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[ooc] Kore | Kingdom of Harmony [terminated]

What is it with the rapiers ... :rolleyes:

Sorry guys. Don't mind me. I know that it has good numbers and all. It just the idea of weilding a rapier jars in most settings I have seen.

Anyway, some terminology to get around your DM's delicate sensibilites.

Japanese Swords
Tantou (less than 12") 2gp, 1d4, 8+/+0, 1lb. (ie. Daggar)
Wakizashi (12" to 24") 10gp, 1d6, 8+/+0, 2lb. (ie Short sword)
Katana (24" or more) 15gp, 1d8, 8+/+0, 4lb. (ie Longsword)
Tachi (24" or more) 20gp, 1d10, 8+/+0, 5lb. (ie Bastard Sword)
Chinese Swords
Straightblade 20gp, 1d6, 6+/+0, 2lb. (ie Rapier)

Technically, the difference between the Tachi and the Katana was in the way it was worn. The Katana was worn through the belt edge up for use on foot, the tachi slung from the belt edge down for use on horseback. Size wise, there wasn't much difference, though the tachi was sometimes a bit longer. I've upped the size of the Tachi for game puposes.

Kama, Sai, etc are all fine as is.
 
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doghead said:
What is it with the rapiers ... :rolleyes:

Sorry guys. Don't mind me. I know that it has good numbers and all. It just the idea of weilding a rapier jars in most settings I have seen.

Anyway, some terminology to get around your DM's delicate sensibilites.

Japanese Swords
Tantou (less than 12") 2gp, 1d4, 8+/+0, 1lb. (ie. Daggar)
Wakizashi (12" to 24") 10gp, 1d6, 8+/+0, 2lb. (ie Short sword)
Katana (24" or more) 15gp, 1d8, 8+/+0, 4lb. (ie Longsword)
Tachi (24" or more) 20gp, 1d10, 8+/+0, 5lb. (ie Bastard Sword)
Chinese Swords
Straightblade 20gp, 1d6, 6+/+0, 2lb. (ie Rapier)

Technically, the difference between the Tachi and the Katana was in the way it was worn. The Katana was worn through the belt edge up for use on foot, the tachi slung from the belt edge down for use on horseback. Size wise, there wasn't much difference, though the tachi was sometimes a bit longer. I've upped the size of the Tachi for game puposes.

Kama, Sai, etc are all fine as is.

A bunch of chinese swords as well could qualify as rapier-like in the way they were used. Straight bladed swords used for primarily stabbing, with a relatively flexible blade. Calling it a rapier is just for the stats really, it wouldn't have to be a "classical" looking rapier even in medieval settings.

And what do the numbers 6+/+0, mean?
 
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Ferrix, nice rolls. We're going with level 4 to start. (I forgot to update the front page, didn't I?) 4th level. Max starting wealth (5400 from what everyone else is doing. I, personally, have no idea what max starting wealth is.), max of half wealth on one item. Your BAB related numbers will need to be altered for the level change, but otherwise it looks good.

Re: Flat footed. I assume Ken didn't deal with it in the House Rules thread ... Nope.

Some thoughts. Common sense would suggest that if can't see it comming, you can't defend yourself against it. Hence the popularity of armour. Uncanny Dodge strikes me as being a bit like 'spider senses' - they allows characters to react to things they can't see coming. Its uncanny. The problem is that so many things get rolled up into one. Being attacked by an invisible opponent. Missile weapons on the battlefield. Being surprised.

From the Immobised Characters get an automatic 1 on thier defence roll, I suspect that you lose everything. Ken's is a harsh world.

I think that I'll start with a more middle ground approach - being caught flat footed results in you losing you reflex/dex bonus to your defence. ie. Your BAB bonus refects more than just your ability to dogde, but also an inate, unconcious ability to minimise your exposure to danger. Like the old vets in the Vietman war movies who somehow stay standing while others fall. OK. Its a bit thin. But we'll play it this way and see how it goes. It has the added benefit of being the most simple, requiring no rewrites of Uncanny Dodge and Feint.
 

Ferrix said:
A bunch of chinese swords as well could qualify as rapier-like in the way they were used. Straight bladed swords used for primarily stabbing, with a relatively flexible blade. Calling it a rapier is just for the stats really, it wouldn't have to be a "classical" looking rapier even in medieval settings.

And what do the numbers 6+/+0, mean?

Yeah. I agree. Just me being weird. Ignore me doing this. Ignore me doing this.

6+: The amount your attack roll needs to exceed the defence roll to threaten a critical (from the dnd threat range of 18-20)
+0: Critical effect bonus. (from the dnd damage multiplier)
 


doghead said:
Ferrix, nice rolls. We're going with level 4 to start. (I forgot to update the front page, didn't I?) 4th level. Max starting wealth (5400 from what everyone else is doing. I, personally, have no idea what max starting wealth is.), max of half wealth on one item. Your BAB related numbers will need to be altered for the level change, but otherwise it looks good.

ah... 4th level, bummer :-( no keen rapier for me. Appropriate starting wealth for 4th level is 5400gp, 9000 at level 5.

Okay, I think I'll pan him out a bit more now.
 

TH: at this point, yeah. Actually, according to my set of rules, your Base defence bonus equals tour BAB plus your dex modifier or your total reflex save (including your dex modifier), whichever is higher. So you lose the Reflex element but keep your BAB element. We'll see how it goes for a while, its not set in stone.

Ferrix: Bummer indeed.
 

Thomas Hobbes: I think death touch may be a wee bit overpowered. Think about it. 6th level priest does 6d6 or on average 21. Now since hp don't progress, and there isn't a save for that ability, that means that in two levels you have a kill attack 1/day. Yikes.

Okay, here he is, edited for cost and with a few misc comments.

I'll probably go for 2 levels of fighter/expert followed actually by a level of assasin/warrior, then I'll wing it from there.

Since I realized that I don't need finesse (due to GnG), I think I might switch weapons to a spear or a longspear. Would you allow a feat to "choke up" on a longspear (use it as a non-reach weapon)? Using a different weapon would be beneficial for two reasons: firstly I'm different :), and second less likely to be regulated (swords are supposed to be mainly samurai weapons). I haven't decided yet, but I'm leaning towards spear. If I do, I'll switch out my proficiency for either a weapon focus feat or a feat to "choke up". Spear will rule out duelist, and so I'll just go straight assasin. What are your opinions?

Rokuro Kichiro, the Red Viper

Human 4th level Barbarian/Expert
Medium Humanoid (Human)
Soak: 6 (2 con, 4 armor)
Initiative: +4
Speed: 40 ft. (8 squares)
Defense Bonus: +8 (4 class, 4 dexterity), +9 vs. one opponent (dodge)
Base Attack/Grapple: +4/+7
Attack: Thinblade +9 (MW Thinblade: 1d8+4)
Space/Reach: 5 ft./5 ft.
Class Features:Rage 2/day, fast movement, Uncanny Dodge I, Trap Sense +1
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 16, Dex 18, Con 14, Int 15, Wis 11, Cha 11
Skills: Read/Write Language (Common, Yanagi, Horde), Survival +7 (7 ranks), Spot +7 (7 ranks), Listen +7 (7 ranks), Intimidate +7 (7 ranks), Bluff +10 (7 ranks), Hide +11 (7 ranks), Move Silently +11 (7 ranks), Craft: Poisonmaking +9 (7 ranks)
Feats: EWP: Thinblade, Dodge, Improved Feint

Equipment (note: all poisons made with craft at 1/3 cost)
Mastework Thinblade (400 gp)
Masterwork Chain Shirt (250 gp)
Standard Clothes (negligible)
15 single gloves (used to apply poison, negligable)
Gauntlet of Deception (+3 to bluff) (900 gp)
1 dose Black Lotus Extract (1500 gp)
2 Doses Deathblade (1200 gp)
10 doses Sassone Leaf Residue (1000 gp)
13 uses poisonfix (keeps poisoned blade fresh) (260)
40 iron pieces left over

Poison Stats:
Black Lotus Extract: Save DC 20, 3d6 con/3d6 con
Deathblade: Save DC 20, 1d6 con/2d6 con
Sassone Leaf Residue: Save DC 16, 2d12 hp/1d6 con

Note: The Sasson Leaf Residue and Black Lotus Extract are contact poisons, and as such only need a touch attack to hit.

Appearence: Rokuro is a thin, almost gaunt man with reddish eyes and black hair. His skin is slightly dark, and he gives the appearence of always being shadowed. Some people have intimated that he had a member of the Horde somewhere in his ancestory (and well he might, as he doesn't know his father). Few people have intimated this twice, as it's hard to speak with punctured lungs. He wears a chain shirt stained pure black with a stylized red sun with a spear through it in the center. He carries a thin sword (or a spear, haven't decided yet), the blade (or head) of which usually glistens black from some nameless substance (usually Sassone Leaf Residue).

Personality: Rokuro is a reclusive man, who speaks little. He is tightly controlled, and gives little away by his movements. While being vicious and often cruel in battle, Rokuro is not particularly evil. He will neither go out of his way to harm people or to help them. Rokuro does have a love of battle, and will seek out work fighting or even simply go hunt down something to fight. His greatest delight is to face an equal opponent in combat, although he will not shrink from killing those less skilled than he (although he looks down on the slaughter of the helpless).

History: Rokuro was the bastard son of a noble house of the Middle Kingdom, left to the care of an adoptive father who cared little for him. Thrown out at the age of ten to live or die in the streets when his true mother died (and thus stopped paying his adoptive father to keep him), he survived through a combination of cunning, agility, and shear animal ferocity. For a while he lived
as a pickpocket in the city, until he tried to pick the pocket of a member of the Serpent Clan. Fortunately for him, rather than being outraged and killing him at once, the man was amused. Angry at this apparent mockery, Rokuro drew a knife and attacked the man. Within a second, he was flat on his back with his entire are numb from the wrench with which he had been disarmed. To his amazement, rather than gutting him, the man bent over and offered him a hand up. Warily, Rokuro asked what the man meant by this, and he said that he saw skill in Rokuro, and would offer him training and a home if he wished. Rokuro accepted, and his life changed. From that point on Rokuro trained rigorously as first a warrior, then a wrathful one of the serpent clan. At the age of 20, Rokuro was a skilled member of the clan, and once again his life changed, this time for the worse. While in the city, he was bumped into by a drunken nobleman who took offence at the "wretch who dared touch me." Caught with no way to avoid a duel, Rokuro was forced to fight. He and the noble took wounds, and the duel ended. Rokuro recovered, the noble didn't. Rokuro was banished from the kingdom under suspicion of having used poison in a duel, and came thus to the Kingdom of Harmony. He has only been here for a few months, working as a paid mercenary.



Okay, for the name, I thought that the middle kingdom was japanese-ish as well. Whoops. Could you just quickly tell me what the middle kingdom is like? I'll change the name probably if it isn't japanese. New name probably Oberyn Martell, Red Viper of Dorne.

For the poison craft rules. I don't know. I've always thought those times were a little off. Let's take a 10th level expert with int 18 and skill focus (craft:poisonmaking). He has +20 to his craft check. Now lets take Sassone leaf residue, which is supposed to be a relatively common poison. It costs 3000 sp, dc 15 to make. Now suppose he takes 10. In one week he makes (30*15) sp or 450 sp of poison. At this rate it will take him almost 7 weeks to make one dose of relatively common poison. And that's at 10th level geared specifically to make poison. That seems a little off.

Anyways, you can rule that any way you want, that's just my little rant.
 

Nac- I just noticed, feat-wise, that you need Combat Expertise as a prerequsite for Improved Fient. So you could do Combat Expertise, Improved Fient, and Dodge as your three feats.

As for spears, you could just use a shortspear and skip the choking up for now. Alternately, 5-foot step or take Improved Unarmed Strike to deal with anything that gets too close. Reach is a pretty kickin' ability when any attack might drop a foe, and worth having to back up now and then.

Edit:

Re: Death touch, I expect it would work as a spell- cap at 4 dice, and then add +2 per die after that. 6th level would be 4d6+4.

Death Touch is really no more lethal than any other spell (which are supposed to be nasty). And it's touch, which is a spot better than Fireball.

If we get there, just wait for the Flamestriku!. :D

Also, about crafting: Perhaps we could use a "craft point" system as detailed here. (This is also from Unearthed Arcana, the big book of OGC goodness). Zero-down time (on the other hand, zero down time is unrealistic). Requires a feat to craft mundane items as well.

Just a thought.
 
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I think I like the longspear/5 foot step idea, and that would let me get the combat expertise (which will also help me live through ogres :)).

On the other hand, it would let out duelist class.

Advice, peoples? Assasin only with longspear or duelist/assassin with sword?
 
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