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Does that mean the rogue can disable a trap and bypass it next time he encounters the trap?


My players are about half way through "Life's Bazzaar" and it has occured to me that I have no clue how to award XP for the traps.

Does the entire party get XP for every trap?

Does the character who bypassed the trap get the XP?

Does the party get XP only if the trap goes off?

I have been going with the last option because loss of hit points I think should warrant a reward of some sort. Thanks in advance for the help.


Off topic, because it is a spell-like ability that requires a concentration check, can it be used in a rage?

My guess would be "no", but I wanted a second oppinion.


It's just a game.
Have fun, or play with other people.

I thought it was pretty simple.


Mad Sam Bonney. Don't ye forget it!


Gnomish chaos monk/rogue. Well rounded, quick, agile(sp?), and always underestimated in a fight.

Campain setting wouldn't matter much to me.


If I were building an archer my build would be halfling fighter/scout. Using a crossbow with feats such as rapid reload, point blank, far shot, etc. The hit and run tactics of the scout keeps the charater doing lots of damage. The bonus to DEX and a +1 size bonus to attack goes along way.

Bottom line, what makes a good charater is the personality, and a charater built around the personality.


I dont use alot of campain settings. I mostly patch together campain add-ons such as Ghost Walk, Shackled City, etc.

I just can't get into most campaign settings. The suspention of disbelief(sp) is too hard.


The lair of Hookface is listed on the map of the area surrounding couldron (northwest of couldron, I believe).

If the map gives the location of Hookface's lair, why does it not give the location of the son's?

The adventure sounds like fun, but I think I'll have the son live with the father.


I found some info by searching google as "D&D". It used a flash program as a preview. I can't find it again, but it's out there. The game looks fun.


I know Stormrack has resouces for this eventuality, but I can't be sure outside of that book.


We just started "Life's Baazar". The character's heard Rufus as they came out of the Tipped Tankard ("open mike night" was alot of fun).

My justification relied on the purification of the lake. As this is a duty of each temple, Rufus "chipped in" on his way back from the orphanage. This left almost a direct line of travel if he went north from the lake to the temple.

It's a stretch, but possible.


Any player that enjoys over-use of the rules is always encouraged by me to read the intro to the DMG.

DM's run the world. While players must play by ground rules, they are only suggestions for a DM.


Are you wanting a brooding kinght of shadows? Or a D&D take on a certain comic book hero?

The latter is done well as a PrC call the Vigilante in the complete adventuer, while the former could be done well with a ranger/ shadow dancer type of charater.

Is the class any non-good, any evil, etc.? One PrC that might fit is the Executioner(sp?) from the Ultimate Prestige Class published by Mongoose. (coup de grace as a swift action, sneak attack, etc.)


Jesus, but only if Robin Williams was playing.
Isaac Asimov, but only if Jesus was playing.

Myself. Honestly, who wouldn't want to DM for Robin Williams, Jesus, AND Isaac Asimov?


This thread is amazing! I can't figrue out if the question is: which class would I WANT to be, or which class would best define who I am NOW?

I would WANT to be a chaos monk/rogue gnome. It sounds like sneaky, prank filled fun.

I AM a dwarven(based on build) cleric/rougue. Faith, helping, and a jack of odd trades. Not yet above 2nd or 3rd level.


3x5 cards. They work as book marks and stat blocks. If you have 3x5 stat blocks of your players, it also makes initiative really easy by simply putting the cards in order of intiative.

Again, it takes prep work, but I've found a 3x5 stat block, items, and rolls for attack and damage take about 3-4 min.


Great, but would that apply to Power Attack damage already multiplied? This monk also has leaping charge.

I.E. his ATK is +11 or +13 with a jumping charge, assuming the skill check works. I subract a paltry 2 from the attack to add for damage, and end up with a +11 for the attack and 2d6+8(2d6 for the monk's belt, +4 for STR, +2 for Power Attack, x2 multiplier from Leaping Charge applied to the Power Attack). If a crit. IS rolled and confirmed, the damage would be 4d6+16?


My question is semmingly simple, but I can't find an anwser. If my charater uses Power Attack on a critical hit, is the Power Attack damage also multipied? I know that some damage, such as sneak attack, isn't multipied. I can't find a straight anwser about what IS multiplied. Any help would be awesome.


I understand this may sound odd, but the fighting style depends on the charater. Currently, I am playing a chaos monk that has a fighting style that make ample use of rules. The crazy, often cause of AoO monk is very different from the high flying Yoda esque gnomish ninja. I think fighting style should be a big part of being in charater.


A useless XP sucking NPC that must be kept around for reasons out of charater's control. For example, the insect-ogre hybrid monsters can only be killed when the "chosen one" is present.

Enter the "chosen one". A third level commoner with max ranks in things like CRAFT basketweaving. Doesn't belive in vain tasks, such as bathing. Insists on getting the best treasure because the insect hybrid ogre swarm cant be killed with out him, even though the entire fight he hid in the corner demanding to be healed after the fight.

XP vaccuums are great role-play challenges, but rarely unbalance the game.

Race

Male Human healer NPC

About Theron the Absolver

theron aster
Male human (Taldan) cleric (varisian pilgrim) of Erastil 2 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Ranged longbow +3 (1d8/x3)
Special Attacks caravan bond, channel positive energy 4/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day‚ calming touch (1d6+2)
Cleric (Varisian Pilgrim) Spells Prepared (CL 2nd; concentration +5)
. . 1st‚abundant ammunition[UC], bless[D], sanctuary (DC 14), unbreakable heart[ISWG]
. . 0 (at will)‚ create water, light, mending, stabilize
. . D Domain spell; Domains Community, Illumination inquisition
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 11, Wis 16, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Dodge, Point-blank Shot
Skills Craft (bows) +3, Heal +8, Knowledge (nature) +1, Sense Motive +7
Languages Common
SQ illuminating touch
Combat Gear wand of cure light wounds; Other Gear leaf armor, longbow, 75 gp
--------------------
Special Abilities
--------------------
Calming Touch (1d6+2 nonlethal damage, 6/day) (Sp) Heal 1d6+2 nonlethal damage and cure conditions by touch.
Caravan Bond (5 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 5 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric (Varisian Pilgrim) Domain (Illumination Inquisition) Deities: Desna, Erastil, Irori, Sarenrae.

Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Illuminating Touch +1 (6/day) (Sp) Touch gives bon on 1 will save/know (religion)/perception/sense motive check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Gear Leather Armor, Masterwork Longbow, 20 arrows, Holy Symbol,
Adventurer's sash
- soap
- razor
- wineskin
Backpack
- tinderbox
- trail rations (4)
- Healer's kit (8 uses)
- Fletching kit

~~~~~~~~ ~~~~~~~~

Topper the Red Minstrel
Male human (Taldan) adept 1/bard (demagogue) 4/rogue 1 (Pathfinder RPG Ultimate Magic 26)
CN Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 39 (6 HD; 1d6+5d8+10)
Fort +2, Ref +8, Will +7; +4 vs. bardic performance, language-dependent, and sonic, +2 morale bonus vs. mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scorpion whip (aa) +5 (1d4+2) or
. . mwk punching dagger +5 (1d4+1/√ó3)
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2), sneak attack +1d6
Bard (Demagogue) Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—heroism, tactical acumen[UC]
. . 1st (4/day)—alarm, chord of shards[UM] (DC 14), cure light wounds, feather step[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, know direction, lullaby (DC 13), spark[APG] (DC 13), summon instrument
Adept Spells Prepared (CL 1st; concentration +2)
. . 1st—comprehend languages, cure light wounds
. . 0 (at will)—mending, purify food and drink (DC 11), touch of fatigue (DC 11)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +5; CMD 16 (16 vs. grapple)
Feats Agile Maneuvers, Catch Off-guard, Free Spirit[ISWG], Spellsong[UM]
Traits dirty fighter, stage magic
Skills Acrobatics +6, Appraise +8, Climb +5, Craft (alchemy) +6, Diplomacy +7, Disable Device +4, Disguise +8, Escape Artist +5 (+7 to escape a grapple or bonds), Handle Animal +7, Heal +5, Knowledge () +7, Knowledge (arcana) +7, Knowledge (local) +10, Linguistics +5, Perception +6, Perform (comedy) +10, Perform (oratory) +8, Perform (string instruments) +7, Ride +2, Sense Motive +6, Sleight of Hand +5, Spellcraft +6, Stealth +6, Survival +6, Swim +5, Use Magic Device +7
Languages Auran, Common, Sylvan
SQ bardic knowledge +2, famous, trapfinding +1, versatile performance (comedy)
Other Gear mwk lamellar (leather) armor, +1 scorpion whip (aa), mwk punching dagger, 150 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Dirty Fighter +1 damage when flanking.
Famous +1 (Greenbelt) With natives of selected region gain bonus to Bluff & Intimidate.
Free Spirit +2 bonus on saves vs. mind-affecting and on escape attempts
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spellsong Combine spellcasting and bardic performance
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Performance (Comedy) +10 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

~~~~~~~~ ~~~~~~~~

~~~~~~~~ ~~~~~~~~

NG Inquisitor of Korada
Init: +6; Senses: Perception +8
Age:52, Height/Weight:5'10"/165 lbs

Str 11
Dex 16
Con 12
Int 12
Wis 16
Cha 10

AC :16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp:14
BAB:+1, CMB:+1, CMD: 14
Fort:+4, Ref:+3, Will:+6
Spd: 30 ft.

languages: Common, Celestial
Current Wealth:gp sp cp

Melee
>Unarmed Strike +1 (1d3+1/20/x2)
Ranged
>Mwk Light Crossbow +5 (1d8/19-20/x2)
[5'-30'(+6/+1dam) / 35'-80'(+5) / 85'-160'(+3))

Feats Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload: Crossbow, Light: Reload as free action.

Traits Caretaker: +1 on Heal checks
Stoic Optimism: You receive a +2 trait bonus on saving throws vs fear effects.

SKILLS:

+2 Acrobatics (+3/-1ACP)
+3 Climb 1 rank(+3/-1ACP)
+4 Diplomacy 1 rank(+3)
+2 Escape Artist (+3/-1ACP)
+9 Heal 2 rank(+3/+3/+1)
+6 Intimidate 2 rank(+3/+1)
+5 Knowledge (planes) 1 rank(+3/+1)
+5 Knowledge (religion) 1 rank(+3/+1)
+8 Perception 2 rank(+3/+3)
+2 Ride (+3/-1ACP)
+8 Sense Motive 1 rank(+3/+3/+1)
+4 Stealth 1 rank(+3/-1ACP)
+8 Survival 2 rank(+3/+3)
+4 Swim 1 rank(+3/-1ACP)

Magic(CL 2, +1 melee touch, +4 ranged touch):
1 (3/day) Command (DC 14), Cure Light Wounds (DC 14), Persuasive Goad (DC 14) (3/3 1st level remaining)
0 (at will) Stabilize, Detect Magic, Guidance, Light, Create Water, Detect Poison, Sift

SPECIAL ABILITIES:

Track +1 +1 to survival checks to track.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Eat Sin 1d8+1 (Sp) 1 min, eat sins of adjacent corpse to heal self. Rush as full rd for half benefit.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Judgment (1/day) (Su)
  • Judgment of Sacred Destruction +1 (Su) Weapon Damage bonus.
  • Judgment of Sacred Healing 1 (Su) Fast Healing
  • Judgment of Sacred Justice +1 (Su) Attack bonus
  • Judgment of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
  • Judgment of Sacred Protection +1 (Su) AC bonus
  • Judgment of Sacred Purity +1 (Su) Save bonus
  • Judgment of Sacred Resiliency 1: Magic (Su) DR/magic
  • Judgment of Sacred Resistance 2: Cold (Su) Energy Resistances
  • Judgment of Sacred Smiting (Magic) (Su) DR bypass


Gear:
combat gear(41Lbs.)
Quiver - 16 bolts
Symbol of Korada
Masterwork Light Crossbow
Rosewood plated leather armor
>(wooden armor+3AC/+3MaxDex/–1ACPenalty/25 lbs.)

Adventurer's sash(17Lbs.) move action to release
- tinderbox
- soap
- trail rations (4)
- razor
- wineskin
- leeching kit+2 circumstance bonus on Heal checks to treat poison

BACKGROUND:

Theron's calling drove his family apart years ago .. they did not understand and therefore did not support him. The gods he followed were not the gods they grew up on - or their neighbors. Theron became increasingly .. eccentric, and his faith did not waiver when his wife and children left. He felt weightless, his spirit soared to the heavens.
For years he lived the life of a wandering ascetic until he found his gift. He found he was able to heal by sheer force of will. This will rose from his faith in the gifts he had unlocked in himself - through the guidance of Korada.
He decided he needed to share the exciting news with his family. They needed to know it was all worth it.

After months of searching he tracked them down to Korvosa. His jubilance was dampened with the news of his wife's Lillia's death .. and he discovered his daughter Jincy was barely hanging on .. her mind and body ravaged by drugs. He felt the yoke of guilt try to pull him down. Had his actions led them to this .. He was determined to take control. He would not let Jincy out of his sight, physically held her down at times. He was certain, if she is my daughter she will beat this.

First he discovered the limits of his power. He needed to rest in order to replenish, but he could not risk his daughter slipping away. She was in agony and too weak to fight. He had underestimated the toll withdrawal would take on her. As he held his dying daughter he could feel her pain rush into him .. and tranquility to her. The turmoil absorbed was difficult to control .. the rage - an intangible chaos of life force.
Shutting out the voice in his head telling him what the rush meant, he combed the streets from shack to alley. With every lowlife he compelled to speak, he came closer to the center of the operation. Although he ended the life of the crimelord he saw as ultimately responsible, evil grew faster than he could end it.

Theron has been in Korvosa now for a little less than six months. His wife and daughter had been living here 3 years of his decade long vision quest. He got knocked around pretty good early in the naive beginnings of his investigation. Since then he has been more cautious.
He had a retired watch member advising him for a while, but he was scared off. He has heard of others crossing paths with informants, and he has considered approaching them. However, reluctance to come out of the shadows has kept him reaching out.

APPEARANCE:

Theron looks a bit old and weathered for his age. White willful locks keep him from being completely nondescript, as does his constant pained expression - his palette of moods all contain at least a touch of maudlin martyr.
He wears an off-white cotton cloak clasped over a bizarre outfit of fired and lacquered rosewood plates fitted onto leather straps. He wears a slim backpack in which he stows his crossbow and bolts... slung over one shoulder is a sash-like satchel. Words in celestial are burned into the wood over his chest that read "I will carry no pride .. I will carry no shame"

[ooc][b]Round #[/b]
AC 16, touch 13, flat-footed 13
HP 14/14
Fort +4 Ref +3 Will +6
Effects:*
* action:[/ooc]