Difference between revisions of "Sir Advance And Engage The Enemy"

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(Magical Items:)
(Magical Items:)
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==Items==
 
==Items==
===Magical Items:===
+
Okay, I think there's been a slight mieuadsrstnnding. Your blog article only mentions the range issue, if you have more thoughts on the timing issue, I'd love to hear it.I still don't think that you need to move one foot after the other though. It's quite possible to move both at the same time, or close enough to the same time that the effect is the same.As to the hau/schlag issue, I don't think that a Zornhau can be called simple, if by simple, you mean easy, as it needs good timing and good range. However, it is simple, if by simple, you mean it only uses one movement. The Zornhau is not a  a combination of several movements into one hew  as you put it on your blog. Having said that, that's because I do not believe there needs to be an Ort at the end for it to count as a Zornhau.To clarify, I do not believe that when using the Zornhau against an Oberhau, you should attempt to strike the sword and the man at the same time. I agree with you that we shouldn't be doing that. Rather the Zornhau-Ort is a technique with two phases, phase one being the counterstrike against their strike, and phase two being the the thrust. Phase one can be done entirely independently of the thrust. Further, I know the manuals don't really say this, but all the Meisterhau other than the Zornhau can be done in the vor, therefore it must be possible to do a Zornhau in the vor as well, in which case, there is no need for the thrust, as you would just hit the man rather than the sword. So the Zornhau must be able to exist without the Ort on the end. Going by the definition you used on the blog, that makes the Zornhau a simple movement, as there is only one movement, and the Zornhau-Ort a complex movement, as it is a combination of more than one movement.Regards,Alex
*+1 Flame-touched Iron Longsword (3350 gp)
 
*+1 Armor Enchantment to Body (1000 gp)
 
*Gauntlets of Ogre Power +2 (4000 gp)
 
*Ring of Protection +1 (2000 gp)
 
*Cloak of Charisma +2 (4000 gp)
 
*Wand of Cure Light Wounds- 31 charges (750 gp)
 
*Horseshoes of Speed - +30 to speed of mount (3000 gp)
 
*Wand of Repair Light Damage – 33 charges (750 gp)
 
*+1 Light Wooden Shield (1153 gp)
 
*+1 Lance (2310)
 
*Periapt of Wisdom +2 (4000 gp)
 
  
 
===Mundane Items:===
 
===Mundane Items:===

Revision as of 21:18, 23 October 2012


Description

Name

Formal Name: Advance and Engage the Enemy

Shortened Name: "Vance"

Race:

Warforged

Class

Level: Paladin 8 (1st and 3rd warforged racial sub levels taken)

Alignment: LG

Appearance

Vance is a tall warforged with adamantine plating. A symbol on his forehead identifies him as the 23rd solider of the 11th Cyre legion to those know know how to read such things. He wears a wooden holy symbol of the Silver Flame around his neck. His eyes glow with a soft, silver light. Incongruously, his voice is that of of a young human male.

Stats

Hitpoints:

Total: 70

Attributes

  • Str: 15 (17)
  • Dex: 13
  • Con: 16
  • Int: 14
  • Wis: 12 (14)
  • Cha: 16 (18)

AC: 23 (10 + 9 armor + 1 dex + 1 deflection, +2 shield)

Touch AC: 12

Flatfooted AC: 22

DR: 2/Adamantine

Initiative: +1

Speed: 20

1 action point used

Saving Throws

Fort: +13 (6 base + 3 con + 4 grace)

Reflex: +7 (2 base + 1 dex + 4 grace)

Will: +8 (2 base + 2 wis + 4 grace)

Attacks:

  • Base Attack Bonus: +8/+3
  • Grapple: +11
  • Slam Attack +11, 1d4+4
  • Longword (+1, Flame-touched Iron) +12/+7, 1d8+4
  • Lance (+1, one-handed when mounted) +12/+7, 1d8+4
  • Longbow +9/+4, 1d8
  • Dagger +11/+6, 1d4+3


Skills:

Total Bonus (broken down)

  • Craft (woodworking) +6 (4 ranks + 2 int)
  • Diplomacy +19 (11 ranks + 4 cha + 2 syn K:N&R + 2 syn Sense Motive)
  • Knowledge (Nobility & Royalty) +7 (5 ranks + 2 int)
  • Ride +12 (11 ranks + 1 dex)
  • Sense Motive +13 (11 ranks + 2 wis)
  • Knowledge (Religion) +4 (2 ranks + 2 int)


Languages:

Common, Goblin, Elvish


Feats:

  • Adamantine Body
  • Mounted Combat
  • Ride-by Attack

Special Abilities:

Warforged Traits:

  • Type Living Construct (not affected by spells targetting humanoids)
  • Light Fortification (25% chance negate sneak attack or critical hits)
  • does not sleep (immune to sleep effects)
  • does not breath
  • does not eat (but can use potions)
  • immune to energy drain
  • immune to fatigue and exhaustion
  • immune to poisons
  • immune to disease
  • immune to paralysis
  • immune to nausea
  • immune to sickened condition
  • half effect from spells of healing sub-school


Paladin Abilities:

  • Aura of Good
  • Detect Evil
  • Smite Evil (or Smite Construct) 2/day (+4 to-hit, +8 damage)
  • Divine Grace
  • Lay on Hands (32 HP/day) ,27 used
  • Aura of Courage (immune to fear, +4 morale to allies' fear saves within 10 ft.)
  • Immunity to Stunning (replaces Divine Health)
  • Turn Undead 7/day (as 5th level cleric)
  • Special Mount (16 hours/day)
  • Remove Disease 1/week
  • Paladin Spellcasting

Spells Memorized:

Caster Level - 4 Available slots: 1st - 2; 2nd - 1 1st - Divine Favor, Bless Weapon 2nd - Zone of Truth

Items

Okay, I think there's been a slight mieuadsrstnnding. Your blog article only mentions the range issue, if you have more thoughts on the timing issue, I'd love to hear it.I still don't think that you need to move one foot after the other though. It's quite possible to move both at the same time, or close enough to the same time that the effect is the same.As to the hau/schlag issue, I don't think that a Zornhau can be called simple, if by simple, you mean easy, as it needs good timing and good range. However, it is simple, if by simple, you mean it only uses one movement. The Zornhau is not a a combination of several movements into one hew as you put it on your blog. Having said that, that's because I do not believe there needs to be an Ort at the end for it to count as a Zornhau.To clarify, I do not believe that when using the Zornhau against an Oberhau, you should attempt to strike the sword and the man at the same time. I agree with you that we shouldn't be doing that. Rather the Zornhau-Ort is a technique with two phases, phase one being the counterstrike against their strike, and phase two being the the thrust. Phase one can be done entirely independently of the thrust. Further, I know the manuals don't really say this, but all the Meisterhau other than the Zornhau can be done in the vor, therefore it must be possible to do a Zornhau in the vor as well, in which case, there is no need for the thrust, as you would just hit the man rather than the sword. So the Zornhau must be able to exist without the Ort on the end. Going by the definition you used on the blog, that makes the Zornhau a simple movement, as there is only one movement, and the Zornhau-Ort a complex movement, as it is a combination of more than one movement.Regards,Alex

Mundane Items:

  • Longbow (20 Arrows)
  • Everburning Torch
  • Flint & Steel
  • Backpack
  • Dagger
  • Whetstone
  • Warforged Repair Kit
  • Wooden Holy Symbol (x 2)
  • Identification Papers (standard)
  • Studded Leather Barding (on mount)
  • Military saddle (on mount)
  • saddlebags (on mount)

Money:

Two 100 gp gems, 105 gp

History:

(see 6th level post)


Mount:

  • Name: (Unnamed - It has not occured to Vance to name his mount)
  • Hit Dice: 8d8+24 (60 hp)
  • Initiative: +1
  • Speed: 90 ft. (18 squares, enhanced by horseshoes of speed, +10 paladin bonus)
  • Armor Class: 23 (–1 size, +1 Dex, +10 natural, +3 barding), touch 10, flat-footed 22
  • Base Attack/Grapple: +6/+15
  • Attack: Hoof +10 melee (1d6+5); Full Attack: 2 hooves +10 melee (1d6+5) and bite +5 melee (1d4+2)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: —
  • Special Qualities: Low-light vision, Scent, Empathic link, improved evasion, share spells, share saving throws, Improved Speed
  • Saves: Fort +9, Ref +7, Will +3
  • Abilities: Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6
  • Skills: Listen +6, Spot +5, Jump +7
  • Feats: Endurance, Run, Armor Proficiency (light)


Major Changes

6th to 7th: Vance has dropped a skill rank into Knowledge (religion). Inspired by his experiences in Daskaran, he has traded in his magical greatsword for a longsword of similar construction. Given that he will now be fighting with a shield all the time, he upgraded to a small magical shield. (He went down to a small shield because it is small enough so he can still grasp things with his off hand, which is more convenient.) He also got some Horseshoes of Speed for his mount. It now has a positively frightening movement of 80 ft. Finally, Vance requisitions a Chime of Opening (with some charges depleted) and a Wand of Repair Light Damage for this mission. Though Vance cannot use the RLD wand himself, he figures the sorcerer Samuel can use it on him.

7th to 8th: Vance raises his Wisdom by 1 with his 8th level increase and puts another skill rank into Knowledge: Religion. He has purchased a periapt of wisdom +2, so that he can cast second level paladin spells. His warhorse has increased in power and taken ranks in the jump skill.