RttToEE - Group 2's OOC.

My plan with my ninja is to place poison on the shurikens. I will have to be close to do it, but I imagine that he can get away and use sudden strike on a foe later in the combat.
 

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There is nothing specific in the knight description about poison. Danvik wouldn't be fond of it, as he is lawful and hence wouldn't think of it as a fair fight. It is his opinion that enemies should be called out publicly and faced honorably. He would consider the use of poison trickery and deception.

Twisted: I wasn't trying to grind your gears with my post about stats. I was simply stating my opinion on why I thought it was ok for the other player to reroll and why I had rerolled. The rule for rerolling is indeed part of the rules in the Player's Handbook on page 8. My highest score on my first set was 13, so I rerolled. I figured that you would have mentioned a policy on rerolls being different than the core rules if you had intended it. At any rate, it was a misunderstanding. I will use my original set. I just find a character with all scores between 11 and 13 rather uninteresting because he is basically just slightly above average. I would prefer a character with more variance in his scores. I never complained about low scores. I didn't have any.

[sblock=Sir Danvick]SIR DANVICK OF CHENDL
Male human knight 4
LG Medium humanoid (human)
Age 27
Height 5’ 10”
Weight 192 lbs.
Init +1; Senses Listen +0, Spot +0
Aura bulwark of defense (enemies who begin turn in threatened squares treat threatened squares as difficult terrain)
Languages Common, Ferrond
AC 21, touch 11, flat-footed 20
(+1 Dex, +8 armor, +2 shield)
hp 35 (4 HD)
Fort +3, Ref +3, Will +5
Speed 20 ft. (4 squares); mounted 35 ft. (7 squares)
Melee +1 bastard sword +6 (1d10+2/19-20) or
lance +5 (1d8+1/x3)
Base Atk +4; Grp +5
Atk Options Ride-By-Attack, Spirited Charge
Special Actions knight’s challenge 4/day (fighting challenge +1, test of mettle [DC 14]), shield block +1
Combat Gear potion of lesser vigor (x2), potion of shield of faith (+2)
Abilities Str 13, Dex 12, Con 12, Int 12, Wis 11, Cha 14
SQ armor mastery (medium), knight’s code
Feats Exotic Weapon Proficiency (bastard sword), Mounted Combat, Ride-By Attack, Spirited Charge
Skills Handle Animal +9, Intimidate +9, Knowledge (nobility & royalty) +8, Ride +10
Possessions combat gear plus full plate, heavy steel shield, +1 bastard sword, lance, cloak of resistance +1, backpack, belt pouch, bedroll, flint and steel, hempen rope (50 ft.), sunrod (x2), trail rations (x10), waterskin, heavy warhorse, military saddle, 4 gp, 10 sp[/sblock]
 

Kanjo will be kinda an odd fit with knights. ;) Maybe they could teach him virtues?

Kanjo

Rolls: HP= http://invisiblecastle.com/find.py?id=1360016
Ability score: http://invisiblecastle.com/find.py?id=1360026
[sblock=Character Sheet]
Race: Human
Gender: Male
Height: 5'7''
Weight: 140lbs
Class: Ninja 4

Str: 13 +1 mod
Dex: 18 +4 mod
Con: 13 +1 mod
Int: 12 +1 mod
Wis: 18 +4 mod (+1 with level adjustment)
Cha: 11 +0 mod

HP: 25 (6 + 15 + 4 con mod)
Ki Power: 6 (1/2 level+wis mod)

Speed: 30ft

AC: 18 (10 + 4 dex + 4 wis)

Saving Throws:
Fortitude: 2 (1 base + 1 con mod)
Reflex: 8 (4 base + 4 dex mod)
Will: 5 (1 base + 4 wis mod)

Attack:
Base: +3

Shuriken (10): +7 dmg: 1d2(p) Crit:x2 Range: 10ft

Dagger: + 7 dmg: 1d4+1 (s) Crit: 19-20x2 Range: 10ft

Nunchaku: +7 dmg: 1d6+1 (b) Crit: x2

Feats:
Stealthy
Weapon Finesse
Tactile Trapsmith


Skills:
Climb: 5/7 (4 ranks + 1 str mod) +2 with tools
Disable Device: 7/9 (3 ranks + 4 dex mod)+2 with tools
Escape Artist: 11 (7 ranks + 4 dex mod)
Hide: 13 (7 ranks + 4 dex mod + 2 stealthy)
Jump: 12 (7 ranks + 1 str mod +4 great leap)
Listen: 7 (3 ranks + 4 wis mod)
Move Silently: 13 (7 ranks + 4 dex mod + 2 stealthy)
Open Lock: 11/13 (7 ranks + 4 dex mod) +2 with tools
Search: 7 (7 ranks + 0 int mod)
Spot: 8 (4 ranks + 4 wis mod)

Class Abilities:
Ki Power
Sudden Strike +3d6
Trapfinding
Ghost Step
Poison Use
Great Leap

Equipment:
Monk's vestments, Shuriken, Masterwork Dagger,
Masterwork Nunchaku, Belt Pouch (2),
Masterwork Thieves Tools, Caltrops (2),
Darkvision Potion (4), Climber's Kit , Slow Death Poison (5),
Anklet of Translocation, Boots of Agile Leaping, Antitoxin (4),
Thunderstone (7)


Carrying Capacity: Carrying Load:
Light: 50lbs 25lbs
Med: 100lbs
Heavy: 150lbs
[/sblock]
 
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Does the ninja class grant poison use ability like the assassin class, or does he risk a chance of poisoning himself each time he uses poison?
 


Sorry if I came off.. mm.. witchy. I jsut was so frustrated for not being better on top of things and then people we re-rolling without checking with me. Not to mention I was a bit aggravated that I had to re-recruit in the first place.. along with 'fighting' with an old player. My apologies.

Let's put it all behind us and have fun. :)

And for the record, InVinoVeritas, everything you said is true .. and I will re-link for the rogue's gallery. I also want to say sorry that this is in the wrong forum, I guess, I just really don't feel like making -another- thread.
 


How well Danvick will get along with Kanjo will depend primarily on how chaotic he is. How evil he is could be another important factor, but law is a bigger part of the knight's schtick. Danvick is good because he was raised in the Furyondian nobility and as a relative of the royal family, he worships Heironeous. I will probably roleplay him as something of a stick in the mud, but loyal, courageous and selfless to the bitter end.
 

The Chaotic might be interesting between Gareth and Danvik. Gareth is Chaotic Good, but that is mainly because since he grew up in the Pomarj, he did not see much use or help from the formality his father only half-heartedly tried to instill in him. Then again, Gareth doesn't mind formality and the rules of polite society since he saw them--they're kind of fun and quaint, as far as he is concerned.

In short, although Gareth sees no use for the code of nobility, he isn't offended by it and is willing to play along. Will that work with Danvik?
 

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