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Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


tactics.

Touching on what Ayrn said about rogue tactics, with my character's choice of Teamwork Feat and the Solo Tactics ability, as long as I am flanking a target I do an extra +1d6 damage. We could both flank single targets to take them down that much faster as we'd both do extra damage from flanking.

And yes, I know that is a metagaming way of thinking about it, but in character terms they would easily be able to formulate some sort of strategy to double-team a tougher opponent to keep him off his guard in order to strike more precisely for greater effect.


Posted on 2012-10-23 at 04:16:13.
Edited on 2012-10-23 at 04:47:31 by Shield Wolf

KingRat
Regular Visitor
Karma: 4/0
72 Posts


Bogged down.

Sorry philosopher, for making you think! However, I don't think we should be getting bogged down in 'what makes you do more damage'. It's important, sure but come on! This is roleplay!

(I'm just kidding, do what you want. I just want a party that works in roleplay over combat. I mean, running away is always a valid strategy.)


Posted on 2012-10-23 at 06:48:53.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Haha

Not bogged down. Just creating a drow myth that corresponds to the myth of Elves.


Posted on 2012-10-23 at 11:46:35.

Salvator Navaar
Resident
Karma: 6/0
333 Posts


mmk

I could see my assassin agreeing to work with you, Shield Wolf. Anything that gives him a bonus. lol

Also, yes, Daggers, not short swords. Human, not elf-kin. And I have NO idea what feats are... I always played 2e. So if someone is willing to help me with this build, I would be ever so greatful.

As for skills, i gotta say the list Ayrn posted looks good... How many do I get?

And finally, in regards to the equipment thing, I would be focusing my cash towards good blades before all else, as the goal of my assassin is to not give his opponent time to land a blow. Honestly, I would need to know how much cash i have to spend, and what different types of blades cost.



===========================================================

Ayrn's note: I put together the following character sheet for you. If you like it, awesome. If not, I'll get rid of it. You can edit it by clicking the edit button so you can fill in the missing information (i.e. name, description, etc.). A couple notes:

1) I gave the character a Hand Crossbow... if you hate it, getting rid of it gives you back 401 gp.

2) Your ability score rolls turned out decent... definitely better than a standard point buy. Unfortunately, I failed to email them to Philosopher when I rolled them. He may require you to re-roll.

3) I gave your character the Infernal and Goblin languages (gained through your Linguistic skill) as they would seem to be the languages of the enemy. If you would like different ones, choose away.

4) www.d20pfsrd.com is an amazing resource. You can find more detailed information about the Rogue class features there.

Think that's it.
Peace!
Ayrn




Name: Arimm Vortious
Race: Human
Class: Rogue 3

Gender: Male
Age: 26
Height: 5'6"
Weight: 145lbs

Description: Short and Lithe, most would see him as little of a threat. Clean shaven with an unkempt mop of dark brown hair, approximately 3 in. long. Though no scars are apperant on his face, his body holds many, mostly caused from short blades from his days of training. He rarely speaks, but when he does, it is a whispy, scratchy voice, choked with a deep southern accent.

Background ?????


ABILITY SCORES Strength: 12 [+1]
Dexterity: 19 [+4]
Constitution: 17 [+3]
Intelligence: 10 [+0]
Wisdom: 13 [+1]
Charisma: 9 [-1]

FAVORED CLASS BONUS: +1 HP at 1st, 2nd and 3rd levels

SKILLS: Acrobatics 3 ranks (+10 total); Climb 2 ranks (+6 total); Disable Device 3 ranks (+10 total); Escape Artist 1 rank (+8 total); Intimidate 3 ranks (+5 total); Linguistics 2 ranks (+5 total); Perception 3 ranks (+7 total); Sense Motive 3 ranks (+7 total); Sleight of Hand 3 ranks (+10 total); Stealth 3 ranks (+10 total); Swim 1 rank (+5 total)

FEATS: Point Blank Shot {bonus}; Weapon Finesse {1st}; Weapon Focus [Daggers] {Talent}; Two-Weapon Fighting {3rd}

ROGUE CLASS FEATURES: Weapon Proficiencies [All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword]; Armor Proficiencies [Light]; Sneak Attack +2d6 damage [gain extra damage when foe is denied their DEX bonus to AC or when flanking a foe]; Evasion; Rogue Talent [Weapon Focus (Daggers)]; Trap Sense +1

LANGUAGES: Common, Goblin, Infernal

EQUIPMENT: Twin Masterwork Daggers [302 gp each]; Other Daggers x6 [2 gp each]; Chain Shirt +1 [1250 gp]; Masterwork Thieves’ Tools [100 gp]; Acid Flasks x2 [10 gp each]; Smoke Sticks x5 [20 gp each]; Tindertwigs x10 [1 gp each]; Everburning Torch [110 gp]; Caltrops x5 [1 gp each]; Trail Rations x6 days [3 gp]; Bedroll [1 sp]; Blanket [5 sp]; Backpack [2 gp]; Grappling Hook [1 gp]; Silken Rope (50 ft) [10 gp]; Explorer’s Outfit x2 [10 gp each]; Potions of Cure Light Wounds x2 [50 gp each]; Masterwork Hand Crossbow [400 gp]; Bolts x20 [1 gp]

WEALTH REMAINING: 251 gp; 4 sp [Depending on what Philosopher advises, you may want to spend your remaining funds on a combat-trained, light warhorse and riding saddle.]


COMBAT STATISTICS
Senses: Perception +7
Initiative: +4
Speed: 30 ft

FORT Save: +4
REFL Save: +7 (+8 vs Traps)
WILL Save: +2

Total Armor Class: 19 (20 vs Traps)
Flat-footed AC: 15
Touch AC: 14
Damage Reduction: None

Current Hit Points: 32
Total Hit Points: 32

Base Attack Bonus: +2

Attacking with Masterwork Daggers: One Dagger Melee: +8 attack; 1d4+1 damage (+2d6 when sneak attacking); 19-20 / x2 critical
Two Daggers Melee: +6 / +6 attack; 1d4+1 damage (+2d6 when sneak attacking); 19-20 / x2 critical

Ranged Attack within 10 ft: +9 attack; 1d4+2 damage (+2d6 SA) 19-20 / x2 crit
Two Daggers Ranged Attack within 10 ft: +7 / +7 attack; 1d4+2 damage (+2d6 SA) 19-20 / x2 crit

Attacking with Other Daggers: One Dagger Melee: +7 attack; 1d4+1 damage (+2d6 when sneak attacking); 19-20 / x2 critical
Two Daggers Melee: +5 / +5 attack; 1d4+1 damage (+2d6 when sneak attacking); 19-20 / x2 critical

Ranged Attack within 10 ft: +8 attack; 1d4+2 damage (+2d6 SA); 19-20 / x2 crit
Two Daggers Ranged Attack within 10 ft: +6 / +6 attack; 1d4+2 damage (+2d6 SA); 19-20 / x2 crit

Attacking with Masterwork Hand Crossbow: Ranged Attack within 30 ft: +7 attack; 1d4+1 damage (+2d6 SA); 19-20 / x2 crit; 20 bolts



Posted on 2012-10-23 at 13:26:58.
Edited on 2012-10-24 at 00:48:51 by Salvator Navaar

Ayrn
RDI Fixture
Karma: 122/12
2001 Posts


Editted your post

Inserted a character sheet in your post above so you can edit it in the future.

Ayrn


Posted on 2012-10-23 at 16:09:07.

Ayrn
RDI Fixture
Karma: 122/12
2001 Posts


Also...

I don't think I'll be able to play. With SW: Imperial March and my own game starting up, I think I'll be pretty tapped.

Probably need a healing-type then still. I'd suggest Witch for this group.


Posted on 2012-10-23 at 19:31:21.

KingRat
Regular Visitor
Karma: 4/0
72 Posts


Oh...

Aww, that's a shame! Can't wait for the SW game though!


Posted on 2012-10-23 at 19:38:04.

Salvator Navaar
Resident
Karma: 6/0
333 Posts


2 questions

Before i fill out the missing info, I have but 2 questions.

1. Did A/C go reverse? I notice that, at least as far as 2e. goes, my flat footed A/C is better than my normal A/C...... Not to mention it seems A/C in of itself has gotten worse, as the worst A/C you could get in 2e. without negatives was 10. Just hoping someone could explain this to me.

2. So philosopher, do those stats work for you, or do you want a reroll?


Posted on 2012-10-23 at 21:34:41.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


AC for 3e and PF

Starting with 3e AC went to positive numbers, basically the attack roll is against your AC, so in order to hit your 19 AC an opponent would need to roll at least a 19 to attack (including their bonuses). So the higher the number on your AC the better.


Posted on 2012-10-24 at 00:30:18.

Salvator Navaar
Resident
Karma: 6/0
333 Posts


mmk

gotcha.

EDIT: Also, will the party have a wagon? If so, I shall ride in there. If not, I suppose I would get the horse.


Posted on 2012-10-24 at 00:41:23.
Edited on 2012-10-24 at 01:01:54 by Salvator Navaar

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Your stats

I trust Ayrn, you can use his rolls.

As for AC. Your base AC is 10. As it gets better, it goes up, instead of down. I actually find it to be considerably more simplistic than THACO. This way, your attack roll and AC go up as you progress. No need to do any math.


Posted on 2012-10-24 at 00:42:47.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Thus far…

I have three characters sort of in, and queries about a cavalier. So four. I'm still looking for one or two interested players, with a heavy preference towards getting a good healer into the mix. I'll keep smoothing over rough patches and working with the recruits I have, with great anticipation for when we can begin.


Posted on 2012-10-24 at 02:53:49.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


I'm curious

Aside from the backstory; which I'm sad to say I haven't gotten anything done on, what else do you need from me?


Posted on 2012-10-26 at 03:54:00.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


Shield Wolf

Actually, it looks like I've got everything I need from you. It's been a bush week so I haven't been updating much, but I'm hoping for some spare time on the weekend. I'm also still hoping for another member, but if I have to work with a four man team I will. I think I'd like to get this game rolling by the end of next week.


Posted on 2012-10-26 at 17:24:41.

Brundel
Resident
Karma: 18/0
207 Posts


A healer you say...

I am very interested in this game and happy to play as a healer. However, I know nothing of pathfinder, but from what has been said previously in this thread, I am very familiar with 3.5ed D&D so it should be, and I quote 'A breeze.'

Just going to check out the rules from an online source and have a look at the q&a thread 'Kings Blades Training Manual.' Then I am in. If you'll have me of course.


Posted on 2012-10-28 at 17:19:53.

   


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