Swords, Sex and Sorcery (D20 casting call)

I keep up to date with the Order of the Stick. Love it.
How much alcohol do you think we have to apply to Tarik for him to get drunk?

Have we lost Xarkl?

He's got an impressive fort save so easy answer: enough to render at least Kat to 0 wisdom and death

As for Xarkl. I hope not. :/
 
He's got an impressive fort save so easy answer: enough to render at least Kat to 0 wisdom and death

As for Xarkl. I hope not. :/

its been 4 days since he posted here or in the IC thread, not a big problem yet.

Outside of straight liqueurs, wine has the most alcohol per volume, if you want Tarik drunk, get him to slam back wine as fast as you drink a nice light ale or something like that, 2 dc12 checks to your one dc11.
 
I keep up to date with the Order of the Stick.

Count me in as another fan of The Order of the Stick.

Especially Belkar ;)


How much alcohol do you think we have to apply to Tarik for him to get drunk?

Well, the DC goes up 1 with every drink, but if he sticks with ale from now on he can probably hold out for several more pints...

Have we lost Xarkl?

Hope not. I guess we are a fairly impatient bunch, though ;)
 
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Shinobi it is. I should have something up to approve or disprove tonight I hope.
 
....

Name: Kumio Shukisi
Age: 21
Race: Human
Gender: Female
Class: Ninja
Alignment: Lawful Neutral


Strength 10 (+0)
Dexterity 18 (+4)
Constitution 16 (+3)
Intelligence 13 (+1)
Wisdom 13 (+1)
Charisma 16 (3)

Size: M
Height: 5'4"

Total Hit Points: 44
Speed: 30 ft.

Armor Class: 17

Touch AC: 15
Flat-footed: 11

Initiative modifier: + 4 = 4
Fortitude save: 4(base)+2(con)= 6
Reflex save: +1(base)+ 4(dex) = 5
Will save: + 1(base)+3(wis) = 4
Attack (handheld): 3(base)+ 4(dex) = 7
Attack (missile): 3(base)+ 4(dex) = 7
Combat Maneuver Bonus: 3+ 0(str) = 3
Combat Maneuver Defense: 10 + 3 +0(str) +4(dex)= 17

Languages:
Common, Elven, dwarven

Traits:
Augmented Disguise: You gain a +2 trait bonus on Disguise checks when wearing a wig, false beard, or similar large prop, or if you are wearing a special costume or eye-catching bauble that reinforces your disguise.
Stealthy Escape: When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.

Flaws:
x

Feats:
Lightening Reflexes
Weapon Finesse
Dodge

Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc.Modifier
Acrobatics Dex 6 =4+2
Appraise Int 3= 1 +2
Bluff Cha 5= 3+2
Climb Str 5= 0+5
Craft Int 3= 1+2
Diplomancy Cha 5= 3+2
Disable Device Dex 6= 4+2
Disguise Cha 6= 3+3
Escape Artist Dex 6= 4+2
Intimidate Cha 5= 3+2
Knowledge(local) Int 3=1+2
Knowledge(nobility) Int 3=1+2
Linguist Int 3=1+2
Perception Wis 3=1+2
Performance Cha 5=3+2
Profession (soldier) Wis 3=1+2
Sense Motive Wis 4=1+3
Slight of Hand Dex 6=4+2
Stealth Dex 7= 4+3
Swim Wis 3= 1+2
Use Magic Device Cha 5=3+2


Favored class points:
Hit points +0
Skill points +4

Class Skills:
Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
Poison Use
Sneak Attack (+2d6)
Ki Pool (Su)
Bleeding Attack* (Ex)
Fast Stealth (Ex)
No Trace (Ex) +1
Uncanny Dodge (Ex)

Race Skills:


Equipment:
Leather armour
Backpack
Waterproof Bag
Blanket
Ring of Sustenance
Hammock
Tent, small
Grapple hook w/50 ft. silk rope
Thieve's toolkit
Wand of Cure Light Wounds - 50 charges
Pocket watch
Disguise kit
Disguise, entertainer's outfit
shuriken x10
Wakizashi
Masterwork Katana +1
Perfume common x10
Shinobi shozoku
Iout torch
Pouch of Bound Light.
A small airtight belt pouch filled with oddly coloured sand, while not normally useful by a ninja until they have made quite the error, it has saved the lives of quite a few unlucky users.

Throwing the sand causes an effect identical to the spell Colour Spray, caster level 1. there is enough sand for one use, and it refills every day at sunset.
Gold: 110
http:/www.freeimagehosting.net/on4pz

Kumio was born ina isolated village occupying a portion of the eastern part of Alora. The village was named Hidden Mist village due to the thick mists that surround the village most of the time. The village is the home of Kumio's clan, the Radakie clan, and supports over fifty ninja families. Due to the isolation of the village, they recieve very few visitors. In order to earn money and supplies for the village, designated runners would be dispatched to areas all over Alora for missions. The missions covered everything from assassinations, treasure hunting, sabotage, and other types of work.
Kumio began her training at the age of 5 under the supervision of her parents. She was a good student and picked up the skills quickly. She started doing her first mission at the age of 9. Her first assassination job was given to her when she turned 15.
The target of her job was an bandit leader who band was targeting wounded ninja on their way back to the village. It took her two days to track the band to their hiding place in the mountains. She killed the leader while all but two of the bandits slept in their cave hideout. She had subdued the two guards and left them unconscious.
By the time Kumio turned 22, her mission running had taken her over most of Alora. After hearing about the discovery of Rania, she decided to go in order to see what the rest of the world was like.
I didn't do the background yet, since I wanted to make sure everything else was correct first.
 
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From a purely power-gamey point of view, why all the odd numbers on ability scores?

(And on second glance, I can't get your ability scores to add up. All abilities starting at 8, plus, for you, 38 points including your human bonus and your level 4 bonus)
 
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Re-calcuated the Stats. Yeah, not sure how I managed to do that. And I pretty much just divided the skill points evenly through the abilities.
 
Personally speaking, I'd adjust the stats for more even numbers. Unless there are particular feats that you want to meet pre-requs for, or unless there has been a change from 3.5 that I missed, an extra point from an even number to an odd gains you nothing.

Eg

STR 11 - Mod = 0
DEX 17 - Mod = 3

Wheras, same number of points

STR 10 - Mod = 0
DEX 18 - Mod = 4

(Though STR might be a bad example since it is one of the only stats that does have a use for odd numbers - a slight increase in carrying capacity)

***

Of course, squeezing out the best value for your ability points is not likely to be that important in this game.
 
True. I've done a few D&D chars, but the pathfinder threw me off a little. I'll see how I can possibly adjust things. Heh, more re-calculations.
 
Yep, d20 was confusing me. I used the purchase points system for the mod instead of the right mod rolls. Got it corrected.
 
I don't see where you took weapon finesse or got the ability to use your dex for your melee attacks.
 
Code:
Name: Kumio Shukisi
Age: 21
Race: Human
Gender: Female
Class: Ninja
Alignment: Lawful Neutral


Strength 	10	(+0)
Dexterity 	18	(+4)
Constitution 	14	(+2)
Intelligence 	13	(+1)
Wisdom 		13	(+1)
Charisma 	15	(3)

Size: 		M
Height: 	5'4"

Total Hit Points: 40
Speed: 30 ft.

Armor Class: 19

    Touch AC: 15
    Flat-footed: 11 

Initiative modifier:	+ 4	= 4
Fortitude save:		4(base)+2(con)= 6
Reflex save:		+1(base)+ 4(dex)	= 5
Will save:		+ 1(base)+3(wis)	= 4
Attack (handheld):	3(base)+ 4(dex)	= 7
Attack (missile):	3(base)+ 4(dex)	= 7
Combat Maneuver Bonus:	3+ 0(str)	= 3
Combat Maneuver Defense:	10 + 3 +0(str) +4(dex)= 17

Languages:	
    Common, Elven, dwarven

Traits:
    Augmented Disguise: You gain a +2 trait bonus on Disguise checks when wearing a wig, false beard, or similar large prop, or if you are wearing a special costume or eye-catching bauble that reinforces your disguise. 
   Stealthy Escape: When trying to escape manacles, rope, or other similar restraints (but not grapples or similar attacks), you may make a Sleight of Hand check instead of your Escape Artist modifier. If you free yourself, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.  

Flaws:
    x

Feats:
    Lightening Reflexes
    Extra Ki
    Dodge

Skill Name	Key Ability	Skill Modifier	Ability Modifier	Ranks	Misc.Modifier
Acrobatics	 Dex		6 =4+2
Appraise           Int               3= 1 +2
Bluff 		         Cha 	 5= 	3+2
Climb 		 Str 		 5= 	0+5
Craft                 Int             3=  1+2
Diplomancy       Cha          5= 3+2
Disable Device  Dex           6= 4+2
Disguise           Cha           6= 3+3
Escape Artist    Dex           6= 4+2
Intimidate 	 Cha          5= 3+2
Knowledge(local) Int         3=1+2
Knowledge(nobility) Int     3=1+2
Linguist            Int            3=1+2
Perception       Wis            3=1+2
Performance    Cha           5=3+2
Profession (soldier) Wis    3=1+2
Sense Motive   Wis            4=1+3
Slight of Hand  Dex            6=4+2
Stealth 	 Dex 		7= 4+3
Swim 	 Wis 		        3= 1+2
Use Magic Device Cha 	 5=3+2


Favored class points: 
    Hit points 		+0
    Skill points 	+12

Class Skills:
    Weapon and Armor Proficiency: Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
    Poison Use
    Sneak Attack (+2d6)
    Ki Pool (Su)
    Bleeding Attack* (Ex)
    Fast Stealth (Ex)
    No Trace (Ex) +1 
   Uncanny Dodge (Ex)

Race Skills:
    

Equipment:
    Leather armour
    Backpack
    Waterproof Bag
   Blanket
   Ring of Sustenance
   Hammock
  Tent, small
  Grapple hook w/50 ft. silk rope
  Thieve's toolkit
  Wand of Cure Light Wounds - 50 charges
  Pocket watch
  Disguise kit
  Disguise, entertainer's outfit
  Waterproof latern
  shuriken x10
  Wakizashi
  Icy Masterwork Katana +1
  Perfume common x10
Gold:	225
http:/www.freeimagehosting.net/on4pz


I didn't do the background yet, since I wanted to make sure everything else was correct first.

Good news, you have 3 unspent characteristic points (35 points, plus 1 at level 4, +2 to any one attribute for being human) so you can play with those.

Bad news.
Near as I can tell your ac should be 17, 4dex + 2armour + 1dodge, correct me if I'm wrong.
You have 12 skill points for favored class stuff, you should have 4.
And finally, and most game breakingly so, you have spent quite a bit of coin over 6k, the Katana alone costs 8350 gold.

Apart from that its looking good.
 
Looks like you are giving yourself a +3 for your charisma when its 15, which should be a +2. But since Kitten said you had some extra points now is a good time to get it to 16. :p
 
Heh, changes have been made. Yeah, I made the wrong type of magic weapon by mistake. I was thinking of the frost instead of Icy Burst.
 
Well even with frost it would still be 8k alone for the enchantment. Since it has to be +1 and the frost is another +1.

Though if kitten is willing I will gladly take some too. :D
 
Heh, changes have been made. Yeah, I made the wrong type of magic weapon by mistake. I was thinking of the frost instead of Icy Burst.

Oh, I also made that mistake, so now the weapon costs 8350, before it costed an extra 10k. You see, in order to calculate the price of the weapon, you have to add its enhancement bonus, with its special ability prices, in this case it adds up to a +2, making the magical enhancement cost 8k.
 
Hmm...Then I guess I'm getting a little confused on that then. Looking through the d20 stuff, the +1 bonus is 2000gp, and the only price listed for frost is the requirement for the weapon to have the +1 bonus. Also, is the hooded cloak standard with the traveler's outfit? I also had a little bit of a problem finding the equivalent of the ninja outfit among the equipment list.
 
Hmm...Then I guess I'm getting a little confused on that then. Looking through the d20 stuff, the +1 bonus is 2000gp, and the only price listed for frost is the requirement for the weapon to have the +1 bonus. Also, is the hooded cloak standard with the traveler's outfit? I also had a little bit of a problem finding the equivalent of the ninja outfit among the equipment list.

The magic weapon section is a little misleading at first, but its basically as I described, look at the table called Melee Weapon Special Abilities on this page http://www.d20pfsrd.com/magic-items/magic-weapons

The 'base price modifier' is what you add to the enhancement bonus to get the total enchantment price, +1 enhancement with +1 special makes a +2 ect ect.
 
If you want a ninja "sneak suit", there is one from the oriental campaign. Hard to find but its 50 GP, called Shinobi shozoku, and grants you a +2 bonus on stealth while wearing it. Kat has one, she's actually wearing it right now. :)
 
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