Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Scout

1406425502

Edited 1412965236
<a href="http://www.myth-weavers.com/sheet.html#id=23376" rel="nofollow">http://www.myth-weavers.com/sheet.html#id=23376</a>
Carn (Archie)! My first new recruit! I really like Scouts. They are fast-attack artillery. I'll first take a look at your equipment list, then comment on character traits. However, before doing so, let me talk a bit about something I didn't want to explore during our first session: the importance of hit locations to Scouts and the introduction of bodkin-point arrows. First, in review, we talked during our first session about how GURPS Martial Arts expanded Deceptive Attacks (pp. B369-370) from being a melee-only combat option to include ranged attacks with Prediction Shots on page 121. As usual for a Deceptive Attack, the attacker’s effective skill after all modifiers must be at least 10. Now, hit locations really increase damage a lot. Hitting someone in the head ups the impaling wounding modifier from x2 to x4! Plus, getting hit in the head does other nasty stuff, like requiring a HT roll to avoid stun . . . at -10 . Being stunned means you fall down and have to keep rolling against HT every turn to snap out of it. That's really, really bad in GURPS combat. See the notes on the Humanoid Hit Location table, p. B552 and the affects of bad injury on p. B420. However, the skull hit location is targeted at -7 to skill; not an easy target. The skull also grants an extra DR 2 on top of any natural DR or DR from a helmet. The other hit location often targeted is the vitals, or "heart" it's often called in game play. The vitals are targeted at -3 and change the wounding modifier of impaling to x3, a big boost in damage. So, vitals are often targeted by Scouts due to having a great boost to damage for little skill reduction. Trouble with targeting the head (skull) and vitals is that the victim is often most heavily armored there. But, there's a way to deal with that! Say hello to bodkin-point arrows, p. B277. Bodkins cost and weigh the same, but they do cutting damage instead of impaling. Wait, that's a downgrade, right? Well, yes and no. In addition to the wounding modifier swap, they have an "armor divisor" of (2) meaning they halve DR! Their wounding modifier becomes moot when targeting the vitals or brain. It still changes to x3 and x4 respectively. So, it's a win-win. Both regular (impaling) and bodkin arrows do the same damage to vitals/brain—but bodkins halve armor. Eyes are the last location most often targeted. They do all the bad stuff that hitting the skull does, but don't grant DR +2 and the eye is easily "crippled." Shoot one out and your foe has poor depth perception, which has negative affects in combat; shoot both out and your victim is blind and good as dead if he's not already! However, eyes are targeted at -9 to skill. You can use regular arrows here are almost no one has armored eyes! Carefully selecting your hit location will greatly enhance your character's effectiveness in combat. You'll vie with the Knight for the most damage done in combat throughout the entire dungeon. A Scout's damage is greatly reduced, however, when facing enemies that aren't alive, foes such as golems, elementals and undead. But, you'll be the only character that can both reliably and consistently attack flyers! Just stay the hell out of melee.If you're using a sword, something has went very, very wrong. Onward to equipment!
Okay, I think I'm done?
I'll take a look. I literally fell asleep in my chair looking at this post sometime after we talked in-game. Maybe 10-ish? It's 2:30 a.m. now, and I just woke up. I was in the process of writing a reply, but for now: time for sleep!
1409432232

Edited 1409432292
Updated with Mythweaver's new sheet system. It has two spaces for languages and everything is ordered badly but there isn't any risk of it being deleted any time soon.
1410051245

Edited 1410563145
EDIT: Not a huge one, just retconning what I said here. No big deal I guess? We haven't played since. Added another level of the elven racial talent! Added Telescopic Vision 1, despite warnings (I have a plan). going to figure out how to spend gold later in the week. Spent gold on some potions and a small enchantment on my bow. E: Realised that I hadn't actually transferred everything over, fixed that now.
traded a potion with Brandon, I have 3 now. I'm also on my way to potentially becoming ranged feinting jesus?
more shooty, more heal pots
1419095973

Edited 1419096620
Even MORE shooty (added that elven racial talent I meant to a while ago, now 3), survival (plains) and- finally- no nuisance rolls (fast draw/ bow ready). I'll need another level in FD before I can get two arrows without rolling, or FD on the move, or get a specific arrow, or... ... I need to get better at saving CP up. Added the $1000/ 25gp reward, still figuring out how the heck I am going to sort out the inventory-- I have a lot of crap. My sheet also decided to delete a good three/ four skills. I have NO IDEA what they were, or why I had so little, since they were background and I have 8 points to spend there. I know I had Jumping, I think I had Wrestling. Knife? First Aid? I think those were all but again, no clue.
Yeah, those sheets don't seem to have room for everything and seem to do a poor job managing traits with long names. Speaking of witch, I should update mine with the new items, money and spent CP.
1419532743

Edited 1419535936
I converted everything I could to LTIA, lost 1DR on my thighs and groin, all DR on my shins, 2DR on legs and groin vs imp and I got 6 lb heavier. E: I lied, I actually got 10lbs heavier. QQ
&lt;.&lt; Suck it up, Elf. Try carrying over 140 lbs of equipment m8.
1419669658

Edited 1419669917
I don't have big strong muscles like you, Mr Packmule barbarian. Mythweavers lost my coin pouch and I don't know how much money I had. I am GUESSING around 60 gp ($2400) but I'm not certain. I'm going to migrate away to either GCS or a notepad doc since this has been happening a lot across all of the sheets I have there.
Could try using the GURPS sheet PDF and upload it to Google Drive.
1421531387

Edited 1421531526
Last minute changes to take me out of medium encumbrance -- farewell money, I do want to save you, I really do. sold my old longbow at 40% (+$400) gave my cloak away to some hobo (or party member if they really want it, it's rather nice) and the one I had before I returned to the shop for a refund (+$400) replaced my medium leather sleeves with elven fine mail, - $1900 (oww) I gave them away to another hobo I guess goodbye gloves, I'm not rolling for fast draw you can't make me. I'll give these to a starving family, to comfort them in the freezing winter nights. I had to shorten my skirt because it's too heavy. It's knee length now. I wanted high boots but I think Stripe said earlier that sexy high heels are not allowed. lightened my manly elf skirt (-$100) lightened my manly leather helm (-$100) there were also some training costs in there somewhere, I had written down what I'd done at some point but bugger me if I can't see where.
I believe you get a discount on those Lighten enchantments. For Head (skull and face) you would pay 10% of the normal price. Groin and Legs would be 40%. This is using Piece-By-Piece enchantment, p. m66.
Chris (a.k.a., Dean of Characters) and I talked about it since Archie keeps bugging me about it so rudely. Here's his words on the matter: "My suggestion was for partial enchantments, at least for legs and torso, is take the location percentage from M66 for the cost and then multiply that by the location percentage in LTIA. So that something like a Lighten enchantment for chest armor would be $100*0.5(M66) = $50*0.75(LTIA Location cost) = $37.50 final cost. I mean, I looked through the GURPS forums quite a bit and some other sources, but couldn't find anything about enchanting partial locations for armor." I too searched, and have not found canon on the matter. Chris' solution is simple math and is perfectly logical. I can't think there would ever be another way. So let it be written, so let it be done. Also, I now cannot fail to think of Enarit in a skirt and Julia Roberts Pretty Woman boots. "Hey, baby. Name's Enarit. Looking for a good time?"
1421679259

Edited 1421679316
Hahaha. Poor Enarit... will be used to seduce the enemy so we can get a surprise attack =D And the ruling about partial armor enchantment seems really solid, but I ask another question, excuse the off topic: Do we apply those calculations to the enchantment's energy cost (like Magic says) or to it's cash cost? This is very important when it comes to figuring out what can be done via Quick and Dirty or not. Note this artifact, using Stripe's example, if you swap the "$" for "energy", the calculation is the same, and so are the numerical results, which will lead to energy costs with decimal values (37.5 energy to apply that enchantment). So we also need to know which way to round that number, since gurps doesn't deal in half points anymore.
Well, because enchantment in Dungeon Fantasy is only the realm of NPC enchanters we don't actually have to worry too much about what the energy cost is. But, just so we can prevent the abuse of certain enchantments, I would just say use the listed cost from Dungeon Fantasy 8 as the cost for armor enchantments and then apply the partial multipliers to those. We can just assume that even if the price would be less if the Q&D enchantment method was used instead, your local enchanter is just ripping you off in that case.