Telling Blow Question

Sorry about the thread rez. I did a google search on "Telling Blow" -oddly enough, no Monica Lewinsky references came up!

Anyhow, it's nice to be here. I'm running a weekly 3.5 campaign right now in and around a city based roughly on Crusades-era Jerusalem. Our backstabber, the group's dnd newbie, is closing on level six, and I was trying to decide if I should recommend telling blow.
 

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Fortification protects you from sneak attack and critical hits, so either way you look at it, fortification will protect you.

I'm surprised they never added any kind of anti-fortification abilities or magic items to the game. Maybe something that reduced the percentage chance of functioning.

Yeah, I added weapon modifiers specifically for SA, either up to -50% for a +1 or -100% for a +3, to a minimum of 0% fortification, and only for the purposes of SA, not critical hits. There just aren't many crit-focused builds in 3.5 IME. It seemed fair.* No playtests of it yet, but I added such things psecifically with high levels in mind so rogues wouldn't become useless.

*[sblock]Having blanket protection is more generally useful than being able to negate that blanket protection on the off chance the guy you're fighting has it, my houseruled weapon mod only affects the SA side of fortification, and weapon mods cost 2x what armor mods cost anyway.[/sblock]
 

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