• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

General Discussion

The bracers provide a +6 armor bonus to AC.
The chain shirt +3 provides a +7 armor bonus to AC.
The chain shirt +3 takes priority.

The enhancement bonus is to the item, not to the AC type, so they do not stack.

I would suggest selling both and getting Celestial Armor, if it was available, as that would give you a +9 bonus to AC and the chance to fly daily.
 

log in or register to remove this ad

Thanks, SK. There's a poster on the LoneWolf forums trying to figure out whether or not HeroLab is calculating AC correctly in this case - I was just trying to get my facts straight before I responded.
 

Hey all!

I just wanted to come in and say hi. So, uh... Hi!

I've been gaming with Qik on another pbp site and he mentioned that there was a Living Pathfinder (direct any and all complaints here), hooray!

As a newbie, I have a few obligatory questions:

  • Does a character need to be approved before he or she can begin posting in the Dunn Wright Inn?
  • Where does one find adventures? I'm presuming this is done in the Dunn Wright Inn... is it all done IC, then?
Thanks in advance! (...and apologies for the dumb questions >.>)
-IGBO
 
Last edited:

A lot of the info you will be looking for as some one new is at the top of this intro page.

It is preferred for you to have the character fleshed out on the wiki and ready for someone to review it. First level characters get looked over by two people. Once you think the character is ready for that review, you can enter the Dunn Wright Inn to introduce yourself. You don't have to wait until after the approval before entering. That is because it generally takes a couple days for us to do character reviews and people generally want to jump right in with their new creation. A quick look at Sanya, you are close enough to enter the inn.(the rules are a little soft and flexible here) She will need something for a background before we start the review process.

Yes, recruitment is done 'in character' inside the Dunn Wright Inn thread. The GM will have an NPC come in, make an announcement and rent a backroom from the bartender Grog to start recruiting. Grog and the two waitresses Marla and Trixie can be NPC'd by anyone in order to carry on general tavern type banter and ordering.

And there are no dumb questions here. Well, not many. ;)

Welcome to the board.
 


Chicken and Egg Trappings

Inspired by something Systole mentioned over in character approval: I'm kind of curious about traps / trapfinding as relates to people running adventures.

In Distant Relations, the original module I based that adventure on was fairly chock-ful of traps, but when I realized that there weren't any trapfinders in the PC's who would be eligible, I excised all but one of them (and that one was on a sideline that the PC's chose not to take, anyway).

Systole's comment made me wonder if there was a relationship between seeing very few traps and having very few trapfinders? Maybe I'm the only person who excised traps like in my above example. Or is there just a general tendency not to muck with traps for other reasons?
 

Not me. I added or embellished traps compared to my "original module". A walk up, hit the bad guy, take the treasure is just too boring to give my players. Some can be avoided by smart play. Some will be obvious and "is it worth it?" situations. And others will just get them flat footed. I don't have any official trap finders, but sometimes they will see clues anyways.

They always get a chance at a perception check to see a trap. They just might not have the skill to disable it. We will see if they have the wisdom to go around.
 

Personally, I like traps that are part of the surrounding environment more than stand alone "Hi, I'm a trap" scenarios. Not only are they far more interesting, but they tend to evoke more creative solutions than simply rolling disable device and moving on.
 

I do not like rogues much, but when Aradra was made he only had access to the APG. The trapper archetype did not come out till UC.

If Aradra was to die, his replacement would be a Guide/Trapper Switch Hitter. I am starting to think undead was a bad first choice.

As for traps, I know a good trap will make you think on how to avoid it. If you can avoid it, figure out how to use it against the enemy.
 

I like well done traps and do not remove them from adventures even if there isn't a rogue type in the party. Now I do allow for creative ways to circumvent traps in a rogueless party, but I don't remove the trap. If the traps only appear when there is a rogue in the party it messes with verisimilitude in my mind.
 

Into the Woods

Remove ads

Top