Jimmy Fiddle F |
Ability Drain
Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.
Ability Score Damage
Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.
For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.
Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.
Strength drain doesn't kill you
just knocks you unconscious
Foxy Quickpaw |
But to one hit a level 8 character as rogue 5/ assassin 1 for 250gp is bad ass. And the DC is 10 + int mod + assassin levels. If you really want it you can push that pretty high. Build an investigator that can make a roll count with the additional 1d6 to the attack with int 18 and some magic item to increase that. At level 8 where we are you could have a DC of 18 already without breaking a sweat.
It is not as powerful as I made it to be in game as you need to make a melee attack. That makes it a bit harder to study for three rounds with true seeing at higher levels.
Foxy Quickpaw |
You can just stand there invisible at the corner and stab someone coming past. And you can check for a week which corner he always comes along. Stab him while he pays for the grilled chicken he buys every Tuesday on the market. If you don't expect it you have no chance. If you expect it you'd better be a high level diviner or have some luck and misfortune abilities to force rerolls.
Or you have some clones lying around.
Foxy Quickpaw |
It's mostly about the forgot part. There are quite some possibilities. You just have to decide if you want to keep it, or if you send it back. Or place it as a statue in front of the orphanage.
But if some poor soul wants to enter the temple now without being accompanied by someone from the group then an old order of yours could have unwanted consequences.
Foxy Quickpaw |
No. I would have to look it up too.
Drama:
Jimmy and Gwen enter Mrs. Heidmarch's office.
Gwen: We need to change Jimmy into Runelord Sorshen.
Heidm.: What?
Gwen: Only temporarily, we forgot about the glass golem that only takes orders from the runelord that stands in Underbridge.
Heidm.: Banging head on desk.
Jimmy Fiddle |
Just found this "He then goes outside and commands the golem to stand outside the front of the temple, and that if anyone hits Carl, it must subdue them."
Which gets updated to ""You are right. Ok. I can get it to attack someone you command it to. Don't do anything you might regret later." Jimmy tells Carl, and then updates the Golem's orders, specifying non lethal attacks"