Simple CON question

Nonlethal Force

First Post
Okay, Here's the deal. I have a player with a character who is a rogue (RL, not on the forums) who just found an Amulet of Health +2 in a treasure. The item was there to help the party, so it isn't a problem or anything. It's not a powerful item, so no big deal. Problem is, the guy is literally swooning at the boost in HP. [I know, I know .. Amulet of Health +2 ... not a big deal. Anyway ...] The player irritated a bunch of the rest of the players by how said character would not get over the treasure and just move along. So, I decided that I would devise an encounter to demonstrate his vulnerability but not outright kill the rogue. So, here's what I came up with:

Rogue has CON score of 10. The rogue is 4th level ... almost 5th level, so the amulet was to be part of the treasure that the party either kept or sold to get them up to the wealth standards for a 5th level group. But, that's neither here nor there. Because of the amulet the CON score is now 12. Also, just to make the math easier, lets assume that the HP are determined by max at first level, then 75% max each level afterward (round down even levels round up odd levels). So, before the amulet was obtained said rogue would have 6+4+5+4 = 19 HP.

Now, here's where the trap is to be laid out. I was thinking about having the rogue unknowingly be poisoned by one of the merchants he has stolen from often. I was thinking arsenic. The rogue has a crappy FORT save to begin with so the poison has a decent chance to succeed. {DC is 13}. Initial damage is 1 CON followed by secondary damage of 1d8 CON.

Now, here's the part I want to be absolutely sure on, which is why I am putting it here on the forums. Its a real easy question, but I don't want to screw it up. Assuming the rogue fails the save, let's say the d8 roll for secondary damage is merely average and comes up a 5 (to make the math easier). This makes 6 damage to CON altogether.

Now, suppose the merchant who poisoned the rogue also sent a sniper "thug" to wound the rogue using merciful longbow. {Merciful because I don't want the character to die, remember?} So - here's the easy question. Assuming all the above is true ... how much nonlethal damage does the thug need to do before he is discovered so that the rogue is knocked unconscious?

In addition to answering this question ... any other cool ideas on how I can take the rogue out? Remember, I don't want to kill the character - just demonstrate his vulnerability. I'm trying to get the player to realize that finding magical treasure is cool and fun, but it doesn't make one invincible, either. And, the player is relatively new ... so this would have a side effect of teaching him about poisons and the value of saving throws. Obviously I chose arsenic as a poison because there is no way the arsenic will kill the rogue outright through CON loss. It might temporarily take him down a bunch ... but won't kill the guy. Remember, I don't want the rogue dead, just knocked down a peg.

Thanks for any insight.
 

log in or register to remove this ad

5 Con damage drops him from Con 12 to Con 7; from +1 HP per HD to -2 HP per HD; his 19 was at Con 10; having Con 12 adds 4 hp to that amount, having Con 7 subtracts 8 hp from that amount; 11 nonleathal to drop the rogue.

Also: You want to convince him he is far from Invulnerable? What's his Will save? What's his Charisma? A Heightened Charm Person by a Sorceror of an appropriet level can do wonders (ahh... opposed Charisma check to have the rogue attack his friends....)
 

I don't think you need to make up any special circumstances to demonstrate that a +2 boost to constitution from an amulet isn't invicibility on a string. As soon as he starts trying to fight on the front line and tank he'll be out (which he will try to do if he really believes those 4-5 HP are that great).
 

Jack Simth said:
5 Con damage drops him from Con 12 to Con 7; from +1 HP per HD to -2 HP per HD; his 19 was at Con 10; having Con 12 adds 4 hp to that amount, having Con 7 subtracts 8 hp from that amount; 11 nonleathal to drop the rogue.

Thanks, that's the number I was coming up with as well. I didn't think I was doing anything wrong - but I thought it best just to double check.

Jack Simth said:
Also: You want to convince him he is far from Invulnerable? What's his Will save? What's his Charisma? A Heightened Charm Person by a Sorceror of an appropriet level can do wonders (ahh... opposed Charisma check to have the rogue attack his friends....)

The Charm could be fun ... Like a typical new(er) player using a point buy for a rogue he dumped his point buy into DEX and INT mostly. Not a bad move ... but it makes you tremendously great at REFL saves and not good at all at the rest of the saves.

Perhaps I could have him charmed at the hands of the merchant after he revives from the poison. MWAHAHAHAHA! :]

I thought the CON damage through the poison would be highly appropriate considering the amulet boosted CON. But thanks for the alternate idea. Provided the poison doesn't frustrate him ... maybe a little charming is in order. Like I said, not to kill the guy. Not even to do anything harmful in the longrun. But just make the guy realize he shouldn't brag about his successes so much.

Edit:
Aust Diamondew said:
As soon as he starts trying to fight on the front line and tank he'll be out (which he will try to do if he really believes those 4-5 HP are that great).

True. He is smart enough to be trying the hide/suprise sneak attack/ranged options for right now. And even though 4-5 HP isn't much ... to his defense remember that the amulet did just increase his HP by 20%. That is significant to a new(er) player. You and I know better ... he'll learn. :)
 
Last edited:

If you really want to mess with his head, try a Phantom Trap on some of the things he searches for traps. Much fun, with the proper poker face.

Edit: For extra grins, a Magic Aura on the Phantom Trap foils the caster in the party using Detect Magic to identify it as an Illusion in place....
 
Last edited:

man I wish I could get palyers to be that exicted about magic items, magic items are so freakin comon there no more impressed with magic than 50' of rope.
 

... He gained 4hp.

I mean. It's ... 4hp. If you want to show him he's vulnerable, have somebody throw a dagger at him.

Poof. That's the benefit of your magic item. You can get stabbed one more time by a wizard with a dagger. Or hit with a single Magic Missile.

--fje
 

I agree. Such an elaborate design is not neccessary. Just steer the party towards a graveyard and introduce them to a few ghasts. Three ghasts ganging up on him equals three to nine DC 15 fort saves each round. He is bound to fail his save quickly, what with his total Fortitude bonus of +2. If you don't want to kill him, just fudge the damage rolls for the ghasts so that he 'barely survives' -- is reduced to 5 or fewer (even negative) hit points -- before the rest of the party saves him.

A good brush with death-via-paralysis should be more than enough to teach him the values of caution and team work -- and that is what you really want to do, isn't it?
 

Pets & Sidekicks

Remove ads

Top