
The_Ninja_DM |

I've talked it over with him and he's making it a fighter/monk. I'll review the traps applicants and set everything up for Monday. Update your equipment.
OK, here's his two options, let me know which you prefer:
STR 18 (+4)++ Race: Half-giant Level: 3 Fort: +2 +0 = +2+
DEX 13 (+1)-- Hgt: 6’ 11” Experience: 5000 (9k) Ref: +5 +1 = +6+
CON 10 (+0) Wgt: 337# Hit points: 33 Will: +5 +2 = +7+
INT 10 (+0) Hair: Black Melee: +6 BAB: +2 Init: +3t
WIS 15 (+2)++ Eyes: Red Missile: +3 CMB: +7r CMD: 18r
CHA 10 (+0) Age: 35 AC: 10 +1D +1Do (+2W) +9A = 21+
PP: 4 (4f+0+0) ML: 0 Align: Lawful Soulknife-2 / Monk-1
20pnt build 16 15 13 10 10 10
Race Features: +2 Str & Wis / -2 Dex; Giant blood [counts as giant & human]; Low-light vision; Fire acclimated [+2r saves vs. fire]; Naturally psionic [BF: Psionic talent; use Stomp 1x/day]; Powerful build [count as 1 size larger if it's to your advantage]; Survivor [+4r on Survival checks]; Favored Class [Soulknife]
Traits: Magic: Knack [ML for Gifted blade is +2, not > HD]; Combat: Armor expert [ACP reduced by 1]; Campaign: Chance savior [+2 to Initiative]
Class Features: Soulknife (Armored blade, Gifted blade) 1st: BF(WF[mind blade]), Form mind armaments [2-handed & Heavy armor], Shape mind blade [change damage type as full-round action], Throw mind blade [RI: 0'], BF[Unlock talent]; 2nd: BS (Improved armor [plate armor]);
Monk (Master of many styles) 1st: AC Bonus, Stunning fist [1x/day], BF[Dragon ferocity]
Feats: 1st: Dodge; 3rd: Dragon style
Skills: (14 [12+2fc] Total – Soulknife / Monk [4x3 (0+4)])
3 Acrobatics [d+1](+3) +7- 1 Autohypnosis [w+2](+3) +6
1 Intimidate [c+0](+3) +4 3 Perception [w+2](+3) +8
1 Pro: Cook [w+2](+3) +6+ 2 Sense motive [w+2](+3) +7
2 Stealth [d+1](+3) +6- 1 Survival [w+2](cc)(+4r) +7
Gear: 3067g 0s left [of $3200 starting]
0 Mind blade, mw [+8 3d6+6v 19+] -# 0 Unarmed [+6 1d8+8b] -#
0 Mind armor, mw [+9A -4acp*] 50#* 4 Dagger, iron [+6 1d4+4ps 10' 19+] 1#
50 Cookware, mw [+2 ps: cook] 4# 75 Ioun torch -#
2 Backpack [holds 50#] 2# - Explorer's outfit 8#
1 Travel rations (x2 days) 2# 1 Water skin 4#
21# [Light/Heavy encumbrance](0-light-100-medium-200-heavy-300)
Dragon Style: While in Dragon style, +2 saves vs. sleep, paralysis, or stunning; Ignore difficult terrain when charging, running, or withdrawing; May charge through allies; add x1½ Str damage on 1st unarmed strike in a round.
Dragon ferocity: While using Dragon style, add +½ Str to all unarmed strikes; Crit or stunning fist leaves victim shaken for 1d4+Str rounds, no save; Automatically qualify for Elemental Fist feat & act as Master of 4 winds for damage.
Languages (1+0): [Common]
Powers: 1st: –
Soulknife class skills (4+): Acrobatics, Autohypnosis, Climb, Craft, Intimidate, KN: Psionics, Perception, Profession, Stealth, & Swim
Monk (4+): Acrobatics, Climb, Craft, Escape artist*, Intimidate, KN: History*, KN: Religion*, Perception, Perform*, Profession, Ride*, Sense motive*, Stealth, & Swim
STR 18 (+4)++ Race: Half-giant Level: 3 Fort: +5 +0 = +5
DEX 13 (+1)-- Hgt: 6’ 11” Experience: 5000 (9k) Ref: +2 +1 = +3
CON 10 (+0) Wgt: 337# Hit points: 33 Will: +2 +2 = +4+
INT 10 (+0) Hair: Black Melee: +6 BAB: +2 Init: +3t
WIS 15 (+2)++ Eyes: Red Missile: +3 CMB: +7r CMD: 18r
CHA 10 (+0) Age: 35 AC: 10 +1D +1Do (+2W) +10A = 22+
PP: 2 (2f+0+0) ML: 0 Align: Lawful Fighter-2 / Monk-1
20pnt build 16 15 13 10 10 10
Race Features: +2 Str & Wis / -2 Dex; Giant blood [counts as giant & human]; Low-light vision; Liberty or death [+2r saves vs. mind-affecting]; Naturally psionic [BF: Wild talent; use Stomp 1x/day]; Powerful build [count as 1 size larger if it's to your advantage]; Survivor [+4r on Survival checks]; Favored Class [Fighter]
Traits: Social: Rich parents [+900gp starting money]; Combat: Armor expert [ACP reduced by 1]; Campaign: Chance savior [+2 to Initiative]
Class Features: Fighter 1st: BF[Dodge]; 2nd: Bravery [+2 vs. Fear], BF[Power attack (-1/+3)]
Monk (Master of many styles) 1st: AC Bonus, Stunning fist [1x/day], BF[Dragon ferocity]
Feats: 1st: Open minded [+1 skill point per level]; 3rd: Dragon style [see below]
Skills: (14 [11+2fc] Total – Fighter [3x2] / Monk [5x1])
3 Acrobatics [d+1](+3) +7- 1 Autohypnosis [wis+2](cc) +3
1 Intimidate [c+0](+3) +4 3 Perception [w+2](+3) +8
1 Pro: Cook [w+2](+3) +6+ 2 Sense motive [w+2](+3) +7
2 Stealth [d+1](+3) +6- 1 Survival [w+2](+3)(+4r) +10
Gear: 219g 0s left [of $4100 starting]
420 Nodachi lrg, mw [+7 2d8+6ps 18+ brace] 16#
0 Unarmed [+6 1d8+8b] -# 4 Dagger, iron [+6 1d4+4ps 10' 19+] 1#
2650 Full plate+1 [+10A -4acp*] 50#*
378 Sansetsukon lrg, dw [+7 2d8+6b 19+ block] 3#
300 Jewelry [300g: Etched mithril nose ring]
50 Cookware, mw [+2 ps: cook] 4# 75 Ioun torch -#
2 Backpack [holds 50#] 2# - Explorer's outfit 8#
1 Travel rations (x2 days) 2# 1 Water skin 4#
21# [Light/Heavy encumbrance](0-light-100-medium-200-heavy-300)
Dragon Style: While in Dragon style, +2 saves vs. sleep, paralysis, or stunning; Ignore difficult terrain when charging, running, or withdrawing; May charge through allies; add x1½ Str damage on 1st unarmed strike in a round.
Dragon ferocity: While using Dragon style, add +½ Str to all unarmed strikes; Crit or stunning fist leaves victim shaken for 1d4+Str rounds, no save; Automatically qualify for Elemental Fist feat & act as Master of 4 winds for damage.
Languages (1+0): [Common]
Fighter class skills (2+): Climb, Craft, Handle animal, Intimidate, KN: Dungeoneering, KN: Engineering, Profession, Ride, Survival, & Swim
Monk (4+): Acrobatics*, Climb, Craft, Escape artist*, Intimidate, KN: History*, KN: Religion*, Perception*, Perform*, Profession, Ride, Sense motive*, Stealth*, & Swim

Vertielle Siepar |

Fighter/Monk in full plate? Interesting. Haven't ever seen that before.
Fighter/Monk would be my preference, really, but I'll just pretend Soulknife isn't psionic if he plays it (lol).
In either case, it would be dreadfully handy to be an Archaelogist, even losing the bardic performance abilities. Much more Tomb-Raider/Indiana Jones styled. Again, I went with Archivist to not step on a Rogue's toes with trapfinding. I understand if switching archetypes halfway through a book just doesn't make any sense, though.

Vertielle Siepar |

Sorry I'll be a day or so before I can post reliably. I'll be out in the pine barrens, not a lot of reception or computer access out there XD
Class features updated. I must still reconsider skills to have a disable device as well as spend another 2,000 of the gold.

The_Ninja_DM |

Unfurling Scroll Items available: arcane scrolls (Floating Disk, Hypnotism, Magic Aura, Summon Monster I, Darkness, Knock, Resist Energy, Scare, Tiny Hut, Tongues), 1 wand of cat's grace (13 charges), 1 wand of slow (6 charges), an ioun torch, and a flesh golem manual.
When you go into to town, you find that the people who provide magic items for the Unfurling Scroll are in town. You can get items from them as well.
Apothecary Items available: all core special substances, most common material components; potions of Crafter's fortune, Cure Light Wounds, Detect Undead, Enlarge Person, Identify, Keen Senses.
Ravengro Forge: +1 light steel shield, +1 rapier
Genral Store: on display, will sell to your group MW full plate

Vertielle Siepar |

Didn't realize we were adding a rogue as well.
The wand of slow is 1350gp, while cat's grace is 1170gp, meaning I can only have one... I'll pick up slow.
3000gp bonus cash
<1000gp> armor bonus
<1350gp> wand of slow (6 charges)
Assuming availability of:
<100gp> Masterwork Thieves' Tools
<300gp> Masterwork Whip (exchange)
=250 spare cash.
<50> Crafter's fortune,
<50> Detect Undead,
<50> Enlarge Person,
<50> Identify,
<50> Keen Senses.
=Shopping Complete.

Vertielle Siepar |

Should work. We must distribute a Sunrod, 2xholy waters, cure light, and a Haunt siphon from Que's inventory. I think Rova should have the Sunrod, cure light; and Zhiden the Holy water and Haunt Siphon.

Wood the Wizard |

Plus, the ioun stone Wood borrowed of +1 AC is loaned to Rova for now. Just don't lose it as it is worth 4000gp. I just paid off the ring of feather fall with my treasure, I am way short of the 3200gp we need to buy the ioun stone with the good neighbor discount.
I plan on loaning my ring of feather fall to Zhiden for now. It definitely is a counter to pit traps.

The_Ninja_DM |

The few irems were availble in town based on the town's reaction to everyone. They'd maxed out and were loaned a few of the more expensive items to assist in defending the town.
Specifically, the ioun stone and the heavy mace need to be returned.
Oh, and several of the items belonging to the 5 prisoners were/are magic...and heavily cursed.
The axe, for example will hit ghosts. It also does damage daily to it's wielder, who can't put it down. The hammer works vs the Maurader, but makes you attack any other living person in the area if you fail your will save.
Of course, destroying their original wielders will remove the curse...
Have fun.

Vertielle Siepar |

I don't want to disadvantage Zhiden's epic shanking, but, as this is a pet peeve of mine when I GM, I thought I'd mention that if the weapon damage (namely the 1d4 from the dagger) does not penetrate DR and deal AT LEAST one point of damage, sneak does not apply. Additionally, if penalties reduce damage into nonlethal, then the appropriate sneak dice can only be nonlethal damage.

Zhiden Enack |

So that shouldn't have worked?
I don't mind being told that I'm wrong around here, I'm not going to pretend like I'm not making this stuff up as I go. So does that mean that if I'm sneaking, I should roll sneak attack damage seperate, in case it doesn't apply? And does that go for flanking too?

BruceH |
Basically, IMO it depends on whether you concider sneak attack as 'additional damage', or a 'triggered effect'.
Triggered effects which do not penetrate DR are negated (p561 "Whenever DR completely negates the damage from the attack, it also negates most special effects.."). It goes on to state examples, but sneak attack is not listed amongst them.
If one conciders it additional damage (it is refered to as 'precision damage', and obviously does not apply at all times (many types of creatures are immune, you must meet specific situations, etc.)), it would stack with base damage for overcoming DR, much like a magic weapon improves the damage total.
The nonlethal part is from Damage (p179 - Minimum damage "If penalties reduce damage below 1, it still does 1 point of non-lethal damage"), which in this case is the important part. Since it would be non-lethal, it negates the sneak attack damage (p68 - sneak atatck "She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual -4 penalty")
So basically, you can rule it either way, in terms of triggered effect or additional damage. If it's additional damage, it will overcome the DR. If it's a triggered effect, it won't, either because it never fires, or because it's negated by making it nonlethal.
Of course, there may be errata or a FAQ that addresses this situation that I am unaware of. This is only my interpretation.
PS: the skeleton ignores the nonlethal damage as well - undead are immune to it.
PPS: Yes, I'm a rules lawyer, but I'm a fair and thorough one.

The_Ninja_DM |

As per James Jacobs in this thread Sneak attack vs DR sneak attack damage does add.

The_Ninja_DM |

OK, quick question, people. In order to speed things up in combat in another game I'd worked out an option for initiative. Works like this: I roll a d20 for the group's base initative, then add each individual's intitiative bonus to that roll and post the order.
It would work something like this:
1d20 ⇒ 18
Evangline: 18 + 2 = 20
Rova: 18 + 3 = 21
Vetielle: 18 + 1 = 19
Wood: 18 + 2 = 20
Zhiden: 18 + 6 = 24
So, in this case intiative order would be:
Zhiden
Rova
Evangline & Wood
Vertielle
and, of course, wherever my monsters fit in there.
Do you want to use this method? I can't guarantee I'll always roll that well for you, though. I'll also add that, since this would keep everyone in the same order, if you want to change your position in the lineup you can state so and roll for yourself. However you must then use that roll, better or worse.

Wood the Wizard |

I learned from GM Blood to put initiative rolls for everyone in the campaign tab and links to the current map in the short description so they show up on every page. You can find what I think you are looking for in my initiative spoiler in the link below (of course you need to change the names). You can cut and paste this and adjust the monster names and modifiers and you are good to go.

Vertielle Siepar |

I prefer GM to roll initiative, but would rather it be randomized. Perhaps create a notepad document that includes the code for all the rolls, so you won't have to type the long tedious thing over and over.

Rova |

I'm against it; it's too predictable, and allows for the whole group to get overrun if you roll a bad community init. If you want to roll for each of us, that's fine by me. Like..
Rova: 1d20 + 3 ⇒ (15) + 3 = 18
Vertielle: 1d20 + 1 ⇒ (7) + 1 = 8
Etc, etc.. You're (the GM) the one who determines when we go to combat 'time', so you can just announce the fight and get all the inits out of the way. Cut & paste for each fight, and, as added bonus, no need to wait for slowpokes to roll before getting the overall picture.