Wednesday, August 5, 2009

Next Session

You guessed, I am getting ready to play again. I am gonna try to contact each of ya and set up a date soon. Remember, I need everyone at this next session (as it will be the last one of Part II). Also, we continue to use Elric's place, we need to give him like a dollar or something for drinks. If not, we can try to use the library again. I am looking at Sundays about 2:00ish. I hope you guys remember where your stuff is. CUZ I LOST YOUR CHARACTER SHEETS! (jk jk jk, I wouldn't lose your sheets)

Advanced Combat (Part I)

I will now give you guys some advice on moves you can perform in battle. I will post this up when I feel like it, and I will post five at a time.

1) Delay your action: You can delay your turn to move it to the end of the turn track. Keep in mind that if others delay their action, it will still follow the normal turn list (meaning, Subject A rolled a 15, and Subject B rolled a 16, Subject 16 will go first if both delayed their turn). Delaying your turn will allow you to wait for enemies to come closer during the combat round. It can also allow your to wait and see what another player's move will do when used (for example, what good will it do attacking a monster with a dagger if another player was just gonna fireball it)

2) Defend: -3 to your AC and you spend a round defending. This can be useful if you are acting as a meat shield for your allies and such. It can also be useful if you know that an enemy is using an attack that they charged up.

3) Find cover: If you are going against ranged opponents, you can look for cover. This adds AC bonus to your character against to ranged attackers. Shields or other handheld objects can be large enough to act as cover. The AC bonus are as follows:
Soft Cover (cover that the missiles can pass through)
25% :: -1 AC
50% :: -2 AC
75% :: -3 AC
100% :: -4 AC

Hard Cover (cover that can stop the missiles)
25% :: -2 AC
50% :: -4 AC
75% :: -6 AC
100% :: Can't hit

4) Steady Aim: Your can spend a whole round focusing your hit to give a +2 to your attack roll when using a ranged weapon. This does not stack up and you must be able to focus on the target at all time while aimming.

5) Weaken state: If someone has his life less than 25%, the character is in a weaken state. The affects of weaken state varies. You have a greater chance on recieving a severe wound in a weaken state (losing an arm). Certain attacks can be affective toward those in a weaken state. You may be in need of medical help due to blood loss. You gain penalties towards cetain saving throws and attacks. You might be able to go into a rage as the blood loss pumps up your adredaline. The DM won't inform you if your character is in a weaken state, or if something you are fighting is in a weaken state, but you should be aware of the affects. Note that some creatures are most dangerous when they are in the weaken state.

More later. (OMG, I double post? That must mean we are getting ready to play again!)

Freelance Assassin (Human)

Prime Requisite: Dexterity (must be at least 16)
Experience Bonus: 5% for 16 and 17, 10% for 18
Hit Dice: Starting at 10th level, +1 hit point per level, and Constitution adjustments do not apply
Maximum Level: 36; Freelance Assassins can be targeted at higher levels starting at level 30.
Armor: Leather armored only, bonus gained with no armor
Weapons: Any missile weapon, any one handed melee weapon (bonus to dagger)
A Freelance Assassin is what a thief, elf, or halfling can become once they hit 9th level. They are people who do not belong to an organization or a goverment at the time they hit 9th level and wish to use focus on silently killing things, and maybe make a few coin while doing it.
Freelance Assassins are a subclass of the Assassin class. A player who does not have any connections with Guilds, nobles, and so on who wishes to take up the Assassin class will find themselves as Freelance Assassins.
As they do not belong to a group, they tend to be travelers who wander from place to place looking for a job or adventure. Because of this, they are able to keep all of their fighting abilities, but they lose any bonus they could make as another Assassin subclass.
Even though they are not as skilled as other assassin subclass, they can get the job done. A freelance assassin must look for a job if he wants to make money with his skill. This is a good thing and a bad thing. It is a good thing because, unlike other assassins, a freelance assassin is more likely to come across jobs. It can be a bad thing because there would be a chance of exposing himself for who he is to the guards of an area. Freelance assassination is frowned upon in almost all areas of the world.
Most jobs a freelance assassin will get will be easy jobs as most of his clients will be from people from either the lower or middle class. As a result, most jobs will not pay much. Once in a while a freelance assassin can get lucky enough to score a job from a noble, but most of these jobs can do real damage to a nation's political structure. Also, most jobs will not be noble jobs. A common job for a freelance, for example, would be to kill someone so that his wife will be widowed, and thus opening a path for the client to take the target's wife.
As with all Assassin classes, at higher levels, a freelance assassin will have to deal with the annoyance of being targeted by the law or by other "assassins" (the "assassin" will not always be a pro. More often than not it will be someone random person trying to kill the freelance assassin). Unlike skilled thieves, who can do their jobs in the shadows, a skilled assassin will not be able to keep his face or alias hidden forever. Eventually his skills will become well know because word of the freelance assassin skill will spread like a slow acting virus. The reason for being targeted by the law and other "assassins" is simple fear of the assassin skill. A noble or another person who suspects an assassination ploy would take measures to prevent skilled assassins from being the ones who assassin them. It is easier to deal with an amateur than a pro. More often than not, these potential targets will want the pro assassin disposed of than trying to get them under their paycheck.
Freelance Assassins cannot start up guilds, nor can they own domains with their class. They can gain guilds and domains by other means, but the fact that they are assassins should remain a secret, and they will not be able to train new assassins.
Abilities
A Freelance Assassin will retain many of the Thief abilities. Open locks, Find Traps, Remove Traps, Pick Pockets, and Hear Noise are reduced while Climb Walls, Move Silently, Hide in Shadows, and Hear Noise are increased.
Open Locks:
9-51
10-52
11-53
12-54
13-55
14-56
15-57
16-58
17-59
18-60
19-61
20-62
21-63
22-64
23-65
24-66
25-67
26-68
27-69
28-70
29-71
30-72
31-74
32-76
33-78
34-80
35-81
36-82
Find Traps:
9-40
10-41
11-43
12-44
13-46
14-47
15-49
16-52
17-53
18-55
19-56
20-58
21-59
22-61
23-62
24-64
25-66
26-69
27-70
28-72
29-73
30-75
31-76
32-78
33-79
34-81
35-82
36-85
Remove Traps:
9-30
10-31
11-35
12-36
13-37
14-39
15-40
16-42
17-43
18-44
19-46
20-47
21-51
22-52
23-53
24-55
25-56
26-58
27-59
28-60
29-62
30-63
31-67
32-68
33-69
34-71
35-72
36-74
Climb Walls
9-100
10-102
11-104
12-106
13-108
14-110
15-112
16-114
17-116
18-118
19-120
20-121
21-122
22-123
23-124
24-125
25-126
26-127
27-128
28-129
29-130
30-131
31-132
32-133
33-134
34-135
35-136
36-137
Move Silently
9-65
10-68
11-71
12-74
13-76
14-78
15-80
16-82
17-84
18-86
19-88
20-90
21-92
22-94
23-96
24-98
25-100
26-102
27-104
28-105
29-106
30-107
31-108
32-109
33-110
34-111
35-112
36-113
Hide in Shadows:
9-51
10-54
11-57
12-60
13-63
14-66
15-68
16-70
17-72
18-74
19-76
20-78
21-80
22-82
23-84
24-86
25-88
26-90
27-92
28-94
29-96
30-98
31-101
32-103
33-105
34-108
35-111
36-113
Pick Pockets
9-40
10-44
11-48
12-52
13-56
14-60
15-64
16-67
17-70
18-73
19-76
20-79
21-82
22-85
23-88
24-91
25-94
26-96
27-98
28-100
29-102
30-104
31-106
32-108
33-110
34-112
35-114
36-115
Hear Noise
9-76
10-80
11-84
12-88
13-91
14-94
15-97
16-100
17-102
18-104
19-106
20-108
21-110
22-112
23-114
24-116
25-118
26-120
27-122
28-124
29-126
30-128
31-130
32-132
33-134
34-136
35-138
36-140
Freelance Assassins gain levels the same way a Thief does. This also goes for his Saving Throws and THAC0. He will be able to Read Languages and Cast Spells from Magic-User Scrolls like a thief, but he gots 20% chance for backfire on the scrolls.
Backstabbing: All assassins automatically gets one free weapon level in Dagger. This does not count towards the weapon slot. This does not mean that an assassin must use a dagger for backstabbing. Backstabbing works just like it has been described and modified with this differances. Backstabbing gives a +8 to the rolls, unmodified rolls of 16-20 can instant kill the target, and the damage done is tripled.
Hit the Vitals: Everyone in the game can aim for the vitals. However, assassins are one of the classes than can perform the "Hit the Vitals" ability (monk/mystic is one of the others). For a normal player, hitting the vital is an attempt to either one hit kill a target, or to do extra damage to the target.
(A player example of this is when Elric sent the Magic Missle into the minotaur's mouth)
In all cases, it must be possible (i.e. trying to slit a dragon's throat will prove to be near impossible to preform without retort). Also, for a normal player, there can pelanties and bonuses based on situation (i.e. an attempt to one-hit a target by cutting of it's head can come under pelanties, but if the target is tied down, there can be bonuses). Other modifiers includes size of target, vulnerability of target area, what type of creature is the target, ect. In most cases, trying to Hit the Vitals is hard for a normal player to preform whilst in combat (note that Hit the Vitals is not the same as trying to describe how you defeated a target. For example, if you bring a target to zero hit points, and you want to have it as you cutting off it's head, then you can say so and have it happen in most cases).
For an Assassin and other classes that use the Hit the Vital ability, they train to deal with people as quick as possible because they cannot take much damage, and their jobs can put them in places where they are alone. If you want to Hit the Vitals with a target, state that you will try so. Then state what you are aimming for. A normal player will have low odds on success while an assassin will have high odds. You can try to do a number of things when trying to Hit the Vitals:
*Break an arm
*Stun
*Slash out an eye
*Hit the nuts
*A quick slash across the neck
*A blow at the temples
*Tripping
ect.
You don't always do damage on your actions. Some actions can just be done in order to delay the oppnent. The chance of success will always vary based on the surroundings. It would be harder to trip someone when you are being grappled from behind.
Here is the base chance for success (the chance for success will go up or down from here)
-->Delay action: 80% vs. one, 65% vs. 2-3 <--Effect: stuns or delays an oppent's turn
-->Minor damage: 75% vs. one, 55% vs 2-3 <--Effect: Double damage
--> Major damage: 70% vs. one, 45% vs 2-3 <--Effect: Double damage plus special wound
--> Fatal damage: 60% vs. one, 25% vs 2-3 <--Effect: Special*
Bonus:
-5% vs. for each over 3, -10% cooldown**, -10% complex, +10% unsuspecting target, +5% weaken target***, +5% for doubling up a target***, -5% for unfavorable conditions***, +5%favorable conditions***, -10% if your are in weaken state***, -10% during stun and stun cooldown, +10% if oppent is stun, +10% vs. sleeping target, +5% vs. down target, ect. ect.
*Special: Opponent makes a save vs. death ray (even if they are not aware of you). If they succeed, they take triple damage, failure means they die.
**Cooldown: The ability needs to cooldown for a turn so that the player can reset himself. However, the player can use it in multiple turns if desired. Each turn he does this, the cooldown modifer goes up (-20%, -30%, ect.) The modifer will go down by 10 each turn he does not use HtV.
***See Advanced Combat or the DM for clarification

Finding a Job: Freelance Assassins can look for a job in any town, city, fort, or other areas of civilization. He gets a +1% chance to success for every 2 levels above level 9. He first rolls to see if there is a job, or if it is a low, mid, or high pay. Then the player rolls again to see what type of job it is (the type of job is dependant on pay, not on population size)
Population size: Less than 1000
1-85: No jobs
86-100: Low pay job

Population size: 1000-4000
1-50: No jobs
51-90: Low pay job
91-100: Mid pay job

Population size: 4001-9000
1-40: No jobs
41-80: Low pay job
81-100: Mid pay job
100+: High pay job

Population size: 9001-15000
1-20: No jobs
21-60: Low pay job
61-95: Mid pay job
96+: High pay job

Population size: 15001-25000
1-10: No jobs
11-50: Low pay job
50-90: Mid pay job
91+: High pay job

Population size 25001+
1-5: No jobs
6-45: Low pay job
45-85: Mid pay job
86+: High pay job

Job type: Low Pay
1-20: Assassination of random low class citizen
21-60: Protection of some sort
61-70: Assasination of a mid class citizen
71-90: Steal something
91-99: Odd job
100: Assassination of High class citizen

Job type: Mid pay
1-10: Assassination of random low class citizen
11-30: Protection of some sort
31-50: Assassination of a mid class citizen
51-75: Steal something
76-90: Odd job
91-100: Assassination of High Class citizen

Job type: High pay
1: Assassination of random low class citizen
2-20: Protection of some sort
21-30: Assassination of a mid class citizen
31-50: Steal something
51-85: Odd job
86-100: Assassination of High Class citizen

Pay
Low: 50-500 gp (base 100)
Mid: 50-1000 gp (base 250)
High: 50-5000 gp (base 1000)


(Phew, I hope I didn't leave anything out, any case, Ziek, read this through, and see if it is up to your standards)