The Troubadour's Travels - Low Magic [D&D 3.5/G'n'GR] [Recruiting]

Ah, okay. Well, your stance might help in some situations. But yes, better armor is key. Some feats like Dodge and Toughness might also help.
 
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On second thought, Stone Bones might be not too bad (for now) as I can renew my maneuvers with a swift action. It's good to be a warblade.:cool:

I'll replace Steel Wind with Stone Bones as a readied maneuver.
 


Remember your stance too. If fighting against only one enemy, and using Stone Bones every turn, you'll have Defense 10 and total DR of 10. That's quite high. If you're against several opponents, don't forget that you can fight defensively, keeping the enemies away from the archers and letting the other characters do the main killing.
 

Remember your stance too. If fighting against only one enemy, and using Stone Bones every turn, you'll have Defense 10 and total DR of 10. That's quite high. If you're against several opponents, don't forget that you can fight defensively, keeping the enemies away from the archers and letting the other characters do the main killing.

I wish. Firstly, you cannot execute a strike while in a stance.
Secondly, my Defense already took my stance into account.
It should really be +6 vs many foes or +8 vs one foe. If I fought defensively against multiple foes, let's see:
Defense +8
Attack +0 (but if I use Sappire Nightmare Blade - Concentration vs AC, I can get my opponent being Flat footed and do +1d6 damage). maybe.

If we had to go against more than one foe, I'd let the archer be in the front - she's better than me at it;)
 

You can totally, absolutely, no-question make a strike within a stance.
And yeah, I'm in pretty much the same boat so far as defense goes- slightly worse than you because I don't have any armor or shield, and have an inferior maneuver-regaining mechanic. Stone Bones is basically 1/encounter for me. I'd be more comfortable if I'd have been able to pick up both Toughness and Stone Power as originally planned- damn you, mandatory Skill Focus! Then again, Sapphire Nightmare Blade is pretty nasty in this system, and is made doubly so by a high Concentration skill- I'll just have to depend on it to kill before being killed.

I'm getting more and more nervous about my concept choice and the mechanical tradeoffs involved with it in this kind of unforgiving environment, and am hoping that the choice of a stronger-than-average class for this low-fantasy E6 game will balance things out somewhat...as well as the intangible benefits like people underestimating the dude who's obviously both unarmed and unarmored, occasions coming up where the party is captured or has to store their weapons with the bouncer, and the like. I'll always be inferior to an armed, armored Warblade, of course- but dem's the breaks :-)
Probably ought to start planning my new character out now.
 
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You can totally, absolutely, no-question make a strike within a stance.
And yeah, I'm in pretty much the same boat so far as defense goes- slightly worse than you because I don't have any armor or shield, and have an inferior maneuver-regaining mechanic. Stone Bones is basically 1/encounter for me. I'd be more comfortable if I'd have been able to pick up both Toughness and Stone Power as originally planned- damn you, mandatory Skill Focus! Then again, Sapphire Nightmare Blade is pretty nasty in this system, and is made doubly so by a high Concentration skill- I'll just have to depend on it to kill before being killed.

I was sure it said somewhere that a strike cannot be executed while in a stance. So after about 40 pages of reading...well I still cannot find it. Yippie!

So let's see: Let's say I'm going against one foe -
Defensive mode with stance: +10 DB. Cool.:cool:

Make a +12 Concentration check vs AC. If successful - I get to make an attack vs his Touch AC (+4 for Touch. -4 Defensive Mode), which brings me back to my normal +5 bonus for the longsword. Only difference is that I get to do an extra 1d6 damage. Extra Cool.:cool::cool:

If I'm going against multiple foes - as above but without using stance.
Defensive mode: +8 DB
Attack (after successful Concentration check): +5 (1d8+1d6+3). :cool:
 

Update: Altered Defense values, Soak is listed below XP. Also realized I had enough money to purchase a chain shirt, so I did.

To Do: Figure out enough about Mundana to incorporate a story...
Basic idea: Aliandrys was the daughter of a famed Smith and swordsman of one of the more renowned Learam clans, but having yet to develop the knack for smithing and her love of the natural lands, she explored the wilderness as often as she could. At some point or another she was contacted for an information gathering job, and, after consulting with her family, agreed to the job for the experience.

Also To do-
Decide on a Favored enemy.

I'm thinking "Human" may be a good choice, but is there another more solid choice available? I'd rather not make a foolish choice and regret it later.
Code:
[B]Name:[/B] Aliandrys 
[B]Class:[/B] Scout 1/Ranger 1
[B]Race:[/B] Learam
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Deity:[/B] Don't know enough about Mundana to choose a deity

[B]Str:[/B] 12 +2            [B]Level:[/B] 2        [B]XP:[/B] 1,000
[B]Dex:[/B] 17 +3            [B]BAB:[/B] +1         [B]Soak:[/B] 6
[B]Con:[/B] 14 +2            [B]Grapple:[/B] +3     
[B]Int:[/B] 14 +2            [B]Speed:[/B] 30'      
[B]Wis:[/B] 10 +0            [B]Init:[/B] +3        
[B]Cha:[/B] 08 -1            [B]ACP:[/B] -2         

                   [B]Base   Shld   Dex  Size   Misc  Total[/B]
[B]Defense:[/B]              4   +1    +3    +0    +0    8
[B]Touch:[/B] 4              [B]Flatfooted:[/B] 6

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2          +4
[B]Ref:[/B]                       4    +3          +7
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical    Range Incr.[/B]
Longbow                   +4     1d8+0      10+x3            100 ft.
Shortspear(melee)         +2     1d6+1      10+x2          5 ft.(adjacent)
Shortspear(ranged)        +4     1d6+1      10+x2            20 ft.
Carwelan Sword            +2     2d4+1      9+x2           5 ft.(adjacent)

[B]Languages:[/B] Elven

[B]Abilities:[/B]
Learam - 
Starting language: Elven.
Speed 30ft.
+2 Dexterity, -2 Constitution.
Aloof: Suffers a -2 penalty on bluff, diplomacy, and sense motive when dealing with other races than Léaram.
Sword training: Proficiency with short sword.
Treats long sword, scimitar, rapier, greatsword and falchion as simple weapons,
and cinneach sword, bastard sword and carwelan sword as martial weapons.
Night Vision.
+2 to Spot, Listen, and Search.

Scout - 
Skirmish +1d6 (Add 1d6 damage to damage rolls if 10' have been moved)
Trapfinding

Ranger -
Favored Enemy
Track
Wild Empathy

[B]Feats:[/B]
Wealthy Background
Prerequisities: Character level 1, Literacy in a language.
Benefit: You hail from a wealthy family of merchants, nobles or the like.
You start the game with equipment for three times as much gold, 
and gain a +2 bonus on a chosen Knowledge skill.



[B]Skill Points:[/B] 48       [B]Max Ranks:[/B] 5/2.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      1    +1    -2    =0
Jump                       2    +1    -2    =1
Swim                       2    +1    -4    =-1
Balance                    2    +3    -2    =3
Escape Artist              1    +3    -2    =2
Hide                       3    +3    -2    =4
Move Silently              3    +3    -2    =4
Ride                       1    +3          =4
Tumble                     3    +3    -2    =4
Use Rope                   1    +3          =4
Craft(Bowyer)              5    +2          =7
Disable Device             2    +2          =4
Know(Geography)            2    +2    +2    =6
Know(Nature)               4    +2          =6
Search                     4    +2    +2    =8
Spellcraft                 1    +2          =3
Listen                     1    +0    +2    =3
Sense Motive               3    +0    -2    =1
Spot                       1    +0    +2    =5
Survival                   1    +0          =1
Heal                       3    +0          =2
Literacy                   2(Can Read/Write Elven)


[B]Equipment:               Cost  Weight[/B]
Longbow*                 25sp   03lb
Chain Shirt             100sp   25lb
Shortspear(1)            01sp   03lb
Light Wooden Shield      03sp   05lb
Arrows(20)               01sp   03lb
Carwelan sword           80sp   03lb
Signet Ring              05sp   --lb

*Aliandrys made her bow herself.

[B]Total Weight:[/B]41lb      [B]Money:[/B] 10sp 00cp

                           [B]Lgt   Medium   Heavy  Lift  Push[/B]
[B]Max Weight:[/B]               43   44-86   87-130   260   650

[B]Age:[/B] 37
[B]Height:[/B] 5'04"
[B]Weight:[/B] 125lb
[B]Eyes:[/B] Crystal Blue
[B]Hair:[/B] Black
[B]Skin:[/B] Fair
Appearance:

History:
 
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Theroc: The basics of the story seems fine, I can put up some more info on Léaram, Alarinn, Consaber, or whatever else if you want. Is there anything in particular you're wondering?

Human would probably be a very solid choice, seeing as how most of the population of the world are human. Tiraks might be a good idea too, as they fill about the social roles of goblinoids, orcs, and half-orcs (and sometimes they can be close to ogres too). Dwarves comes as a natural enemy to Léaram elves, but they usually have a strong sense of honor and aren't too often plotting to take over the world (like humans tend to be). However, dwarves and elves tend to get into fights, so it wouldn't be an awful choice anyway. Otherwise there's still animals or beasts - animals are quite common enemies, and beasts are dangerous ones where you might need any bonus you could get.
But humans are definately a solid choice. If someone's out to kill you, there's a good chance they are human.

EDIT: Oh, and one thing, sorry to change the rules once more: Decided to go with the saves option above, if that's okay with you - saves are 1/2 character level, +2 if they are good saves in any class the character has. So instead of base saves 4/2/0, you'd have 3/3/1. This also affects defense. If you strongly disagree with the rule, we could skip it, but I think it's a quite good system since it averages out multiclass saves and since you don't end up with as low saves in the bad saves area. So if you go 3/3, by level 6 you'll have 5/5/3 instead of 6/5/2.
 
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One more change (before combat comes in).

I am going to replace my stance with a different one: Blood in the Water (Gain +1 on attack and damage for each critical strike). Thinking of changing my weapon too.
 

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