Dungeon Kobold |
Eben, how many adamantine arrows do you have? Your sheet still shows 5, but you've fired something like 7 so far this combat.
Eben MacTeague |
Yup, thus my having taken this spell.
To clarify: I only have 5 each of all the 'special material' arrows (cold iron, mithral, and adamantine). The goal was always to not use them unless it was an emergency or I had abundant ammo running, which should allow me to use as many as I need in a round & then have them poof back into the quiver, undamaged by my next action. Once I have iteratives & manyshot, I'll probably need a few more of each, since I'll be makiing more than 5 shots per round eventually, but for now they cover my needs.
Dungeon Kobold |
Ah, right.
Eben fires two shots at Zyrxog, and one almost hits, but something makes him uneasy. The jet-black octagonal column looms over him, and his relatively good heart skips a beat as the arrow skims Zyrxog's shoulder. The arrow sent towards the octopin misses by the same uneasy feeling.
Rodrigo Dantares |
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"Well, thanks. Say, if I do get a charley horse because of this guy, think you can summon something that gives a good massage?" He nimbly turns on his feet, presenting only his side to Zyrxog to give the ilithid a narrower target, now that he's attracted its attention.
Rodrigo is too busy chanting to reply at the moment, but he's grinning like he wants to.
Tanith 'Kordson' Creed |
CMW: 2d8 + 3 ⇒ (5, 8) + 3 = 16
Tanith heals himself with the wand again and then puts it away.
Dungeon Kobold |
Round 6: Zyrxog
Changing tactics, Zyrxog turns to Eben and lets loose another blast of mind energy. The cone catches Eben, Rodrigo and the elemental, though the elemental seems unaffected.
Eben and Rodrigo must make Will saves.
Astraden is up.
Astraden Limhaare |
Will (good hope, magic circle against evil, prayer): 1d20 + 9 + 2 + 2 + 1 ⇒ (2) + 9 + 2 + 2 + 1 = 16 2 rounds left for left, 1d6 ⇒ 4 rounds left for right.
Grimacing as she looks into the monster's eye, Astraden stabs again, hoping to end it for good.
+1 keen aberration bane rapier (good hope, prayer, bull's strength, bane, slow): 1d20 + 8 + 2 + 1 + 2 + 2 - 1 ⇒ (3) + 8 + 2 + 1 + 2 + 2 - 1 = 17 Piercing, magic (good hope, prayer, bull's strength, bane): 1d6 + 4 + 2 + 1 + 2 + 2d6 + 2 ⇒ (5) + 4 + 2 + 1 + 2 + (2, 4) + 2 = 22
Round 6: Attack (standard action). Ebon eyes lasts 566 rounds, ebon eyes lasts 567 rounds, magic circle against law lasts 615 rounds, air walk lasts 616 rounds, bear's endurance lasts 1 round, bull's strength lasts 4 rounds, freedom of movement lasts 640 rounds, magic circle against evil lasts 643 rounds, bull's strength lasts 41 rounds, and prayer lasts 2 rounds.
Dungeon Kobold |
Astraden stabs at the octopin, but barely misses the creature.
Claws: 1d20 + 10 ⇒ (5) + 10 = 151d20 + 10 ⇒ (18) + 10 = 28 2d6 + 4 ⇒ (1, 6) + 4 = 11
Carina, Rodrigo, Tanith and Eben are up.
Dungeon Kobold |
Oh, and the elemental gets an AoO.
1d20 ⇒ 17
The air elemental again hits Zyrxog, but is unable to get past the illithid's shell.
Dungeon Kobold |
This description might clarify things:
This long hallway slopes down 30 feet before it reaches the floor of the cathedral. The walls of this hall are painted with a long frieze, depicting mind flayers marching across the surface of the world, with no sun overhead and all the races of the surface bowing before the tentacled horrors.
Carina Viera |
Round 6: Actions
Standard Action: Shoot the octopin, and to hell with the AoO!
Move Action (If Applicable): Reload!
Carina fires her bolt, hoping to finally bring the damned beast down. She knows she's well within its reach--she could not possibly give a rat's ass right now.
Ranged Attack (PBS, Precise, Good Hope, Prayer, Slowed): 1d20 + 8 + 1 + 1 + 2 + 1 - 1 ⇒ (15) + 8 + 1 + 1 + 2 + 1 - 1 = 27
Damage (PBS, Good Hope, Prayer): 1d8 + 1 + 1 + 2 + 1 ⇒ (2) + 1 + 1 + 2 + 1 = 7
Nonlethal Damage: 1d6 ⇒ 4
Dungeon Kobold |
AoO: 1d20 + 10 ⇒ (17) + 10 = 27 2d6 + 4 ⇒ (2, 6) + 4 = 12
Although she takes a nasty cut across her cheek, Carina's bolt at last puts the raging monster down for good.
Dungeon Kobold |
Rodrigo, Eben and Tanith are up (I'll NPC Tanith if it comes down to it, though suggestions as to his next action are appreciated).
Rodrigo Dantares |
Will save: 1d20 + 6 ⇒ (6) + 6 = 12 Not sure if I still have a good hope running, or anything else that would add to will saves. I don't think I'm in any magic circles at the moment. Not that it matters with that roll. At least I won't need to post for a few days, can catch up on homework :P
Astraden Limhaare |
You're in magic circle against law and magic circle against evil, actually. And good hope is indeed still running. So with prayer and an action point, you'd have a one in six shot of staying up, but yeah.
Eben MacTeague |
Will+good hope+PFE+prayer: 1d20 + 4 + 2 + 2 + 1 ⇒ (1) + 4 + 2 + 2 + 1 = 10
Eben's face switches to a look of pure rage as his mind is violated once again, but he collapses over backwards on top of Rodrigo before he can start frothing at the mouth and screaming further profanities.
Well, with half the group stunned and Tanith potentially NPC'd for a bit, maybe those four rounds will go by a bit faster and will seem like nothing at all...
Stun lasts 4 rounds. Haste lasts 2 rounds, heroism lasts 610 and 611 rounds, dancing lights lasts 2 rounds, gravity bow lasts 3 rounds, cat's grace lasts 49 rounds, good hope lasts 50 rounds, abundant ammunition lasts 4 rounds, mirror image lasts 6 rounds. Mirror image has 4 images remaining. AC is 20/16/15 w/ PFE, haste, & stunned.
Eben MacTeague |
Given little else he can actually do, if Tanith does have the adamantine dagger (or even if he doesn't) he might just smash away at the retaining wall of the liquid pool. It did seem to annoy Zyrxog.
Dungeon Kobold |
I'll move Tanith shortly. Unless anyone has a better idea, he'll probably take Astraden's advice and start carving up the basin with the adamantine dagger.
Astraden Limhaare |
Honestly I was hoping he could throw it at Zyrxog. I'm kinda leery of disturbing the Smenk-creature when half the party's out of commission D:
Tanith 'Kordson' Creed |
"I hope you're wearing your tall boots Eben. It's about to get really wet down here", he explains before smashing the marble lip of the pool with his bare hands.
Punch (hope, haste, brawl, prayer, defensively): 1d20 + 12 + 1 + 2 + 1 - 4 ⇒ (15) + 12 + 1 + 2 + 1 - 4 = 27
Damage (hope, brawl, prayer, hardness): 1d8 + 7 + 4 + 2 + 2 + 1 - 8 ⇒ (6) + 7 + 4 + 2 + 2 + 1 - 8 = 14
Flurry: 1d20 + 12 + 1 + 2 + 1 - 4 ⇒ (13) + 12 + 1 + 2 + 1 - 4 = 25
Damage: 1d8 + 7 + 4 + 2 + 2 + 1 - 8 ⇒ (4) + 7 + 4 + 2 + 2 + 1 - 8 = 12
Iterative: 1d20 + 7 + 1 + 2 + 1 - 4 ⇒ (9) + 7 + 1 + 2 + 1 - 4 = 16
Damage: 1d8 + 7 + 4 + 2 + 2 + 1 - 8 ⇒ (6) + 7 + 4 + 2 + 2 + 1 - 8 = 14
Haste: 1d20 + 12 + 1 + 2 + 1 - 4 ⇒ (15) + 12 + 1 + 2 + 1 - 4 = 27
Damage: 1d8 + 7 + 4 + 2 + 2 + 1 - 8 ⇒ (8) + 7 + 4 + 2 + 2 + 1 - 8 = 16
Touch AC 23! Those rays could miss.
Dungeon Kobold |
Okay, if you're literally using your fists to break solid rock, there's going to be a hefty damage penalty because, normally, that would just result in two broken hands. I'd say halved damage.
Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.
Is that okay, or do you want to modify your action?
Tanith 'Kordson' Creed |
Ah, well that's unfortunate.
Will Tanith's bardiche work?
Dungeon Kobold |
Most melee weapons don't really work on stone walls and doors, unless they're designed for smashing like picks and hammers. The bardiche would probably do worse than the fists. A nonmagical one would likely break.
The dagger is probably your safest bet. If you're set on fists for flavor reasons, go ahead and spill an action point on it. You do have ironskin, after all.
Rynjin |
Okay, if you're literally using your fists to break solid rock, there's going to be a hefty damage penalty because, normally, that would just result in two broken hands. I'd say halved damage.
PRD wrote:Ineffective Weapons: Certain weapons just can't effectively deal damage to certain objects. For example, a bludgeoning weapon cannot be used to damage a rope. Likewise, most melee weapons have little effect on stone walls and doors, unless they are designed for breaking up stone, such as a pick or hammer.Is that okay, or do you want to modify your action?
...Hope we never have to fight golems, or anyone wearing armor ever, with that logic.
Monk: I punch the Fighter!
GM: You hit him right in the full plate! You deal minimal damage to him, and fracture your hand.
Monk: ...
The point being here that a Monk's fists hit like real weapons, so should be treated like them. If a hammer is considered a proper rock busting weapon, so should his fists.
Tanith 'Kordson' Creed |
Bah. Well knowing that could Tanith have drawn the dagger last turn?
Edit: The ninja edits! Sure, Tanith will spend an AP to smash the marble with his fists.
Dungeon Kobold |
Golems and people with armor do not use object rules. There is no need for them to. Moreover, the monk explicitly becomes capable of beating on objects with ease much later on in his advancement.
I'll post in a bit. Possibly tomorrow morning; working on a one-shot.
Rynjin |
Golems and people with armor do not use object rules. There is no need for them to. Moreover, the monk explicitly becomes capable of beating on objects with ease much later on in his advancement.
Yes, his fists become Adamantine. Which according to your ruling takes it from "Impossible" (half damage -8) to "Potentially possible, with a great deal of time, at 16th level" (still half damage) instead of from "Potentially possible, with a great deal of time" to "Easy".
His fists are still treated as weapons. They deal Bludgeoning damage, just like a hammer, or a mace, or what have you. They are implicitly harder than normal, otherwise they wouldn't deal orders of magnitude more damage (in perspective, a 1st level Monk hits like a Huge creature, but with a smaller surface area. Meaning it is BETTER at busting rock.), and be capable of lethally wounding creatures with iron hard carapaces.
Astraden Limhaare |
Creatures with iron-hard carapaces always have weak spots, though. If this is solid, carved, marble, you pretty much gotta smash it head on.
Not saying Tanith shouldn't get to smash it with his fists but . . . comparing them to picks and hammers, which were DESIGNED to smash rock, I can understand KC's ruling here.
Rynjin |
I'm just saying saying that if Eben were to start smashing the thing with a hammer he, for some reason, would deal as much or more damage than Tanith's 26 inch pythons to the Rock. Even when Tanith's weapon is just as effective or more so in every other regard. Doesn't sit right with me.
DM Jelani |
I'm with Farrukh that if your unarmed strikes function as manufactured weapons (monk and the like), they should do normal damage to objects minus hardness. They are essentially ki-hardened sledge hammers at that point. I once saw my taekwondo master put his fist on a pile of cinder blocks and have a huge man hit it with a 12 pound sledge hammer as hard as he could and all the blocks broke but his hand was fine...and that was real life. RAW explicitly treats them (monk fists) the same as metal bludgeoning weapons, which would be just about perfect for breaking up stone.
Dungeon Kobold |
Round 7: Zyrxog
Zyrxog looks down as he sees Tanith punch a hole in the basin. The fluid begins seeping out. Little dark shapes latch onto Tanith's ankles as it does so, but they're unable to get a grip and quickly strip off.
~You stupid little child. You STUPID little CHILD.~
A blast of lightning comes thundering out from his staff, straight at Carina.
~Is THIS where your righteousness LEADS YOU?!~
Make a Reflex save. You get a +2 from cover.
In addition, whether or not you saved, the lightning seeks to knock you off your feet. Trip: 1d20 + 14 ⇒ (15) + 14 = 29
The rod gives a faint hum, its red glow fading. Zyrxog glances at it and tosses it aside, allowing it to fall into the broken pool.
Round 7: Astraden is up.
Astraden Limhaare |
"Carina, are you alright?" Astraden asks slowly, seeing the alchemist's form suddenly shrink and weaken. The priestess crouches down and directs a burst of healing towards her friend.
1 round left for left, 3 rounds left for right. Dropping APs to 2/8 to Selective Channel at the bottom south corner of my square and exclude the square with the octopin in it, meaning Farrukh, Carina, and I are the only ones healed. Note also that bear's endurance just lapsed, meaning Carina's back down to normal HP max.
Channel positive energy (healing): 3d6 ⇒ (1, 3, 6) = 10
Round 7: Channel energy (standard action). Ebon eyes lasts 565 rounds, ebon eyes lasts 566 rounds, magic circle against law lasts 614 rounds, bull's strength lasts 3 rounds, freedom of movement lasts 639 rounds, magic circle against evil lasts 642 rounds, bull's strength lasts 40 rounds, and prayer lasts 1 round.
Carina Viera |
Reflex Save (Good Hope, Protection from Evil, Prayer, Cover): 1d20 + 9 + 2 + 2 + 1 + 2 ⇒ (13) + 9 + 2 + 2 + 1 + 2 = 29
Carina manages to avoid the worst of the lightning this time! Unfortunately, she's still knocked off her feet.
Really? REALLY?! You attack ME and not the guy who pissed you off?! What the hell?!
39 gets halved to 19 damage, then reduced to 9 thanks to Resist Energy.
She doesn't feel Tanith taking any pain. Her eyes widen when she realizes the spell connecting them is broken.
Round 7: Actions
Move Action: Stand up
Free Action: Drop Crossbow
Standard Action: Draw Pistol
At least with Astraden healing her, she's feeling somewhat better. "I'm alright for now." She grumbles as she stands up. She drops her crossbow on the floor and pulls out her pistol.
Tanith 'Kordson' Creed |
It's 20 (CL 7).
Tanith shakes the tiny sucking things off his legs and continues pummeling the stonework. Whatever the pool was it was obviously important to tentacled menace above.
"It's over Zyrog. Surrender or I smash your... pool of slime... to bits", the big man cocks back his fist to deliver one last blow.
Readied Smite-Punch (hope, haste, brawl, favor, defensively): 1d20 + 12 + 1 + 2 + 2 - 4 ⇒ (10) + 12 + 1 + 2 + 2 - 4 = 23
Damage (hope, brawl, prayer, smite, hardness): 1d8 + 7 + 4 + 2 + 2 + 2 + 3 - 8 ⇒ (2) + 7 + 4 + 2 + 2 + 2 + 3 - 8 = 14
Set to trigger if he does anything other than surrender.
Eben MacTeague |
Eben continues to slowly sway from side to side, mumbling about purple light.
Stun lasts 3 rounds. Haste lasts 1 rounds, heroism lasts 609 and 610 rounds, dancing lights lasts 1 rounds, gravity bow lasts 2 rounds, cat's grace lasts 48 rounds, good hope lasts 49 rounds, abundant ammunition lasts 3 rounds, mirror image lasts 5 rounds. Mirror image has 4 images remaining. AC is 20/16/15 w/ PFE, haste, & stunned.
Dungeon Kobold |
It's 20 (CL 7).
So it was a scroll, right?
Eben MacTeague |
Yup, it was.
Astraden Limhaare |
One that I scribed, incidentally.
Dungeon Kobold |
Round 8: Zyrxog
Zyrxog stares down balefully at Tanith. ~Your pinprick of a brain cannot even comprehend the idea of what you have cost me.~
Still, he seems to recognize that Carina was not even affected by his blast. His eyes narrow very slightly. He mutters something under his breath in a language too strange to make sense of.
~But I am not some emotional fool who leaps off balconies and ignores true threats to slaughter infants. You will be disposed of only once your friends lie dead. So tell me, Creed, MacTeague, Al'Khatel—how does it feel to be utterly helpless?~
The mind flayer appears to pause a moment, then turns and fires two more scorching rays at Astraden.
Scorching Rays: 1d20 + 14 ⇒ (20) + 14 = 341d20 + 14 ⇒ (4) + 14 = 18 Damage: 4d6 + 8d6 ⇒ (4, 5, 1, 3) + (4, 1, 4, 1, 5, 1, 2, 4) = 35
Crit?: 1d20 + 14 ⇒ (13) + 14 = 27
The badly injured priestess is struck simultaneously in the chest by two burning blasts, searing through her armor and incinerating her badly. She falls back, lying beside Farrukh.
Dungeon Kobold |
Round 8: You are up! Except those of you that are unconscious, or stunned, or planning the revolt.
So, I guess Robin's up. I'll see if I can get him back.
Eben MacTeague |
Eben contemplates how it feels to be utterly helpless.
While it's kind of irrelevant, haste ends now. (So does dancing lights, but that's even more irrelevant.
Stun lasts 2 rounds. Heroism lasts 608 and 609 rounds, gravity bow lasts 1 rounds, cat's grace lasts 47 rounds, good hope lasts 48 rounds, abundant ammunition lasts 2 rounds, mirror image lasts 4 rounds. Mirror image has 4 images remaining. AC is 20/16/15 w/ PFE, haste, & stunned.
Eben MacTeague |
KC, while Rodrigo's elemental is basically ineffective, it still might crit (and at the least can keep eating through those stoneskin points). I don't think it attacked last round because we're more or less overlooking it. Plus I don't know if Zyrxog is casting on the defensive., but if not it should have gotten an AoO for both the lightning bolt and the scorching ray. (Yes, this is desperation. "Hey, there's a 5% chance per round that we might be able to do some damage to the mind flayer!") In the interests of expediency:
lightning bolt AoO: 1d20 + 9 ⇒ (4) + 9 = 13
round 7 attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d6 + 4 ⇒ (2) + 4 = 6
scorching ray AoO: 1d20 + 9 ⇒ (1) + 9 = 10
...yeah, like I said, desperation in hoping for a crit. It could still happen!
Astraden Limhaare |
Here's hoping mind flayers aren't immune to crits, if that should ever come up.
Gritting her teeth through the burning pain, Astraden focuses on the image of Olidammara hanging around her neck. "I can't go back there yet." Even as she staggers backwards, she retains consciousness, and forces out one more burst of healing.
2 rounds left for right stun. Orc ferocity 0/1. Octopin probs hasn't been making stabilization rolls so check for those KC. Action point for another use of channel, 1/8: Channel positive energy (healing): 3d6 ⇒ (5, 4, 4) = 13 so I'm up to 2/51! This heals anyone in this room who's still damaged.
Round 8: Channel energy (standard action) and movement if I can (move action). Ebon eyes lasts 564 rounds, ebon eyes lasts 565 rounds, magic circle against law lasts 613 rounds, bull's strength lasts 2 rounds, freedom of movement lasts 638 rounds, magic circle against evil lasts 641 rounds, and bull's strength lasts 39 rounds.
Prayer is now gone.
Carina Viera |
Well, here goes nothing...
Round 8: Actions
Move Action: Move next to Astraden
Standard Action: Throw a Frost Bomb at Zyrxog
The scorching rays impacting Astraden make Carina's eyes widen in fright again. No. No. NO NOT AGAIN!
Seeing the priestess still standing gives her new resolve. She steps forward, twirling a frost bomb.
~But I am not some emotional fool who leaps off balconies and ignores true threats to slaughter infants. You will be disposed of only once your friends lie dead. So tell me, Creed, MacTeague, Al'Khatel—how does it feel to be utterly helpless?~
"You tell me--you're the one with the most experience at it right now." She snarls. Feeling Eben's speed magic & Astraden's blessings wearing off, she rears back and throws her bomb as hard as she can!
Ranged Touch Attack (Good Hope, Prayer, 2 Range Increments): 1d20 + 8 + 2 + 1 - 4 ⇒ (20) + 8 + 2 + 1 - 4 = 27 +1 if Haste is still applicable = 28
Crit Confirm? *Action Point!*: 1d20 + 8 + 2 + 1 - 4 + 1d6 ⇒ (7) + 8 + 2 + 1 - 4 + (2) = 16 +1 if Haste is still applicable = 17
Damage (Good Hope, Prayer): 3d6 + 3 + 2 + 1 ⇒ (3, 4, 3) + 3 + 2 + 1 = 16
Crit Damage (If Applicable): 1d6 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Concealment?: 1d100 ⇒ 82
Now Haste & Prayer have worn off. If my Frost Bomb hits, Zyrxog must make a DC 16 Fortitude Save or be Staggered for 1 round.
EDIT: Got the DC for my Frost Bomb wrong. It should be DC 16 instead of DC 19. Fixed it.
Dungeon Kobold |
I'm waiting on Tanith's post, unless he's in turn waiting for the reactions to Carina's and Astraden's movements (or unless he's not currently able to post, of course). Otherwise, I'd prefer to post Zyrxog's reactions and actions in one post.