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looking around a little, some character ideas are

Witch Hunter Inquisitor
Hungry-Ghost Monk
Some kind of Investigator (psychic detective?)

truthfully i dont know if any of those choices would mesh up too well. i just think they might fit the theme of the AP

Depending on the over all alignment of the party, i could be an evil witch/shaman

I dont know about Path of War classes, but a martial character would still be pretty cool.

i guess that's my way of saying im game for whatever


BOB here, checking in so someone knows that i will be in this game


Depending on the age group of everyone involved, ask them what they think.

As stated above, larger groups are possible, although it would depend on your experience as a DM. If you think you can handle it, give it a try. If not, man up to the group and tell them you dont think you could handle everyone at once.

Are they all experienced players? If not you could have some of the more experienced players play and let the n00blets sit in on a few sessions so they can learn from someone more experienced. This might help them learn what is to be expected.

I remember when I first started learning to play. When my turn was over I would pretend to be the other players and see if I could work out what they would do on their turn. It really helped me flesh out my character and keep me sharp on the rules and what I could or couldnt do


Play your character how you want to, and let the others play theirs.

It's up to the DM how the monsters react. If monsters gang up on the cleric, the cleric will be short lived. Maybe the rest of the party will wise up and round out the party to better the survival for everyone else.

If the monsters split up for the ranged people, I think it will be a long drawn out combat. People might start to get bored and learn to work better as a team.

If everyone has to 1v1 things and start to get hurt, they will have to scurry back to the cleric for healing, cause lets face it, the cleric shouldn't be wasting actions moving within range to heal.

If the majority of the fights are in open fields, I dont see much of a problem, just group fire before they can get to you.

If encounters are in a dungeon, there probably wont be enough room to spread out properly, thus no "5ft step and attack" routine. It will force people into melee whether they like it or not.

All in all, I say give it a shot. See how it plays out, then pass judgement


I once played with a DM who had the rule that when you rolled a NAT 1 while attacking, your turn was over. Let me repeat that. Your Turn Was Over!

Even if it was on the first attack, you lost the others. No Move actions, no swifts, no nothing. You were dead in the water.

If you fumbled a skill check it was auto failure

After a while I basically told him no and continued my turn anyways. His rule didnt last long after that.

Personally, I think that a fumbled attack roll is punishment enough for the players. How many times has a well timed fumble really changed the course of the battle?


So you say Sorc's and Wizards are banned and probably most other full casting classes, yet the dwarven druid got the ok?

Im curious as to why the DM dislikes full casters. Is magic a rarity in your game?

How are magic items going to be handled? Or potions? Or Healing?

Will your DM be using full casters against you? Cause if that's the case, your party might be in some trouble.

A Zen Archer (with a side of Qinggong) might be fun

An Unbreakable Fighter/Invulnerable Rager Barbarian could really beef up the DR and be fun as well

Depending on the level of play, and opponent types, a monk who runs around stunning/tripping/disarming things could be great as well


So I am in the process of building a Zen/Qing Monk. I have a question on how the Qinggong side works

"A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities"

emphasis mine

I assume that one of the powers, like Slow Fall (4th), means the Ability, and the Minimum level you need to be to replace that ability (since you gain slow fall normally at lvl 2

That wording leaves me to believe that you cant "bank" them to swap out for the higher level abilities whenever you want to. It says "In place of", not "swap when you want to"

Now I dont know if this is a simple oversight, or I have missed up update somewhere. Can anyone clarify this for me?

Also, on the Zen side, I noticed that Im not seeing the lvl 18 Bonus Feat


To the OP;

You obviously had to have a horrible time playing a wizard (or be poor at making one) to think they NEED more power than they currently have access to.
While I am not the minmaxer like a lot of people here, i am 99.8% certain that anything your standard monk/fighter/melee toon could come up with, the wizard could do it better

A wizard can summon being's from far away planes, create a pit to the Abyss, Gate in Angel's to do your bidding, Trap you in a Maze for all eternity, Teleport across the world in a blink of an eye, swim in lava, and Shapechange into the foulest monstrosities imaginable.

While I do believe you are trolling just a little bit, I am curious (as is everyone else Im sure) as to why YOU think wizards need more power.

Please enlighten us


I remember during a 3.5 session we were camped out one night and attacked by a Trio of Bleakborn from the Libris Mortis

These nasty undead CR7 have the ability to drain away your life force with a 30ft heat-drain Aura. Get too close and fail a save? 2d6 cold dmg a round. Stay in the Aura after you make the save? 1d6 Cold per round.

Then they shamble up to you and every time they touched you they did another 2d6 cold dmg.

And the worst part? for every 3 cold dmg you took, they healed 1HP

Even while "dead", their Aura continued, basically making them unkillable

They might of been intelligent undead (Int 14), but I honestly think our DM was a little mean spirited about it. Placed the 3 of them to where no matter where we went, Aura's always seemed to overlap. The Save was 16 Fort, but with a full party having to make 2-3 saves per round, it went downhill pretty quick.

Throw on the fact that they are also healed by fire spells, made these guys killers.

Needless to say I had some VERY harsh words with the DM after. And to this day, I REFUSE to partake in fights if they show up


Jehova.

A few comments/questions with Mr. Vacuum.

"At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat"

Emphasis Mine

Is there something Im just overlooking that allows you to add in Spell Focus (and Greater) along with Bloatmage and Spell Perfection to the bonus list?

I also noticed that you have Eldritch Heritage listed at both 3rd and 11th

Full Name

Anga Facion

Race

Half-Feraweni

Classes/Levels

Rogue HP: 69/69 AC: 27

Gender

Male

Size

Medium

Age

43

Special Abilities

Sneak Attack, Trapfinding, Multitalented

Alignment

Chaotic Evil

Languages

Trade Language, Erenese, Feraweni, Isterothi, Thelkonese, Amerosi,

Strength 15
Dexterity 22
Constitution 13
Intelligence 15
Wisdom 11
Charisma 12

About Anga Facion

Anga Facion CR 1/2
Male Half-Feraweni Rouge 9
CE Medium Humanoid (Half-Elf)
Hero Points 3
Init +6; Senses Low-Light Vision;
Perception +13;
--------------------
DEFENSE
--------------------

AC 27, touch 17, flat-footed 17. (+6 Dex)
hp 69 (1d8+8+6+4+7+4+6+5+3) (+9 con) (+9 favored class)
Fort +6, Ref +14, Will +5
--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee
. . +1 Rapier of Wounding ATK:(1d20 + 14/9) (TWF: 1d20 + 12/7)
. . DMG: (1d6+3+1[bleed]) (18-20/x2)

. . +1 Mithril Rapier ATK: (1d20 + 14/9) (TWF: 1d20 + 12/7)
. . DMG: (1d6+3) (18-20/x2)

. . +2 Short Sword ATK: (1d20 + 14/9) (TWF: 1d20 + 13)
. . DMG: (1d6+4) (19-20/x2)

. . +2 Dagger ATK: (1d20 + 14/9) (TWF: 1d20 + 12)
. . DMG: (1d4+4) (19-20/x2)

. . Adamantine Dagger ATK: (1d20 + 13/8) (TWF: 1d20 + 11)
. . DMG: (1d4+2) (19-20/x2)

. . Unarmed Strike ATK: (1d20 + 12/7) (TWF: 1d20 + 10/5)
. . DMG: (1d3+2 Nonlethal) (x2)
Ranged
. . Masterwork Shortbow (+2STR): (1d20 + 13/7) Range: 70ft
. . DMG: (1d6 + 2) (x3)

. . Masterwork Hand Crossbow: (1d20 + 13/7) Range: 30ft
. . DMG: (1d4) (19-20/x2)

. . Blowgun ATK: (1d20 + 5) Range: 20ft
. . DMG: (1d2)

. . +2 Dagger ATK: (1d20 + 13) Range: 10ft
. . DMG: (1d4+4) (19-20/x2)

. . Adamantine Dagger ATK: (1d20 + 12) Range: 10ft
. . DMG: (1d4+2) (19-20/x2)
--------------------
STATISTICS
--------------------

Str 15, Dex 22, Con 13, Int 15, Wis 11, Cha 12
Base Atk +6/+1; CMB +8; CMD +24

Feats:

Skill Focus (+6 Stealth),
Dodge (+1 AC),
Weapon Finesse (+6 DEX used instead of STR on attack rolls of light weapons)
Weapon Focus (Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Traits: Dirty Fighter (+1 damage when flanking), Bully (+1 Intimidate)

Skills:

Acrobatics +17,
Bluff +20,
Climb +8,
Craft (Alchemy) +7,
Craft (Trap) +6,
Disable Device +9,
Disguise +11,
Diplomacy +8,
Escape Artist +9,
Intimidate +6,
Knowledge (Arcana) +3,
Knowledge (Dungeoneering) +6,
Knowledge (Local) +6,
Linguistics +6,
Perception +14,
Perform (Act) +6,
Perform (Dance) +5
Perform (Sing) +6,
Profession (Spy) +8,
Ride +6,
Sense Motive +12,
Slight of Hand +12 (+17 with GoL),
Stealth +26,
Use Magic Device +5

Languages: Trade Language, Erenese, Feraweni, Isterothi, Thelkonese, Amerosi.

SQ Hero Points (3)

Combat Kit:

Traveler's outfit,
+2 Amulet of Natural Armor,
+2 Cloak of Resistance,
+2 Belt of Incredible Dexterity,
+2 Noqual Chain Shirt,
+2 Ring of Protection,
(2) Spring-loaded wrist sheaths,
+1 Mithril rapier,
+1 Rapier of Wounding (+1 Bleed, can absorb souls of slain enemies and then expend them for bonuses to combat and skills. 2 souls for +1 ATK and DMG. 1 soul for +1 to a skill check. Expend 10 or more souls for a powerful attack.)
+2 Shortsword,
+2 Dagger,
(4) Masterwork Dagger,
Masterwork Shortbow (+2STR),
(39) Arrows,
(1) Tanglefoot Arrow,
Masterwork Hand Crossbow,
(20) Hand Crossbow Bolts,
Blowgun,
(10) darts,
Gloves of Larceny (+5 to Sleight of Hand)

Bag of Holding:

Bedroll,
+1 Cloak of Resistance,
Cloak of Shadow-Walking (Shadow Walk 1-per day),
Reapers Mask (+2 Perception to locate creatures susceptible to fear, +1 Slashing damage against living creatures, can cast Confusion 2x per day,
Shadow walk 2x per day, Vanish 3x per day, Ghost Sound at will. Wearer takes 1 CHA damage per use),
Thieves tools (Masterwork),
Disguise kit (6 uses),
Flint & steel,
Whet stone,
Silk rope (50 ft),
Waterskin,
(6) Trail rations,
(2) Acid flasks,
(2) CSW,
(2) CLW,
(2) CMW,
(1) Cats Grace
(6) Oil of Shillelagh,
(1) Vials of anti-toxin,
Book: Endless Night: A Horizonwalker’s Guide to the Plane of Shadow.
Documents in a strange language.
4882gp, 8sp, 8cp

Small gold ring with diamond.

21/500lbs

Poison:

Blue Whinnis (3),
Id Moss (1),
Oil of Taggit (1),
Wyvern (1),
Rainbow Jellyfish Toxin (0),
Strychnine (1),
Aconite (1)
Ostensor Somnis (2) [drow poison]

Other:
Combat Trained Horse,
Slave: Safrin (Therral, "wife" of Ian Therral)

--------------------
SPECIAL ABILITIES
--------------------

Low-Light Vision: Half-Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Half-Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: All simple weapons.
Languages: Half-Elves begin play speaking Common and Elven. Half-Elves with high Intelligence scores can choose from the following: Any.
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Sneak Attack: 5d6
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Multitalented: (Rogue) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Evasion: If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.
Finesse Rogue: Gain Weapon Finesse as a bonus feat.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Quick Disguise: A rogue with this talent can use the items at hand and seemingly innocuous material hidden on his person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter his appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Deft Palm: A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while he is being observed.
Combat Trick: Mobility.

Born on the dirty streets of the port city of Veir, the half-blood Anga Facion had to learn quick that the only way to stay ahead was to cheat your way there. The son of an unknown Feraweni sailor and a common dock whore, Anga was granted no help in his raising, everything learned was by trial and error. Mostly error, as the many minor scars on his face and chest could attest to. Being on a bay and the capitol of Erenon, Veir saw it's shares of scum and villanny, though it wasn't the worst a place as there could be. Growing up as fast as he could Anga was able to use the cutthroat atmosphere to pull himself out of the gutter and make a life for himself as a spy of house Rudianos, and when called for, assassin of it's enemies.

Appearance:
This, this, and this.

QUESTS:
Enlist or subdue the druid-wizards of Lake Elra. [X]
Discover who or what sacked the slave auctions, and enact vengeance. [ ]

Side:
Find out what's on the Strange Language Documents
Find out what happened to Bearach Rudianos
Collect information on 'RR'
Find out about the Dragon in the Alturin Mountains

Current HP: 64/64