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[ooc] Kore | Kingdom of Harmony [terminated]
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<blockquote data-quote="Thomas Hobbes" data-source="post: 1527490" data-attributes="member: 8623"><p>Hmm. As an aside, perhaps Sasson Leaf Residue should be upped in price for GnG. 2d12 isn't that impressive in normal D&D, but it's pretty nasty when you've only got 20 hit points.</p><p></p><p>Edit: Just got a much more interesting idea, doghead, if you're willing to go with it.</p><p></p><p>You said that certain aspects of the godhead are not worshipped in the kingdom, except as secretly conducted by the Emperor. So what if one of his sects revered Death and Trickery, and served a ninja-like role as assasins and enforcers? Cleric gestalted with Expert (for what skills Trickery doesn't give me) and maybe a little Warrior. Ninja death striku!</p><p></p><p>2nd edit: Nac, we get class-based soak now?</p><p></p><p>3rd edit: First draft.</p><p></p><p><strong>Hiraku Mutsouru</strong></p><p>Cleric/Expert 4</p><p><strong>Soak:</strong> 5 (+1 constitution, +4 armor)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Defense bonus:</strong> +6 (+3 BAB +3 Dex)</p><p><strong>Base Attack/Grapple:</strong> +3/+3</p><p><strong>Attack:</strong> +6 melee (1d4, dagger) or +6 melee (1d6, quarterstaff) or +6 ranged (1d4, dagger)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Rebuke Undead 2/day, Spontaneous Inflict, Death Touch (4d6)</p><p><strong>Special Qualities:</strong> None</p><p><strong>Saves:</strong> Fortitude +5, Reflex +4, Will +7</p><p><strong>Abilities:</strong> Str 10, Dex 16, Con 12, Int 14, Wis 17, Cha 8.</p><p><strong>Skills (Bonus/ranks):</strong> Bluff +8/7, Climb +7/7, Concentration +8/7, Disguise +11/0, Hide +10/7, Knowledge: Religion +9/7, Listen +10/7, Move Silently +12/7, Spot +10/7, Sense Motive +10/7</p><p><strong>Feats:</strong> Deceptive, Improved Initiative, Craft Wondrous Item</p><p><strong>Equipment:</strong> <em>Studded Leather +1</em> (1185), 10 daggers (20 gp), 2 <em>Wands of Cure Minor Wounds</em> (750), <em>Sandals of Silent Moves +2</em> (200)*, <em>Hat of Disguise</em> (1,000)*, <em>Prayer Beads of the Unseen</em> (<em>Invisibility</em> 2/day, 2,160)*, 85 iron pieces remaining, Quarterstaff (0 gp), Sling</p><p><strong>Languages:</strong> Common, Yanagi, Secret Cult Language</p><p></p><p>Spells per day: 5/4+1/3+1</p><p>Spells prepared: 0- <em>Cure Minor Wounds</em> x2, <em>Detect Magic, Guidance, Detect Poison.</em> 1st- <em>Shield of Faith, Doom, Divine Favor, Magic Stone, Cause Fear</em>* 2nd- <em>Cat’s Grace, Spiritual Weapon x2, Invisibility</em>* *Domain spell. Domains: Death (Death touch 1/day, 4d6) and Trickery (Hide, Bluff, and Disguise are class skills).</p><p></p><p>*Self-crafted items, and thus half price. I start 258 points of xp below the others. You could have me start a level lower and advance after an encounter or two, or (my recommendation) just have me keep at level 4 but still be 258 expierience points slower in leveling.</p><p></p><p>Hiraku's <em>modus operandi</em> would generally be to wander from town to town as a simple monk (in the non-martial arts sense), a cover (unless I am mistaken) used by the historical ninjas. He would follow instructions from those priests above him in the hierarchy of the sect, and the sect would answer to the Emperor.</p><p></p><p>When assasinating someone, he'd sneak onto the ground, get close to the target with <em>invisibility</em>, and depending on circumstances use <em>inflict moderate wounds</em> (+12 to the attack, due to modified touch rules and invisiblity, and the opponent is flat footed. 2d8+4, will save for half) followed by a use of his Death Touch (+10, hopefully winning intiative so he's flat-footed still. Roll 4d6; if the roll is greater than his hit points, dead with no save. "Hit points" in original D&D meant above 0; in GnG, considering the change of the "dying" threshold, it could be considered not to include those last 5 life pips. At higher levels, the death touch should follow the rules for spell damage). With an average damage of 13 or 6, depending on whether or not they saved vs. the <em>Inflict</em>, and rolling an average of 14 on the death touch, this should be an effective combination. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>If there are guards, he'll summon <em>Spiritual Weapons</em> (which can be done from within invisibility) to take care of them before moving in on the target. Buffs and invisibility should get him out again.</p></blockquote><p></p>
[QUOTE="Thomas Hobbes, post: 1527490, member: 8623"] Hmm. As an aside, perhaps Sasson Leaf Residue should be upped in price for GnG. 2d12 isn't that impressive in normal D&D, but it's pretty nasty when you've only got 20 hit points. Edit: Just got a much more interesting idea, doghead, if you're willing to go with it. You said that certain aspects of the godhead are not worshipped in the kingdom, except as secretly conducted by the Emperor. So what if one of his sects revered Death and Trickery, and served a ninja-like role as assasins and enforcers? Cleric gestalted with Expert (for what skills Trickery doesn't give me) and maybe a little Warrior. Ninja death striku! 2nd edit: Nac, we get class-based soak now? 3rd edit: First draft. [b]Hiraku Mutsouru[/b] Cleric/Expert 4 [b]Soak:[/b] 5 (+1 constitution, +4 armor) [b]Initiative:[/b] +7 [b]Speed:[/b] 30 ft. [b]Defense bonus:[/b] +6 (+3 BAB +3 Dex) [b]Base Attack/Grapple:[/b] +3/+3 [b]Attack:[/b] +6 melee (1d4, dagger) or +6 melee (1d6, quarterstaff) or +6 ranged (1d4, dagger) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Rebuke Undead 2/day, Spontaneous Inflict, Death Touch (4d6) [b]Special Qualities:[/b] None [b]Saves:[/b] Fortitude +5, Reflex +4, Will +7 [b]Abilities:[/b] Str 10, Dex 16, Con 12, Int 14, Wis 17, Cha 8. [b]Skills (Bonus/ranks):[/b] Bluff +8/7, Climb +7/7, Concentration +8/7, Disguise +11/0, Hide +10/7, Knowledge: Religion +9/7, Listen +10/7, Move Silently +12/7, Spot +10/7, Sense Motive +10/7 [b]Feats:[/b] Deceptive, Improved Initiative, Craft Wondrous Item [b]Equipment:[/b] [i]Studded Leather +1[/i] (1185), 10 daggers (20 gp), 2 [i]Wands of Cure Minor Wounds[/i] (750), [i]Sandals of Silent Moves +2[/i] (200)*, [i]Hat of Disguise[/i] (1,000)*, [i]Prayer Beads of the Unseen[/i] ([i]Invisibility[/i] 2/day, 2,160)*, 85 iron pieces remaining, Quarterstaff (0 gp), Sling [b]Languages:[/b] Common, Yanagi, Secret Cult Language Spells per day: 5/4+1/3+1 Spells prepared: 0- [i]Cure Minor Wounds[/i] x2, [i]Detect Magic, Guidance, Detect Poison.[/i] 1st- [i]Shield of Faith, Doom, Divine Favor, Magic Stone, Cause Fear[/i]* 2nd- [i]Cat’s Grace, Spiritual Weapon x2, Invisibility[/i]* *Domain spell. Domains: Death (Death touch 1/day, 4d6) and Trickery (Hide, Bluff, and Disguise are class skills). *Self-crafted items, and thus half price. I start 258 points of xp below the others. You could have me start a level lower and advance after an encounter or two, or (my recommendation) just have me keep at level 4 but still be 258 expierience points slower in leveling. Hiraku's [i]modus operandi[/i] would generally be to wander from town to town as a simple monk (in the non-martial arts sense), a cover (unless I am mistaken) used by the historical ninjas. He would follow instructions from those priests above him in the hierarchy of the sect, and the sect would answer to the Emperor. When assasinating someone, he'd sneak onto the ground, get close to the target with [i]invisibility[/i], and depending on circumstances use [i]inflict moderate wounds[/i] (+12 to the attack, due to modified touch rules and invisiblity, and the opponent is flat footed. 2d8+4, will save for half) followed by a use of his Death Touch (+10, hopefully winning intiative so he's flat-footed still. Roll 4d6; if the roll is greater than his hit points, dead with no save. "Hit points" in original D&D meant above 0; in GnG, considering the change of the "dying" threshold, it could be considered not to include those last 5 life pips. At higher levels, the death touch should follow the rules for spell damage). With an average damage of 13 or 6, depending on whether or not they saved vs. the [i]Inflict[/i], and rolling an average of 14 on the death touch, this should be an effective combination. :D If there are guards, he'll summon [i]Spiritual Weapons[/i] (which can be done from within invisibility) to take care of them before moving in on the target. Buffs and invisibility should get him out again. [/QUOTE]
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