Usawoti |
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That works! As noted, it's been quite interesting so far...
EDIT: Don't know if I'm clear, here, so: I'm having fun; as long as the two of you are also having fun, we're good. :)
Still having fun, I love the mephitis! still trying to juggle all of the bonus' and adjustments, and such.
My head will eventually be clear enough to post in game!
GM Tacticslion |
Sorry.
I thought it was known and/or clearer.
First, stats, then rules.
Then I'll cover actual timing!
Speed 40 ft.,
...
Con 22,
Speed:' 30 ft. (med armor + Cinder Dance)
...
con. 12,
Relevant Rules (Ctrl+F to find "Suffocation")
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.
So, at worst, Usawoti has 24 rounds to do stuff - or 12, if he does more than one move action a round.
Inarus has 44 rounds (four minutes) - or 22 with more than one move action per round.
Though it wasn't made clear, this segment was about 240 feet long (80 feet into the depths, 80 feet the other way into the other corridor, and slightly less than 80 feet back up).
At his speed, it would only take six rounds to get to the other side (this is one reason I hadn't bothered counting - you have a lot). Usawoti's speed is a bit slower - it'd take him eight rounds.
That leaves Inarus at 38 'rounds' of air supply, or 19 if you do something other than move; Usawoti would have 16 rounds, or 8 if you do something else.
Hope that helps clarify! Sorry that I wasn't more clear.
GM Tacticslion |
So: I figure some clarification is warranted.
You've clearly nearly gotten through a second layer - it only had 150 hp, and you've dealt 136 of that. There are probably more "layers" beyond - probably a few - but none of them are as solid as the layer you've just hacked through.
What is clear is that this growth has recently been magically manipulated into growing so thick and heavily.
You could probably breath the air that's coming out at present, but it's probably sickening (except on a natural 1, in which case it's nauseating).
Also worth noting... you can't really fit through a five-by-five anymore. Squeezing rules suggest that you can't really squeeze into it, either. But! The reason I handled things the way I did, above, was to teach you about the wall beyond, as well as to allow Usawoti to get into that hole, no longer have to hold his breath, hopefully make his save, and begin helping! Maybe even shove some mephits into it to work on stuff... as it seems they are curiously unaffected by the "fixed air" (well, they're affected, but just a little drunk - this is not extreme intoxication, it's more of a mild buzz).
Either way, we'll see how this goes!
Usawoti |
I feel like Usawoti is standing behind Inaurus watching him work... so do you need Usawoti to make any saving rolls yet?
GM Tacticslion |
Okay, so... clarification time!
Inarus, you've now used up 10 additional rounds of your previously-remaining 19, leaving you with 9 rounds of actions for anything other than a single move action (or 18, if you only take move actions); it takes you six rounds to get from one side to the other. Usawoti, though it leaves you feeling sick, you didn't actually get the sickened condition - and, more importantly, you can breathe.
Simply making a 10-by-10-by-5 is enough to let Inarus squeeze in, breathe, then go back to breath-holding until more walls are crushed.
Also, I'd like you to start tracking "plant wall pieces" from now on.
The tunnels are 30-foot-across in this area, meaning that there is a diameter of six wall cubes in any direction. You've destroyed two and most of a third - you need four (two-by-two, that is 10 ft.-by-10 ft.) to let Inarus squeeze.
An outer plant-wall-cube, as you've well discovered, is 600 hp, with a hardness of 5. Anything other than a natural 1 hits.
In order to go further than 5 feet, you're going to have to start wrecking the inner walls: each has 150 hp and still maintains its hardness of 5. To let Inarus squeeze through, you're going to have to make a 10-by-10 hole, i.e., you're going to have to wreck four of them for every five additional feet of progress. Inarus is... big, it seems.
Oh, and Usawoti, I don't think you've been counting your holy damage... but you should be counting your holy damage. Yes, I wrote that correctly: it does, in fact, work against these things. That said, they also have resistance 5 to fire, and, Inarus eventually realizes, weakness to cold. Sooooo...
Also, the "inner walls" go further than you can see, but you can partially see through them - you can see 5 feet without penalty, 10 feet with a -10 penalty and partial concealment, and 15 feet with a -20 penalty and partial concealment, and 20 or more feet have total concealment. From what you can tell... there's a lot of this vegetation chocking the passageway (at least 20 feet of it). Despite the concealment, you still have line of effect to anything you can see - I don't know that it means anything, in this case, but I figured you should know.
One easy way to do this is by using the dice function.
[ dice ] (damage 1) + (damage 2) + (damage 3) + (and-so-on) [ /dice ]
Substitute the "damage" for the value they represent (for this demonstration; it's 1, 2, 3, and 4, respectively) means:
[ dice ] 1 + 2 + 3 + 4 [ /dice ]
Now, take out all the spaces, and:
1 + 2 + 3 + 4 = 10
That gives you how much damage your character deals.
Next total the number of times you hit - then multiply 5 by that number. So, in the above example, you'd have hit 4 times. 4*5 is 20 (sorry, the dice roller doesn't seem to do this one).
So, in this case, you didn't deal damage... but let's ignore that and say you did (that the numbers above somehow represent the damage you dealt after hardness): congrats! You dealt 10 damage!
[ dice = Inner Plant Wall 1 ] 150 - 10 [ / dice ]
... without the spaces becomes...
Inner Plant Wall 1, Depth 1: 150 - 10 = 140
... and voila. Now you know how much damage you've dealt to a section.
You know there are at least 4 depths of Inner Plant Wall due to visibility (20 feet, at 5 ft/depth).
That should help let things run more smoothly.
Check out the spoiler to see what you've done so far, and where you are on Outer Plant Wall 3.
GM Tacticslion |
As you decided to go back and get a breather, then return: sure, let's say it's correct.
I honestly don't know, but it doesn't matter - you'll be able to hack it down eventually, and, if you wish to employ those tactics, it'll work.
That said, because you decided to take a minute + 2 rounds of "break" and Usawoti was thus left with "free time"...
Usawoti hit 19 of 20 times; 5*19 = 50+45 = 95
Usawoti Damage: 24 + 30 + 29 + 26 + 28 + 23 + 29 + 29 + 28 + 31 + 26 + 28 + 30 + 24 + 28 + 24 + 30 + 23 + 32 - 95 = 427
That's 1 minute. I'm going to copy that.
Also, he effectively had 7/10 additional rounds of time to do stuff.
[427*(7/10)] = 298.8 ~> 299 more damage.
That's another 726 damage, total, taking the hardness into account.
At 150 hp/growth-wall, that's 4.84 walls, or 4 walls down, and 24 hp remaining on the fifth.
I'm going to allow your horde of ever-so-slightly intoxicated mephits to be literally thrown at the thing so they, too, can attack it. By judicious use of Aid Another and their magic power, they can hypothetically damage it - not much, admittedly, but still - and that'll net you any remaining 24 hp off of that fifth cube and the 54 - 16 = 38* hp off of Outer Growth Wall 3, allowing you to actually squeeze through - and, incidentally, having that horde of mephits means they can be working on ripping bits of the wall apart while you rest for a moment, too.
That is excessively generalizing, but I'm kind of handwaiving this - after showing off the mechanics - because, in the end, you're literally just hammering at a wall until it's down.
Are you guys okay with me just continuing to do the same thing as the above? That is, I will, if you're okay with this, presume you take 1 minute of work at a time, and check to see how far you get into the inner growth walls, and let Inarus squeeze into it. I'll let you know what you find, then. Sound good?
If you have other ideas, or want to handle this in some other manner, let me know.
* It had previously had 54 hit points after everyone's efforts; I counted 16 hp from your own.
Inarus |
Yeah sounds good, though when I went up, I would make sure Usawoti went up with me. He has less breath capacity so I don't want him to get caught by something coming out of the wall when I'm not there. I'm very protective of my friends.
Usawoti |
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hey, no big cheese,
edit Just read the game thread, I guess were going to have to be more thorough in our description of feathered beaked things. Now I know why rogues carry chalk, so they can draw a picture...
Inarus |
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Strangely I didnt have any writing materials on Inarus. I usually do for my characters but it seems this time, I forgot.
Inarus |
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I think its funny about the feather beaks, but I won't berrate the mephits about it since those clamped by featherbeaks...they earned their own punishment. Besides I bet these taste like chicken so we can start the barbeque later =)
And yes, I didn't get the joke till I woke up this morning.
"Be careful of what you wish for..."
Just a Mort |
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RL glutton here...I've even eaten fried grasshoppers. They tasted like potato chips!
Yes one of my secret ambitions is to go around the world, eating EVERYTHING!
Just a Mort |
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A conversation I had with my friend once...
Me:"Ok, we'll meet at the library at 12.30 and we can go over the chapter on oxidation states together. Don't come early."
I knew there was a funfair and they were selling fried quail that I intended to have for lunch(its not commonly available here). I also know my friend is squeamish. Our libaries have cafes, as long as you buy their drinks they won't kick you out.
Friend arrives early at 12.15, sees me with a paper bag, eating something(quail duh!).
Friend:What are you eating?
Me:You don't want to know.
Friend:But I want to know!
Me:Fine. But don't say I didn't warn you. It's Quail.
Friend:How could you eat something as adorable as a quail?!
Usawoti |
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mmmmmmm, quail
Tacticslion |
That is true: it is very delicious!
Also, blue lava is cool!
Stupidly dangerous, like the acid lake, and really hot, but (colloquially speaking, of course).
GM Tacticslion |
[dice= Initiative 1 ] d20+ [ /dice]
[dice= Initiative 2 ] d20+ [ /dice]
[dice= Initiative 3 ] d20+ [ /dice]
[dice= Initiative 4 ] d20+ [ /dice]
[dice= Initiative 5 ] d20+ [ /dice]
[dice= Initiative 6 ] d20+ [ /dice]
[dice= Initiative 7 ] d20+ [ /dice]
[dice= Initiative 8 ] d20+ [ /dice]
[dice= Initiative 9 ] d20+ [ /dice]
[dice= Initiative 0 ] d20+ [ /dice]
A post as a quick tool for later.
GM Tacticslion |
So, I'm not feeling all those Initiatives, so, to make this easier for everyone, please make yourselves into two different armies.
Note, as individual units, your ACR is going to be your CR (your level; yes, even you, Inarus) minus 8 (HD-8).
Thanks!
Tacticslion |
How animation should be made, but, more than that, how we should make our games, our stories, our worlds, and our rule systems (in my opinion).
:)
Tacticslion |
Inarus |
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Inarus the Dragon army:
ACR= 9 (17HD-8)
HP = 58
OM = 9
DV = 19
Morale = 4 (19 cha)
We'll figure out tactics later. Mephits need to be turned into armies too, right?
Inarus |
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Inarus army special abilities:
Fear(frightful presence?), Blindsense, Breath weapon, Damage Reduction, Immunity: Poison, Paralysis, Sleep, magic Missiles, Inspire courage(Self only, from archaeologist luck?), Darkvision, Flight, Significant Defense(Does 2/DR adamantine count or is it too low), Spell Resistance, Spellcasting,
If I count as having significant defense and spellcasting, revised stats:
ACR= 9 (17HD-8)
HP = 58
OM = 13
DV = 33
Morale = 4 (19 cha)
Tactics:
Tactics phase:Standard tactics (cos I dunno any others)
Ranged phase: Trigger breath weapon, which should trigger fear.
Melee phase: Full attack, while hovering as per hover feat, which should trigger either sandstorm/fog condition, which doesn't bother that much due to blindsense.
Workable?
Usawoti |
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crap, I forgot the naming story, It's amazing, how quickly four days can go.
Usawoti the army?
ACR= 3 (11hd-8)
HP= 13.5 (3 x 4.5)
DV = 13
OM = + 3
So what else are we putting down here?
Inarus |
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Usawoti, you get + OV and DV as per highest spell level you have.
Actually OV and DV should be 3 more, shadow demon side gives me greater teleport which is a 7th level spell...
If we're using CR to calculate then my ACR = 14-8=6
Please clarify which calculation we're using.
Usawoti |
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so DV = 16 and OM = 6?
Isn't CR equal to level or hit dice?
Inarus |
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Spellcasting: If an army’s units can use magic (from either spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army’s offensive spells has a range greater than touch, the army can make ranged attacks.
You can cast 6th level spells, right? So probably a +6.
Since they have SR, those birdies will add Spell resistance (+6 DV), so I suppose it evens out.
Not sure how my current squeeze situation will be handled, but will leave it to GM.
GM Tacticslion |
Re: greater teleport (Inarus): technically, though you gain that 7th level spell, you can't use it, so it doesn't count toward your magic-level. Otherwise, it would!
CR: if you've a definite CR number for yourself with gestalt class levels, I'd use that. If not, take your CR and either apply +2 for the partial gestalt, or your full HD (if your class and HD are the same - I was assuming it was, for you, Inarus, though I've forgotten by now).
I'm writing up the mephits.
... poor little guys. >.<
Usawoti |
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I'm totally ok with you writing up the Mephits, hopefully some of them will survive also...
So now that were doing 'armies' is it still ok for Usawoti's 'army' to hide behind Inarus' 'army' and heal it?
Inarus |
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My class and hd are not the same. Class is 12, hd 17.
Please clarify I.e if I qualify for significant defences. Upated without.
ACR= 8 (16CR-8)
HP = 52
OM = 12
DV = 22
Morale = 4 (19 cha)
I'd like all the mephits to form one army instead of seperate. Hopefully their ACR is higher so they can survive this.
GM Tacticslion |
Inarus, let's call you a CR 15 before adjustments - dragon HD is really good, but hypothetically not PC-good (although I disagree with that, I'm giving the game design credit), and you've class levels that synch well (bard, demon), so that's fine.
Otherwise, everything looks fine.
Anyway,
So now that were doing 'armies' is it still ok for Usawoti's 'army' to hide behind Inarus' 'army' and heal it?
Hypothetically, but that would do little good, over-all, and it's rather difficult to hide "behind" a dragon who is squeezed into an area too tight for it to really fit. Your best bet would likely try to be to attack them after Inarus does.
If you'd really like to do that, though, you could grant Inarus the healing part of channel energy ability (though only for healing, you take the penalties).
Inarus |
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ACR= 7 (15-8)
HP = 45
OM = 11
DV= 21
Morale = 4
Sorry if anyone was waiting for me to get the stats finalized. I can be a bit slow to pick up at times.
Usawoti |
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so to attack its d20+OM? how do we calculate damage?
Usawoti |
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just read Inarus' post in-game, wow! So I guess I should go put something...
Usawoti |
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since Usawoti has the sling and ranged spells should he take a ranged attack?
GM Tacticslion |
...
...
...
...
Also, I'm going to do this for you, as it is rather difficult to make out what, exactly, your stats are...
Also, ^this^ statement was intended as jovial, but it looks kind of snarky and upset. Sorry. I... don't know how to fix that. Basically, I'm trying to fix that by letting you know, it's meant to be read in a jovial, friendly, slightly poking-my-friends-in-the-arm tone. Oops! Sorry!
==================================
Inarus
Type Fine dragon; ACR 7
hp 45; DV 21
OM +12
Tactics standard
Resources Armor {Improved (+1)}, Weapons {Improved (+1), Ranged}
Special Blindsense, Breath Weapon, Darkvision, Fear, Flight, Healing, Inspire courage, Spellcasting, Significant Defense, Spell Resistance, Spellcasting, <Teleportation>*
Speed land 2, fly 2
Morale +4
Consumption ALOT! Dude is hungry, and that amulet makes him hungrier!
Commander himself
==================================
Usawoti
Type Fine human; ACR 3
hp 13; DV 21
OM +11
Tactics standard
Resources Armor {Improved (+2)}, Weapons {Improved (+2), Ranged}, Mounts
Special Hex {healing}, Healing, Mobility {with mount, only), Mount {Mope}, Spellcasting (+6)
Speed land 1, fly 2 {with mount, only}
Morale +0 {with Mope's bless; -1 without}
Consumption Pretty normal for a human male of his size.
Commander himself
==================================
Hope that helps! Will be referencing this, shortly...
GM Tacticslion |
Inarus (and Usawoti, if you'd like), check my math on your thing. I'm suspicious of it.
Note, I intentionally didn't count teleportation. I'm also going to go back and edit in your higher defense values and offenses and similar effects. Usawoti, you're going to want to use Mope next time, as that adds a really nice +3 to both OM and DV...
Also, if you have the notes on what Mope does for you, I'd like to know - I'll look on your sheet, shortly, just to check, but I'm mentioning here, just in case I forget.
Inarus |
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I think its fine. But again you know how much I hate maths ;)
I might qualify for this:
Inspire Courage (Bard 1): The army increases its OM by 1 and gains a +2 bonus on Morale checks against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the same battle.
But again I'm using inspire courage per se.
Also, I am not sure how the arcane strike feat would phase over(it's not directly applicable).
I do actually have healing ability, from CSW.
What are my options for my next round since I can't OM. I take it no offensive spells etc either?
GM Tacticslion |
The arcane strike is rolled up into your "Improved Weapons" ability, and you should actually have the Inspire Courage ability. Shame it doesn't help you with that really lousy roll - that would have been an awesome addition. Ah! Forgive me, you should be able to use Healing, then. Similarly, so should Usawoti.
EDIT: Updated. That said, Usawoti, dude, where's the Mope-love at?! *grumble, complain* gonna hafta search for it now^ *grumble, complain* ;P
^ UNLESS YOU DO, FIRST, HINT. ಠ_ಠ
Inarus |
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My human is traveling to work. And I'm going for lunch.