Valaria Alazario |
This is the swarm that killed the summoner in your F2F party, isn't it?
Ary Bishop |
We return to camp. They see the skeletal horses, and everyone starts freaking out. "There was an accident... their skin fell off. But they got better."
Ary Bishop |
Doan wanna...
Also, do you yell in foreign languages at your players at your table?
Markus Coffinborn |
Can swarms damage other swarms?
Nevertheless, he wants to try out one of the Words of Power rattling around in his head. This time the words spill out like air rushing from a cooler - 'fragor glaciem'.
In response, a burst of freezing cold air appears amidst the bees, spreading amongst them and coating each infernal insect with rime.
Cold Damage!: 5d6 ⇒ (3, 6, 3, 1, 5) = 18 x1.5 damage = 27 damage.
Casting burst frost fingers, a 2nd-level spell. They're entitled to a DC 18 Reflex save for half damage.
As the spell takes effect, he yells out a few commands - "Ehren! Any elemental magic you have would be wonderful right now! Everyone, spread out so it has to pick targets, and never stop moving!"
Ary Bishop |
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Awww, I was imagining this little tiny girlmonster holding up a picture of bees and screaming in abyssal.
Fire Damage: 1d6 ⇒ 1not that it matters. :p
From her position, Ary pulls her backpack off, not thanking Annabelle just yet. She digs into her backpack, even as she moves away from the swarm, drawing out an alchemist's fire. 5 foot to the upper left, to spread away from allies. If someone moves up there... try to move Ary 5 feet in a direction that keeps her from being 'contiguous' with her allies.
As she finishes drawing the alchemist fire, she lights it and hurls it into the huge swarm of creatures. She's not sure how fire will work on them, given that they're from the abyss... but she really doesn't know anything about these things.
Re: Monkeys v. Bees: Pick them out of each other's fur and eat them. Also, carpet bombing with you-know-what.
Valaria Alazario |
Did we ever learn if these things count as evil outsiders?
Isilme |
Ride: 1d20 + 3 ⇒ (19) + 3 = 22
Isilme digs out the wand that Markus had charged along the way and aims it at the group. She utters the phrase activating it, blessing them with supernatural alacrity. Haste: Val, Ary, Hina, Markus, Ehren. +30 ft enh move, +1 attack / round, +1 dodge AC and reflex.
Might tweak my action later if I get time, but today is going to be really busy.
Ehren Ferron |
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*yawns*
Okay guys, what have we goooooot oh f$%#.
Um. Can swarms be blinded? :P
GM Kiora |
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*yawns*
Okay guys, what have we goooooot oh f%$!.
Um. Can swarms be blinded? :P
Hah! I enjoy giving you guys some horribleness to start your day with. *evil grin*
Well, yes, they can be blinded but they'll still automatically deal damage to anything they're enveloping (they ignore both concealment and cover). They'd just suck at actually finding prey.
However, targeted effects aren't very useful against swarms. It would need to be some sort of bursty blindedness.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Note that this swarm, being a vermin swarm, is still immune to mind-affecting effects despite its weird hive-mind. I'm playing it off as a.. malign sort of intelligence, rather than a true intelligence.
Ehren Ferron |
How about whirlwinds? The rules don't really touch on that.
GM Kiora |
Wind effects are touched on, actually. :)
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
What actually happens to creatures when subjected to a wind is under Gust of Air:
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a –4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.
These bugs are diminutive.
Ehren Ferron |
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Whoops. I meant more specifically these kind. I think I've got a plan of action though. I hope. Posting! :o
Ary Bishop |
I definitely want one for Ary. :o
GM Kiora |
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We should all invest in swarmbane clasps. :P
Seems like a good idea.
I remember laughing back when we first started and your characters were complaining about fighting so many bugs ;)
Sadly, you'll never stop fighting bugs. All the way up until you fight the big bug.
Isilme |
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Don't worry, Isilme's got her groove back!
As an aside I'm totally bummed that the wasps have hivemind and are immune to mind-affecting spells. I missed out on the opportunity to knock out a swarm with a joke :P
Got a couple minutes here, gonna re-evaluate my action.
On the road for the next 4-5 hours!
Ary Bishop |
Heh, I actually succeeded at the nature, once you added it, ironically.
Also, swap my action out. You know how, I'm sure. ;)
Damage: 2d4 ⇒ (2, 4) = 6
Isilme |
Haha, I saw!
Ride: 1d20 + 3 ⇒ (19) + 3 = 22
Isilme digs out some holy water, intent on using it on the wasps. Knowing they'd likely rush her and Val if they were too close together she nudges Cyno back a few feet as she retrieves the vial. "Spread out everyone" she calls out as she gets ready for the wasps charge. When they begin to close she waits for them to be within easy throwing range for the flask and then tosses it at them.
Mv Act: Retrieve Flask, Free Act: 5' mv back with Cyno, Std Act: Ready attack for when wasps get within 10'
If I can arcane pool enhnace the vial, I will totally do that! Add +1 to hit in that case (doubt it adds to damage, but feel free to add +1 if you want ;) )
Ranged Touch Attack (Holy Water): 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d4 ⇒ (4, 1) = 5
Ehren Ferron |
Was gonna preroll, but just want to make sure first: does Ehren still have cavesight and longstrider up?
Ary Bishop |
10 foot increment. Not max range. She suffers -2 at 20 feet, and -4 at thirty feet. Even if she misses, it is almost guaranteed to splash the target for two damage, as it should land nearby.
If it was out of range she definitely would not throw it.
Edit: should finish reading. I had already included dex penalty of you added it again. Don't want to post outside of the time you can edit in.
GM Kiora |
Yep - if you check the rolls I did it correctly. You're incorrect in your calculation though, at 35' it is a -6 penalty.
Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.
Ary Bishop |
Oh,no, your 35 was right. I didn't look at the map to check the range.
But 2 dex damage is only a -1to hit, and I'd already included it in her to hit. :) that's why I separated dex out, so you'd see I used 2 instead of 3. So... my to hit is 2 higher -if it matters- if not, them's the breaks.
GM Kiora |
You currently have 5 dex damage. Looks like you missed the second poison roll?
It is noted correctly on the campaign tab in any case ;)
Ary Bishop |
Yeah, I did. When I looked this morning it said -2. Sorry. So only one higher. Meh. Or maybe I'm just wrong. Doesn't matter.
Ehren Ferron |
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"Valaria, get out of there!" he calls out to the tiefling, his advice speaking volumes about his wisdom.
Once she is clear of the swarm, Ehren points a palm at the flying vermin. A flash of divine brilliance explodes from within the swarm, engulfing each and every one of the vile insects.
Readied action to cast burst of radiance once Valaria is out of the swarm.
Damage: 5d4 ⇒ (1, 3, 3, 4, 2) = 13 Total of 19?
Reflex DC 17 or be blinded for...
Duration: 1d4 ⇒ 2 rounds
Ary Bishop |
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Ehren did the windy thing.
Speaking of, my kineticist in face to face just learned to do the windy thing. And the crowd goes wild!
Level three is a very good level for kineticist. My damage all-but-doubled, and I got precise shot. With a better element, I can only imagine how good that level would have been. :)
Kineticist is one of the big reasons I'm looking forward to the new book. All the abilities that didn't fit into the first will probably be in there... *swoon*
Ehren Ferron |
There's apparently a blurb about Sarkorian god-calling in there. :P
I hope some mythic occult stuff comes out eventually, though I kind of have my doubts. (A 3rd party thing, probably. :P)
Ary Bishop |
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Honestly, just the little bit I have seen is amazing. Like a Psychic Bloodrager that does some spiritualist things... you know, where he is the spirit.
They also added a void and plant kineticist, but had to trim them back (hehe), cause they'd take up a ton of space.
Ary Bishop |
That's how I always run readied actions. You can just 'abort' them to return to normal initiative.
And actually, void and phyto -are- lacking according to the dev. Doing triple-element would be kind of nasty. They didn't even add a composite plant-plant blast 'Because it would be the same, just more damage'. Which is just kind of silly.