fell for it (perhaps the nerf here is that they keep their class bonus only, or keep their dex bonus only, or dex plus half class- same combinations as above). This also has the benefit of being the most realistic (how can you dodge what you can't see?) and rewarding of clever play (and shows why people who fight in open, honorable combat and don't die are highly worthy of praise). It also makes invisibility very, very good, just to make the conflicts of interest clear. :)

You can have people lose only Dex in which case being caugh flat footed is not so utterly, utterly crippling. This may go too far the other way because as levels progress ambushes get relatively less effective. A fighter 1 with dex 16 loseses 3 points, or 75% of his defense bonus flat-footed; a 10th level fighter only looses about a fourth. Being flat footed also implies not being able to dodge at all, which is what the class bonus represents.

Me? I'd go for the first, and make some combination of the modifications above. My personal reccomendation for which of the modifications would be that uncanny dodge lets you keep your dex bonus to AC, improved uncanny dodge lets you keep dex plus 1/2 your class bonus, and fient strips you down to 1/2 your class bonus. This makes the respective abilities still worth it, removing much of the power they gain from the change in system.
 

Current character workup - not finished yet

Name: Takumi Hideaki
Class: Bard 4//Warrior 4
Race: Human
Soak: 6 (+1 con, +5 armor)
Initiative: +4
Speed: 30 ft.
Defense bonus: +9 (+4 BAB, +4 Dex, +1 shield)
Base Attack/Grapple: +4/+6
Attack: rapier +10 melee (1d6+3) or kukri +9 melee (1d4+2)
Full Attack: rapier +8 melee (1d6+3)/kukri +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: None
Saves: Fortitude +5, Reflex +8, Will +3
Abilities: Str 14, Dex 18 (+1 at level 4), Con 13, Int 16, Wis 9, Cha 18
Skills (70sp, 7/3.5): Bluff +11 (7 ranks), Concentration +8 (7 ranks), Diplomacy +17 (7 ranks), Disguise +13 (7 ranks), Gather Information +11 (7 ranks), Knowledge (nobility) +10 (7 ranks), Perform (poetry) +11 (7 ranks), Sense Motive +6 (7 ranks), Spellcraft +10 (7 ranks), Use Magic Device +11 (7 ranks)
Feats: two-weapon fighting, improved buckler defense, wf: rapier
Bard Abilities: bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence,
Spells per day (3/3/1)
Spells known (6/3/2): ghost sound, detect magic, lullaby, prestidigitation, daze, read magic, charm person, sleep, tasha's hideous laughter, hold person, alter self
Equipment (5400ip total): buckler (15ip), +1 rapier (2320ip), kukri (8ip), mithril chain shirt +1 (2100ip),

Languages:

Appearance:

Personality:

Background:
 
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