[OOC] The Mythar Resistance [Calling All Players]


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Nassitch, Kobold Ranger/Egoist 2/3; ECL 5; small humanoid; VD 2d8+3d4 (28vp); WP 12; Init +3; Speed 30 ft; Def +20 (+3 Dex, +2 Armor, +1 Shield, +1 size, +3 class), DR 2/- (chain shirt), flatfooted +17, touch +17, ACP 0, Spell Failure 0; Bab +3.5, Grapple -0.5; Atk +4 melee (1d4+0, 18-20 x2, MW cold iron Rapier) or +7 ranged (1d4+1, 19-20 x2 (70 ft.), +1 Composite short bow); SA: ; SQ: ; SV Fort +6, Refl +7, Will +6; Str 10, Dex 16, Con 12, Int 16, Wis 14, Cha 11.

Skills and Feats: (54 skill points, 8/4 max ranks) Concentration +8 (7 ranks), Handle Animal +1 (1 rank), Heal +9 (7 ranks), Hide +11 (4 ranks), Knowledge (geography) +5 (2 ranks), Knowledge (history) +4 (1 rank), Knowledge (local) +4 (1 rank), Knowledge (nature) +5 (2 ranks), Knowledge (Psionics) +5 (2 ranks), Listen +5 (3 ranks), Move Silently +8 (5 ranks), Psicraft +5 (2 ranks) Search +10 (5 ranks), Spot +7 (5 ranks), Survival +11 (7 ranks); Point blank shot, Track, Rapid shot, Psionic shot, Precise shot.

Class or Race Feature: -4 Str, +2 Dex, Low-light vision, Darkvision 120’, Light sensitivity, Small size, Base speed 30 ft., Scent, +4 bonus when tracking by scent, +2 racial bonus on Survival and Search checks, +1 racial bonus on Fortitude saves, Survival and Search are always class skills, Favored Class: Ranger. Favored Enemy: Humanoid - Mythar, Track bonus feat, Wild Empathy, Combat Style: Rapid Shot.

Possessions (Mundane): Kimble (riding dog – trained), Explorer’s outfit, Waterskin, Quiver with 60 arrows, Backpack, Bedroll, Trail Rations - 4 days, Healers Kits (2), Flasks of Acid (5), Alchemists Fire(3), Bottles of Wine(3), Silk Rope (50 ft.), Paper (10 sheets), Ink (2 vials), Ink pen, Cold Weather Outfit. (Magic): Composite Short bow +1, Mithral chain shirt, MW Buckler, MW Cold Iron Rapier, Wilding Cloak(constant Endure Elements, wild shape into a small or medium animal 1/week for up to 5 hours), Power Stone of Body Adjustment (1), Power Stone of Empathic Transfer (1), Power Stone of Energy Adaptation, Specified (1), Tattoo of Offensive Prescience (1), Tattoo of Claws of the Beast (1), Tattoo of Expansion (1), +1 Flaming Arrows (5), 11gp 9sp 0cp.

Powers: 15 pp per day, Base Save DC +3 + spell level.
1st - Bolt, Conceal thoughts, Energy Ray, Inertial armor, Thicken skin.
2nd - Animal Affinity, Chameleon.
 



Hey Ferris (or anyone)

Have you used this WP/VP system in any real-life games in a fantasy setting? I'm thinking of implementing it for my next r/l game and wanted some opinions.

Keia
 

Keia said:
Hey Ferris (or anyone)

Have you used this WP/VP system in any real-life games in a fantasy setting? I'm thinking of implementing it for my next r/l game and wanted some opinions.

Keia

I've used it in a real life game and found the generic WP/VP system lacking. It fails to make up for the fact of knocking people out, and at high levels it becomes impossible to become disabled.

The one I'm using for this game is altered slightly, check out the link I had in the IC thread. I used some other peoples modifications from the Wizards boards to have subdual damage play a larger role. It's slightly more complex than HP, but I find it a heck of a lot more realistic, and both the subdual and lethal damage uses basically the same mechanics.

It also changes the style of game, I had played in one game which was basically a no-magic setting using the WP/VP system and it works well for low/no-magic fantasy in that you don't take wound damage as often. It makes the game slightly more cinematic however, so if you want a grim'n'gritty style, I'd suggest using something like the d20 Modern massive damage threshold or perhaps the injury system from UA.

Any specific questions?
 

Check in time for everyone, haven't heard specifically from Rolling Man or too much from Tailspinner.

Downtime in the IC thread, once we get on to the meeting I'll be starting a new IC thread. Hope to have everyone on board again by then.
 




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