Stolen Lands

That time we did sneak attacks wrong

Last Sunday went well I thought. I’m working on a better organization set up for the next run so I don’t kill the mood trying to look up something. Not saying this won’t happen in the future but I will try to limit it as much as possible. What I need from you guys is to understand your character better. Jason, look up how rage works dammit. I am going to as well but hes not my dwarf and next time you ask if the HP you gained is permanent I am going to have a dragon fly by and take a shit on your head. But then your stupid dwarf might smear it on his face and try to challenge it.

Tyler, look up sneak attack. I’m not going to to rely on the whole it does x damage and we will look it up later. If you want to do the neat things your character can do, understand them. Otherwise the next time you want to sneak you are going to step on a fantasy style dog squeak toy and make everyone aware.

Jeremy, you don’t do enough for me to tell you to look something up. But that will change when the encounters get harder.

Robyn, you are perfect. Keep it up.

Now that the rant is out of the way lets get into the good stuff. The recap:

After reformatting the whole story and adjusting it I have taken a lot of your information away from you such as the backstory you guys created and the narrative you thought you were following. Somethings are the same however. You four are still part of a military group sent out to explore an unknown land that is more or less full of chaos. You landed on this unknown land after crossing a river (instead of an Ocean) and came across a Oleg;s Trading Post. Here you met Oleg and Svetlana, the proprietors of the trading post and they made you aware of the recent bandit troubles they are having and asked for your assistance. Even though you didn’t trust them (not sure why) you still aided them and were able to surprise the bandits and kill them, you were even able to interrogate one of them before killing him. Hell, Goldsniffer even ate a heart. Oleg’s has now turned into your defacto home base, to say. But you are still tasked with exploring the rest of the land.

New inventory:
From Combat-
6 horses (can be stored at Oleg’s or he will purchase them)
30 gp
3 longbow with 60 arrrows
3 short showes
8 days trail rations
Leather armor
composite longbow (+2 strength) with 20 arrows

As a reward from Oleg-
two potions of cure light wounds, a potion of shield of faith +2
50 gp
Free room and board and free meals

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

See Precision Damage & Critical Hits FAQ for more information.

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.


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