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WarGreymon

Can you Guess that movie?

Posted on 2009.12.02 at 19:52
Location: Land of Adamant
Present Disposition: creative
Present Lyrical Symphony or Other: Dungeoncore!!!
Tags: ,
Here are the Rules.
1. Pick 15 of your favorite movies.
2. Go to IMDb and find a quote from each movie.
3. Post them here for everyone to guess.
4. When someone guesses correctly, put who guessed it and the movie.
5. No Googling/using IMDb search or other search functions.




1. "Fire doesn't cleanse, it blackens!"


2. "I wasn't going to send that letter!"
"Then what did you write it for?"
"Ah go to your party. I can't believe Sora's gonna read my letter. Wait. Unable to deliver? I can't believe she's not going to read my letter! You try and tell a girl you're sorry and your computer shuts you down!"


3."They say most of your brain shuts down in cryo-sleep. All but the primitive side, the animal side. No wonder I'm still awake."


4."What exactly do you do for a living?"
"Cleaner."
"You mean you're a hit man?"
[reluctantly] "Yeah."
"Cool."

5."Your cave is untouched. Men like that."


6. [Shadows begin to creep from walls] "He's calling the spirits of darkness... I saw him do this once before when a girl dumped him!"


7. "This landing is gonna get pretty interesting."
"Define "interesting"."
[deadpan] "Oh God, oh God, we're all going to die?"


8. [to audience] "What the **** have you done lately?"


9. "It's a tea cup. I'll kill you with my tea cup."


10. "Smite me, O Mighty Smiter!"


11. "Go-Go, I know you feel you must protect your mistress. But I beg you, walk away."
[Go-Go giggles girlishly]
"You call that begging? You can beg better than that."

12. "Stu, don't do this. Please, come on. My sainted mother used to do this. She used to dish this out... Stu, please don't this. Stu, you're bringing back my unhappy childhood. Stu, talk to me, please! Talk to me! I can't take it Stu... Ahh!" [laughs] "I'm kidding. I had a very happy childhood."


13. "Don't dare impugn me honor boy! I agreed she go free, but it was you who failed to specify when or where. Though it does seem a shame to lose somethin' so fine, don't it, lads?"
"Aye."
"So I'll be havin' that dress back before ye go."


14. "I do wish we could chat longer, but... I'm having an old friend for dinner. Bye."


15. "So I violated Section 34 Double D?"


Good luck!

Terminator

When You're Evil

Posted on 2009.10.11 at 10:59
Location: Land of Adamant
Present Disposition: amused
Present Lyrical Symphony or Other: When You're Evil
Tags:

Terminator

The Assumption Song

Posted on 2009.06.23 at 12:03
Location: Land of Adamant
Present Disposition: awake
Present Lyrical Symphony or Other: Comalies
Tags:
Do you have a dirty mind? If you can guess what they SHOULD say next, you probably do (or, if you're like me, you are a victim of circumstance and have been exposed to terrible and wondrous things through others. Or whatever).
Enjoy, eh?



Terminator

Questions for me! Whah!

Posted on 2009.06.23 at 11:53
Location: Land of Adamant
Present Lyrical Symphony or Other: Tristan's Griping
Tags:
Here is a question from a friend of mine on Facebook who just started playingf D&D.

June 20 at 5:26pm
 
I was thinking about this...
if you can strangle someone to death if you grapple them, then why can't you say, break their neck or cut their throat?
it just doesn't seem far to allot all murderous methods the proper amount.
like, say, you'd have to successfully grapple and pin someone, then you could use one of those methods or something.
I don't really know, except that it would be cool.
 
Today at 11:49am
 
Breaking somene's neck when they are aware of you is called landing a critical unarmed attack. Slashing someone's neck is called landing a critical dagger attack.

The whole idea of D&D is to reflect how difficult killing someone actually is. The only way you're going to cut someone's throat while they are actively resisting is if you are vastly more powerful than they are (i.e. they are much lower level).

This is why sneak attacks are more likely to hit (flat-footed AC) and do more damage (you're lining up your trike with important parts). If a sneak attack kills the opponent, then--congratulations! you just slit their throat!
Remember, the average human's HP is 4. If you land a sneak attack on any average person, the chance that you WON'T kill them is very low (an average d4 and d6 roll will do the trick) and even then, you'll critically injure them at worst. This is just like real life.

If you read the rules for strangulation, you'll find that strangling an opponent while awares is very omplicated and extremely drawn out if their Fortitude is any good or you lack in Strength. If you catach them from behind, they're all relaxed and breakable, and the rules reflect this.

Terminator

The tale of 23

Posted on 2009.05.12 at 20:51
This is the backstory of my rogue from the first campaign in D&D I ever played. I spent a lot of time towards it, and it is fairly accurate and detailed. I present to you the tale of 23.

Orphael the Destroyer was the most feared Baatezu General in all of history at the height of his power, especially in the Material Plane. When kingdoms heard tell of his plans to invade them, they fled with blind fear because those who resisted died. His thirst for power was not outright and bloodthirsty, but scheming, methodical, sadistic. He let the civilians flee for a while, then sent his devil army forth from the Infernal Plane to apprehend them. After slaughtering the civilians, the armies moved in on those who had decided to stay and fight to capture them. This twisted backwards style of invasion made him the most hated of Pit Fiends.
Two such lands that he extended his power-hungry reach to at almost the same time were Laevin, a town rich with Human culture influenced greatly by the nearby Mountain Dwarf settlement, and Aust, an urban center dominated by Elves with a tight-knit Human minority. From each of these lands, a small number of slaves were extracted from the ensuing carnage by the Baatezu, namely the Humans Diesa Namor from Laevin and Aramil Naïlo from Aust.
You see, unlike Demons, Devils understand that to raze and destroy can only hold so much fruitfulness. They choose to instead capture slaves and loot the cities of any value. Some of these slaves went towards feeding the Baatezu armies and a small number were used in trade with the Drow and Illithids (or Mind Flayers), but most were put to work in either a laboring or domestic fashion. Of them, most were sent to the various conquered lands of Orphael throughout the planes.
Aramil was put to work as a weaponsmith, mainly crafting the saw-toothed glaives for which the bearded Barbazu are known and the spiked chains that the horned Cornugon prefer. He was worked days on end with no excuse to stop working thanks to the Infernal Planes lack of night-day cycles. When he became weak, he was placed in the slaves’ quarters for several days of rest before being called to work once more. Contrarily, Diesa became a domestic servant of the Erinyes Taalmazu, chief concubine to Orphael. While her efforts were far less taxing, the job was equally stressing beneath Taalmazu’s cruel command. She, too, was sent each night to the slaves’ quarters while Taalmazu joined Orphael in his palace.
It was in the sparsely populated slave quarters that Aramil and Diesa met. He was a lean man with a well-enforced physique and a kind disposition, and she was a rather tall but dainty woman with purest green eyes and long black hair. After nearly four months of torturous servitude, the two young Humans fell in love and took solace in the other’s presence.
It was from this unorthodox union that a daughter was born. She was only the twenty-third non-Devil child to ever be born beneath Orphael’s iron empire. The two feared for their daughter’s life. The Devils did not fully understand the concept of child rearing because their own young spring forth fully independent and adult. Thus, Diesa decided to name their daughter 23, so that any slaves who might accidentally refer to her in the presence of a Devil would not reveal the child’s existence. 23 was kept secret for nearly four years by confining her to the slave quarters. Her father and mother returned to her as often as they could, but she was eventually adopted as the responsibility of every slave, lovingly cared for in secret by a menagerie of guardians. It was at this time that she was introduced to the basics of weaponsmithing, a skill she carries with her in memory of her father to this day.
As she approached the age of four, though, her curiosity was too great to entrap any longer. She wandered from the slave quarters and roamed undetected for hours until she was discovered by Taalmazu herself. Diesa quickly ran to protect the child from her Devil mistress, explaining amidst a torrent of pleas for mercy the weakness of the child in comparison to adults. Taalmazu agreed to allow 23 to serve as a cup bearer in her private parties on the condition that she learn to dance, act a sort of exotic entertainment as well. She agreed.
23 lived as a domestic servant under Taalmazu for three years. In that time Taalmazu plainly expressed her jealousy of Diesa with frequent outbursts of rage in private in which she lashed out both verbally and physically against the two maidservants. 23 learned to silently avoid her mistress’ fury by sneaking about, and adopted a hard exterior in response to the abuse.
When she was just over seven, though, her father died of exhaustion. It was also about this time that Orphael’s empire reached the pique of its control. Orphael could no longer expand his reach without incurring losses. Fortunately for him, his demeanor towards expanding had shifted as well. He now valued trade relations over conquering. Thus, he and Taalmazu—and her two maidservants—frequently made diplomatic ventures into alternate planes, particularly those of the Lichs, Illithids, Drow, and other Baatezu empires. On these voyages, 23 became familiar with the nature of various planes and learned about the basic strategies of diplomacy as she picked up both the languages Undercommon and Draconic in addition to Common and Infernal which she learned as a child.
One of Orphael’s journeys to the Material Plane ended badly. A group of Drow intending to embargo his trade struck a friendly Drow fortress where he stayed intending to kill him. In the chaos, 23 was separated from Taalmazu. She ran through the dark forest as fast as she could and encountered a tiny town whose main source of income consisted of gambling and debauchery.
She stayed there, sleeping in alleys or crawling into motel rooms through the windows, only long enough to scrounge up some food and regain her wits. She then ventured from town to town perfecting her skills in the roguish arts. When in desperate situations, she even used her experience with servitude to take a meager day wage as a cook. By the time she was eighteen, 23 was fully capable of all manner of underhanded tactics to survive.
While her disposition may be chaotic, she is firmly neutral. She mainly looks out for herself, but seeing others in anguish sparks her anger at her Devils masters. She refuses to take sides in any conflict without reviewing their motives unless one side includes Devils or one side includes one of her few friends.

Terminator

The Names Less Known

Posted on 2009.04.30 at 06:23
Location: Land of Adamant
Present Disposition: curious
Present Lyrical Symphony or Other: Donald, Where's Your Trousers?
I find that whenever I go to name a female in any of my stories, I gravitate towards names that begin with vowels, particularly E and A. Alana, Amelia, Elyse, Elena, Amy. It is a bad predisposition that I've tried to overcome.
For that very reason I have taken it upon myself to compile a list of female names starting with the most disonant of consonants: L, M, N, P, etc. This list may grow over time, and I'm always open to suggestions. for now, here it is.

To the Names! )

Terminator

Womanizer Parody

Posted on 2009.04.23 at 22:02
Location: Land of Unholy Adamant
Present Disposition: amused
Present Lyrical Symphony or Other: Woamnizer
.
.
.
If only such a woman existed. "If only, if only," the woodpecker cried.





Terminator

The Dynamic Dimensions of D&D

Posted on 2009.04.10 at 06:08
Location: Land of Adamant
Present Lyrical Symphony or Other: Hura-Mafu Flow
I had to write an essay for my English class about my favorite game. Guess which one I chose.


You enter a dank, stone hall and check for traps. Your party’s very life depends on your precision, are helpless without your deft hands. You’ve rolled a twelve, with a fifteen Search modifier! You triumphantly announce, “The way is clear. Let’s continue—but quietly!” The unlikely band of adventurers sneaks along behind you, entrusting their fates to your sharp rogue’s senses, and you realize—you’re having the time of your life! Dungeons & Dragons (D&D) Edition 3.5 is the best game I have ever played—there’s more freedom, action, and intrigue than any video game could offer, all played alongside your closest friends. While the game is not complex; it can get very technical at times, but it all enhances the experience of utter freedom.

D&D is an adventure role-playing game in which as many as eight players can take control of their own carefully constructed character in a vibrant social experience. Players use both their imaginations and the rules laid out in three simple books to guide their party of adventurers through the fictional, Medieval-esque world generated and run through the mind of the Dungeon Master, the DM. Players can literally do anything they want within reason inside the game. Players determine the level of success by rolling dice and modifying the rolled number with skills gained as the character progresses through the levels. Players are encouraged to specialize their skills according to their character’s race (human, elf, dwarf, etc.), class (rogue, fighter, wizard, etc.), and alignment (good, neutral, or evil) for a more convincing party dynamic. Each player behaves in-character to fully immerse themselves in the experience, speaking, behaving, and “knowing” what their character would. However, within the confines of their character, they are encouraged to think outside the box to solve problems, make choices, and engage in combat.

It is because of every player’s willingness to play a convincing role that this role-playing game gives such a satisfying experience. Because of the specialization inherent to the game, characters are often given the spotlight for their unique strengths, and it is immensely fulfilling to perform a task that none other could with flying colors and have their gratitude for it. Even if a character fails, the ramifications of that failure are appreciable and open new challenges for the party. Because a human effectively embodies the entire world outside the characters, every move has real consequences; players are unleashed in a very real, living world.

The game can have as much or as little depth as players want, and can continue indefinitely. Their characters may grow old and die as the fictional months elapse, but they can be made into zombies, living artifacts, or even reincarnated! The game is so engaging and requires so little dedication to learn that almost everyone who tries it loves it to some degree. Though it can take as many as eight hours for one session of play–in which very little may actually happen in-game—the hours simply slip away through the banter amongst friends and the fantastic feats of their characters. This is why I love Dungeons and Dragons: the fun literally cannot end.



Don't you appreciate D&D so much more now? That's right, you do.
Anyways, keep eating those corporate elk in the name of Anti-Sameness!
Later, Bolts.

Terminator

Saving your money with Anti-Sameness!

Posted on 2009.04.05 at 13:15
Location: Land of Adamant
Present Disposition: accomplished
Present Lyrical Symphony or Other: Gravity Hurts


This just in! I am doing you a huge favor and generating a dark mystique at the same time. Wonder how? By having a black screen of course!

A computer monitor expends less energy showing dark colors than light colors. Therefore, by coming to my website at http://87392v.livejournal.com rather than some other not-me website, you are saving energy! Isn’t that great?

In fact, according to a study done by Google for their new search engine blackle.com, you would be saving 750.0 megawatt hours a year if you just left only my screen on your monitor all year, rather than some white background website. Ain’t I just great?

Yes. Yes, I am. I’m just that great.

Don’t I make you happy? I’m relatively saving you electricity bills! Hurray, relativism!

So think about that next time you complain about the tiny red font on a black background. You’re saving money. Lots and lots of precious money! Now you can buy more films by Hayao Miyazaki! Hurray!

 

In the meantime, keep eating those corporate elk in the name of anti-sameness!

Later, bolts.


Terminator

87392v House Rules

Posted on 2009.03.27 at 23:05
Location: Land of Adamant
Present Disposition: dorky
Present Lyrical Symphony or Other: Creeping in My Soul
Tags:

If I were to DM a D&D game, here are some rules I would include.

To start, I made rules for strangulation. Can you believe that the Handbook had nothing on strangulation? It's one of the most common methods of murder, for crying out loud! They have rules for suffocation, but my rogue isn't going to leap at her enemy and stuff a pillow in his face for a minimum of six rounds! I have taken the honor here.

I also think that unconscious characters shouldn't stay that way indefinitely. If you endeavor to awakwen somone, there's a good chance you will, even if they're still weak once awake.

Similarly, it really makes no sense for someone with a +25 modifier to Open Lock to utterly fail one out of twenty times thanks to a natural 1. It leads to a ha-ha moment in some social situations, but it can really unnecessarily raise tempers in high tension moment. "Dude! You have a +20 Diplomacy; you should merely look at him and he trusts you forver! How did you manage to strike up a blood-oathe rivalry? Where are we supposed to get novelty helmets now!?"

88392v’s House Rules:

 

Strangulation:

Fortitude Save: success = 1d4 nonlethal damage (2d4 if garrote is used)

Strangling is different from suffocation because it not only suffocates the target but cuts off blood flow to the brain. Therefore, it is faster in dispatching an opponent than suffocation or typical grappling, but can only be performed against characters one size larger, the same size, or one size smaller than the attacker that have definable necks and heads in which reside a brain that requires breathing to live. The front half of the neck must also be clear of armor designed specifically to protect the neck from strangulation, such as a bevor. Chain mail does not provide this protection, though a gorget gives the victim +2 against the touch attack to initiate strangulation (see Step 2). One cannot strangle with a locked gauntlet.

1. To strangle an opponent, PCs must successfully grapple (inciting an attack of opportunity), then pin the target. If the attacker has Improved Grapple, they need not pin before initiating strangulation (see Step 2).

2. Once the opponent is at their mercy, they must make a touch attack to begin strangling (-2 with gauntlets) which provokes an attack of opportunity from surrounding enemies, but not the victim. If failed, strangling does not begin, but the pin is not lost. The touch attack can be made again on the attacker’s next turn to initiate strangulation.

3. Does the victim go unconscious? On the first round of a successfully initiated strangulation, the victim makes a Fortitude Save against the attacker’s Strength check (+4 if garrote is used). If succeeded, the victim fends off unconsciousness (go to Step 4). If the Fortitude Save fails, the victim goes unconscious (0 HP); go to Step 5.

4. Does the victim escape? The victim will not go unconscious until its Fortitude Save fails to a Strength check, and another Strength check is made each round the attacker continues to strangle.  Every successful Fortitude Save staves off unconsciousness, but comes with 1d4 nonlethal damage inherent to being strangled (2d4 if garrote is used).

If the attacker fails to send the victim unconscious, the victim can try to throw off the attacker with an oppose grapple check (which ends the pin and leaves the two normally grappling). The attacker takes -2 to grapple checks because he is using both hands to strangle.

The victim can also use a Strength check opposed by the opponent’s Strength check to try and pry off his hands instead of an oppose grapple check as noted above, placing them into a normal pin.

A conscious character being strangled cannot speak. It does, however, flail and kick its feet loudly.

5. In the round following unconsciousness, the victim drops to -1 hit points and is dying. In the third round, he suffocates to death. No saves are made after unconsciousness. The attacker can stop strangling at any time, and a victim rendered unconscious or dying by the strangulation is automatically left stable.

Strangling is a full-round action after the initial grappling turn.

The feat Improved Grapple gives +4 to all grapple checks as well as the touch attack to initiate strangling, including during strangulation (but not negating the -2 to continue strangling), and incites no attack of opportunity during the entire process.

 

The Garrote:

A garrote, or stranglecord, is a strong, thin 2-4 ft cord or wire fitted with sturdy handles specifically designed with strangulation in mind. Therefore, garrotes are not normally produced by weaponsmiths and must be purchased from shady NPCs (thus costing between 7 gp and 2 platinum, depending on haggling and dealer) or looted from thugs or criminals. Use of a garrote casts suspicion on the wielder in the eyes of those who don’t know him.

It is an exotic weapon and exotic weapons proficiency is necessary to wield it. Non-proficient characters take -4 penalty on any +4 bonuses a garrote gives (though the +1 masterwork bonus still applies if applicable), must make a Reflex Save DC 12 to wrap the garrote around a character after rolling the touch attack that initiates strangulation (failing to initiate strangulation if failed), cannot break necks with the garrote, and must make a Reflex Save DC 12 to unwrap and retrieve the garrote from a conscious person they failed to strangle. Double nonlethal damage remains.

It is easier to slip a garrote around an unwary foe’s neck than using one’s hands, so it gives a +4 bonus to the touch attack that determines if strangulation begins in a sneak attack. The wire also cuts off blood and air flow more acutely, thereby artificially increasing the effectiveness of strangling with a +4 bonus to the Strength to make them unconscious, and doubling nonlethal damage done by unsuccessful Strength checks. A garrote also gives the attacker the leverage needed to break the victim’s neck in a wildly successful sneak attack, when the muscles of the neck are most relaxed, thereby killing him (see Strangulation Sneak Attacks below).

A masterwork garrote gives a +1 extra bonus to all bonuses a normal garrote provides, and deals 1 point of extra nonlethal damage to damage received from unsuccessful Strength checks.

A garrote cannot be used on more than one person at once. It is a two-handed weapon but has no notable weight. It cannot be used for any attack except strangling. It can be hid easily on one’s person, so grants +2 to sleight of hand when coiled but has no effect on the skill if not coiled.

 

Improvised Garrotes:

In a situation that allows for strangling, a character may find himself without a garrote. Instead, a rope, wire, chain, strong strip of cloth (such as a scarf), or cord of at least 4 feet long may be used. As an improvised weapon, the user takes -4 to the touch attack to initiate strangulation. If the character has exotic weapons proficiency with a real garrote, this is negated. The makeshift garrote gives +2 bonus in all the places a real garrote would give +4 (except the touch attack to initiate strangulation), and adds only 1d2 points of nonlethal damage to the 1d4 for failed Strength checks. Masterwork objects used as garrotes give no masterwork bonus unless they are Ropes of Strangling. In that case, the Rope cannot be used for manual strangulation. It must be allowed to strangle by itself (see Rope of Strangling).

 

Rope of Strangling:

A rope of strangling looks just like any other hempen rope. Upon command the rope lashes forward or upward the rope’s length -3 ft. The target gets a Reflex Save DC 20 to dodge. It is then treated as a garrote if the Save fails. Strangling is initiated as normal from Step 3 forward, but the victim’s Fortitude Save to stay conscious is made against a DC 20. During this time, the victim is flat-footed. A Strength check DC 20 or Escape Artist check DC 20 can be made to escape if still conscious. The user can move and attack freely with a light weapon, but must hold the Rope and stay inside the Rope’s range.

The Rope has AC 22, 12 HP, and hardness 10, and it has damage reduction 5/slashing as well. The Rope repairs damage to itself at a rate of 1 point per five minutes, but if Rope of Strangling is severed (all 12 HP lost to damage), it is destroyed.

A Rope of Strangling cannot be used as a sneak attack weapon.

 

Strangulation Sneak Attacks:

When a sneak attack is made against an enemy using strangulation, the enemy need not be grappled or pinned. Instead, they are automatically moved right to the touch attack to initiate strangulation (+4 if garrote is used). If the check is unsuccessful, the attacker does not end his turn strangling the opponent or in a pin. Both characters are left standing adjacently and fully aware of one another without a sound, unless the near-victim cries out. If a barehanded strangle is successfully initiated from behind, the opponent is placed into a chokehold, not held with the hands.

The full xd6 that would normally count towards sneak attack damage is used as a replacement for the Strength modifier (+4 if garrote is used) on the Strength check that opposes the victim’s Fortitude.

Strangling then proceeds as stated above from Step 4 forward (skip to Step 5 if the victim is rendered unconscious in the first round and see below for catching bodies); the sneak attack bonus does not apply to future Strength checks if the first was unsuccessful (but +4 if garrote is used) because the element of surprise is lost.

If the victim goes unconscious, he slumps into the attacker’s arms and the attacker must make a Reflex Save [DC 5 + 3/50 lb victim weight] unless he has a chokehold (as mentioned above). If the Save fails, the attacker loses their grip and the body hits the floor in a sound audible in a 5 ft radius + 5 ft for metal armor on resounding surfaces (stone, metal, etc.). The attacker can then walk backwards using one arm to hold the body upright to grant total concealment (up to two body sizes smaller) to his front and the other arm to put away his garrote then wield a light weapon. When moving like this, only half the base speed can be achieved, and standard actions are limited to the use of only one hand. He presents a threat backwards and to either side, but not to the front except with light projectiles (which cannot be manually loaded).

If the victim does not go unconscious in the first round, it flails and kicks its feet loudly, alerting creatures to your presence within 25 ft; +10 ft if it is wearing metal boots or sabatons or the ground makes noise when struck (puddles, mud, dry leaves, stone), and -10 ft if the it is barefoot or the ground is soft and absorbs impact (such as loose dirt rather than stone) (these penalties stack). The attacker can attempt to prevent this with a Strength check DC 16 and a Move Silently check 20. If the attacker is strangling the victim from behind, he can drag him while upright and still strangling him 5 ft per round (Move Silently check DC 25 with conscious opponent); compare to max drag weight. Both hands are occupied with this action. It grants total concealment to the attacker against those on the other side of the victim, and the victim is flat-footed.

If the attacking PC is using a garrote and the Strength check beats the Fortitude Save by 10 or more, he may break the victim’s neck and kill them immediately. According to the DM, this can be accidental (and only prevented if the PC so chooses by rolling a natural 20) or depend on the PC’s intent to kill or render unconscious decided after the roll.

Because sneak attacks can be performed whenever an opponent is deprived of their DEX bonus to AC, it could be used after an Improved Feint (when it is used as a move action) as a standard action. In order to feint for a strangulation sneak attack with a garrote, a false attack must be made with a lethal weapon, then a sleight of hand DC 17 must be made to quickly sheath the weapon and take out the garrote for a sneak attack (DC 10 if a gauntlet is used to feint because only pulling out the garrote is performed). If not using a garrote, a sleight of hand can be made DC 15 to quickly sheathe the lethal weapon before using one’s hands, or the lethal weapon can merely be dropped beside the attacker and no sleight of hand is necessary.

 

Waking an Unconscious Character:

To wake an unconscious character through mechanical means, one must roll a d20 as a full-round action with modifiers according to the method used. The attempt is made against a [DC 10 + negative hit points] and must be reasonable but not purposeful (i.e., alchemist’s fire should not be used, but accidentally spilling water on a prisoner’s face forces an attempt). Something that would normally cause lethal damage cannot be used. If the attempt does not meet or surpass the DC, nothing happens; if it does, no HP is gained. The character becomes disabled rather than dying. If a 1 is rolled, the attempt is unsuccessful. Below is a list of modifiers:

Slapping the unconscious character’s face: STR modifier.

Cold water: 1d6.

Room temperature water: 1d4.

Warm water: 1d2.

Specialized chemical (smelling salts, etc.): +8.

Loud noise with instrument: Perform modifier.

Yell at character: Intimidate modifier.

Shake character: DEX modifier.

 

Languages:

Putting a rank in a language does not automatically allow the character to speak the language fluently. Instead, it is rolled as a normal skill that one can take 10 on (outside of battle). If the language uses the same alphabet as a fluently spoken language (see Speak Language in PHB), the skill automatically has 3 ranks (+3 modifier); otherwise it is only 1 rank (+1 modifier). Once there are 10 ranks in the language skill, the language is spoken fluently and no checks need be made (any new alphabet is now mastered, granting +2 ranks automatically to other language skills with that alphabet).

Any language that is fluently spoken grants +4 on Decipher Script checks in that language and +2 on languages using the same alphabet (this +2 does not stack). For 5 ranks in a new language skill (for which the alphabet is not mastered), the character gets +2 on Decipher Script in that language, and can now use Forgery for documents in that language (which is normally impossible).

 

Sunder Limbs:

In an attempt to sunder limbs, one takes -4 on their attack rolls. Each limb represents 25% of the character’s total HP (left/right arm, left/right leg). The damage dealt to the limb counts as damage dealt to the entire person as normal. The limb is sundered (severed) only if the limb takes 25% of the character’s full HP in one turn. This varies at the DM’s discretion (a greatsword or greataxe needs do less damage than shortsword or battleaxe, but a dagger or handaxe is ineffective).

Bludgeoning weapons break the bones too badly to move, but do not severe the limb. Regenerate or an equivalent must be cast on sundered limbs, though cure spells can fix broken bones. A broken limb can be sundered by dealing only 10% of the creature’s HP in one turn.

 

Reach Weapons in enclosed spaces:

Reach weapons like the war scythe or spiked chain take an automatic -4 to attack rolls in enclosed spaces. An enclosed space for this purpose is defined as a ceiling 5 ft high or fewer with walls less than 5 ft on both sides (being backed against a wall with plenty of room 180 degrees does not count). If under a short ceiling with plenty of sideways leeway (or vice versa) this penalty does not apply because an alternate method of efficient attack can be found.

 

Running Attacks:

When running as a full round action, character’s may fire any kind of crossbow once with a -4 penalty to attack roll. To do this, they must run in a straight line the entire turn.

 

Critical Rolls:

Critical success and failure change once modifiers reach very high levels. For instances of high modifiers, a natural 1, normally a critical failure, is treated as -10. A natural 20 is treated as 30.


 


It bothers me to no end that garrote, pronounced "guh-ROT" can be spelled garrote, garot, garotte, garote, or garrotte. It's totally ridiculous, that English language!
On a personal note, I prefer "garotte" because it's spelled in the coolest yet most intuitivefashion.

Later, Bolts.


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