Cуровую зиму wrote:
Cуровую can't stand toe to toe versus a Monk, and she will readily Evade all the golem's breath attacks.
See above on why wizards hate and fear monks. Even a low level monk can ruin your day badly if she gets up close and in your business. You never, ever want to be toe-to-toe with a monk that's your own level or higher.
Great saves, so throwing save-or-sucks at them is unlikely to work. Evasion against Fireballs and Lightning Bolts and such. High touch AC against your touch and ranged touch attacks. Fast move, so unless you have Fly they can run you down. (And if you do have Fly, climb fast, because they can jump.) Acrobatics so they can dance around your meat shields. They can stun you (attacking your weak Fort save) and lay other humiliating effects on you. They have CMB like a fighter so they can trip and grapple you with ease. And they tend to have feats like Step Up and Combat Reflexes that make it hard to get away.
The monk /as a whole/ is a slightly underpowered class IMO -- no spells, not quite a skill monkey, and while they can get respectable AC their damage, even with flurry, falls far behind the other melee classes at higher levels. The hodge-podge of odd talents that they get doesn't really quite compensate for their shortcomings. But if you want to kill a wizard? the monk and the barb are your go-to, can-do classes for it.
Grumblejack lumbers forward. As he raises his blade, the woman turns to him. "She had her chance. This is yours. Surrender and you'll get decent treatment and a fair trial. Continue resisting and you'll perish alongside these creatures."
Grumblejack hesitates a moment... then shakes his head. "Been there, done that. Smash!" He swings again. 1d20 ⇒ 2 No. The ogre roars in frustration as the woman easily evades his attack.
She is Archon-Blooded. That would give her resistance to acid, cold and electricity, but not fire. However, her strange bronze skin suggests that she *might* have something else going on -- the Angelic Flesh feat, for instance.
Knowledge checks give you information about creature categories, but not about specific feats that an individual creature might have. So you can't tell if she has this feat (or something similar). However, I would say Knowledge [planes] would at least let you be aware of the existence of such things.
So, TLDR: her skin suggests she might have fire resistance, but you're not sure.
Cуровую зиму wrote:
No. (Also, don't roll checks until you know you'll need them.) Standing up is a move action that always provokes an AoO. So, you're just going to have to eat that attack. This is why knocking someone down and then standing adjacent is one of the nastier anti-spellcaster tactics.
However, you have two things going for you. One, you still have three Mirror Images left. So, there's a 3/4 chance her AoO will just pop one of your mirrors instead of doing damage to you. Two, even if she hits you, it still won't disrupt your casting, because she'd be hitting you during your move action, before you start to cast. So you stand up, eat the AoO, and then are free to cast.
UNLESS! She has Combat Reflexes. In which case, she would get a second AoO against you for casting. (And no, there is no way to tell from looking at her whether she has that particular feat.)
So your objectively best option is to (1) stand up and take the AoO, and then (2a) either just cast (and hope that either she doesn't have Combat Reflexes, or if she does that her second AoO hits one of your mirrors), or (2b) cast defensively -- but then I'll need to see a new concentration roll for that, please.
-- That's my neutral assessment -- it's what I'd tell you if I were another player. If the other players have anything to add or correct, please pitch in.
Okay, the Judge is casting Enlarge Person on Edmin. Still in Round Two, with Judge, Jax, Dren, orrery-thing, Ragnar, golem, blue robe woman, Xen, Edmin, Zimu, Grumblejack.
Waiting on Jax. Zimu, although you're far down in initiative order, you're in a different room so you can act.
Judge Tohram Quasangi wrote:
It has a 20' move, so if it runs (3x move, lose Dex bonus, can do nothing else) then it can sort of snowboard itself down the stairs and flop into the room. It's still not adjacent to her, but it's just 5' away and can attack next turn.
The blue-robed woman speaks calmly. "You killed the Magister. Honestly, I can't say he'll be missed. But you killed Father Dunnigan too, didn't you? You're an evil thing.
"Well, you had every change to surrender. Now I'm allowed to crush your windpipe under my heel. And, yes, I'm allowed to enjoy it."
The blue-robed woman looks annoyed. "Tch. Well, you've certainly asked for it." She takes on an odd, birdlike stance, perching on one leg, arms held out to one side. Then she hops forward and begins kicking.
1d20 ⇒ 4 <-- miss
You take a total of 1d8 + 2 ⇒ (1) + 2 = 3 of damage, and you still have three images left.
Okay, so now Round Two. Dren and Edmin are blinded and stunned for 1d4 rounds each, and then stunned for one round. So let's see when they snap out of it.
Dren: 1d4 ⇒ 4 <-- Ouch. Dren is blinded and stunned until Round Four, and then stunned on Round Five.
Edmin: 1d4 ⇒ 1 <-- Edmin is no longer blinded! He is still stunned this round, though, which is still pretty painful. (Drops everything held, can't take actions, takes a –2 penalty to AC, and loses Dexterity bonus to AC.) You can't act or talk, but you are aware of what's going on around you.
Xen elbows past Jax and fiddles with the chest for a moment. "There's probably runes inscribed in the metal, and if we can... yes, here."
OOOO EEEEEEEEEEEEEEEEEEEEEEE OOOO EEEEEEEEEEEEEEEEEEE OOOO EEEEEEEEEEEEEEEEEeeeeeeeeee ooo... The sound gradually fades to silence.
Bringing the discussion of Protection from Evil over from the main thread: this is a survival from earlier editions that never quite got fixed in 3.x. The real kicker isn't the "summoned evil monsters can't touch you" -- that's annoying, but very situational. No, it's the complete immunity to mental control by evil creatures (and a free second save, at a whopping +4, if you're already under mental control). Immunity means that the low level wizard can walk through a room full of advanced succubi throwing DC 25 Dominates while whistling a happy tune. That's a bit annoying.
Judge Tohram Quasangi wrote:
I do not see anything that really clarifies this issue. On one side, it makes the spell uber-powerful. A level 1 wizard can cast Protection from Evil and then just stand there and be unable to be attacked by even a powerful Pit Fiend or something.
Well, a Pit Fiend would be conjured, not summoned. And monsters could still attack the wizard indirectly, with SLAs and such. But, yes, it's situationally pretty powerful.
It says Will negates (harmless), which suggests that you can get a save against having it cast on you. Giving summoned creatures a save to ignore it would nerf it considerably, so I'm pretty sure that's not what's intended. (Though we can FAQ it if you like.)
That leaves Ragnar and Xen this round. I think Ragnar would instinctively rush in to help Edmin. He'll try to jump up in order to bite the thing: 1d20 + 6 ⇒ (19) + 6 = 25 Okay, successful jump check. Does he hit? 1d20 + 6 ⇒ (4) + 6 = 10 No.
Waiting on Xen, then we'll move to Round Two.
Dren of the Dark Tapestry wrote:
Whoops, you are precisely correct. Looks like the Judge wasted a summons there. (Unless the croc has SR, which I'm pretty sure it doesn't.)
[Edit: you can't make a Spellcraft check when you're blind and stunned.]
On its turn the creature... does nothing? No, it bobs up and down in the air, chiming and whirring and spinning and glowing. It's doing something...
1d20 ⇒ 10
DC 19 Spellcraft check:
The roll above was its concentration check for casting on the defensive. The spellcraft DC is +2 because you've never seen a creature like this before... anyway, it's casting a spell to increase the force of its personality. Basically, it's boosting its Cha with something equivalent to Eagle's Splendor. So, it's not even attacking you this round. It's just floating there buffing itself.
I would cry shenanigans on this, but I see that the crocodile is a Large creature, albeit one without reach. So, I guess I'll allow it. I guess fiendish crocodiles have a touch of velociraptor or something, allowing them to stand up on their hind legs? No tail slap, though.
Pretty sure you mean Smite Good here. Also, are you keeping track of your summons? This is your... third, fourth?
Judge Tohram Quasangi wrote:
This had me sitting at work suppressing snickers for about half a minute.
ok going to bed, but since there is a lot that can happen before I act I will act in the morning. One question can we throw dump the contents of the chest and toss it out the window?
No -- the chest is very securely locked. It was Jax's attempt to open the lock that set of the OOOOO EEEEEEEEEEEEEEEEEEEEEEEE OOOOO alarm. Also, the windows are too narrow to push the chest (or a normal sized person) through... they're basically arrow slits.
Meanwhile, init (still in Round One) is Judge, Jax, Dren, orrery-thing, Ragnar, blue robe woman, Xen, Edmin, Zimu, Grumblejack. So, waiting on the Judge and Jax.
Note that the spinning orrery-thing is Tiny in size (it's about 2 1/2 feet across) and is now floating in the air up near the ceiling, almost 10' off the ground. It can be struck by any medium-sized creature with a normal sized melee weapon, but it can't be flanked, and Ragnar won't be able to reach it without an acrobatics (jump) check.
There's also Way of the Wicked, which is the adventure path for evil characters. The first module goes from levels 1-5 if memory serves, so you could start right at the beginning of module two ("Call Forth Darkness"). However, two issues:
1) It is the EVIL campaign. If you're considering this, make sure you and your players are all down with this. The first module ("Knot of Thorns") has a nice section on the problems and challenges of running evil campaigns. Alternately, just post here and people will be happy to paraphrase it for you.
2) Call Forth Darkness is a reverse dungeon -- your evil PCs take over an abandoned dungeon complex and then have to defend it against all comers for 222 days. So, they stock it with monsters and traps, while adventuring parties try to break in, kill them, and take their stuff. It can be great fun, but also kinda challenging.
Magister Tacitus wrote:
Actually, I think drawing the scroll counted as your move action. -- Okay, your mirror images are on. That's your round.
Grumblejack roars, steps forward, and swings! 1d20 ⇒ 7 Nothing but air.
You do know that reading a scroll provokes an AoO, right? -- If you were standing up you could take a 5' step and cast. But since you're prone, you can't do that. (There's a feat, Fast Crawl, that allows this. Nobody ever takes it.)
So if you want to cast from that scroll, you have to either eat the AoO (which, if it hits, may cause spell failure), or make a successful Defensive Casting roll (DC 17 concentration check).
Okay. What if anything are you actually doing? Screaming that you surrender while hoping the golem kills or at least distracts her is of course an option.
If you don't want to take any aggressive actions, I might suggest the Total Defense FRA -- +4 to AC, but you can't do anything else. Basically, you curl up into a ball on the floor and try to make it harder for her to kick you again. (You can still talk, of course -- speech is a free action.)
Jax Naismith wrote:
The screaming thing is the chest itself -- there's some kind of spell woven into it, along the lines of a glyph of warding but more powerful. To stop it, you can either try a disable magical device roll (disable device but the DC is usually much higher) or smash the chest (may take a while unless you use magic, the chest looks pretty sturdy). The floating chiming flashing orrery-thing is not making the noise. It is, however, the source of the magical effect that just stunned and blinded Dren and Sir Edmin.
So, you can try to to do something about the chest, or you can attack the orrery-thing. Or you can do something else.
Judge Tohram Quasangi wrote:
Cy - most likely you are facing a Monk 4-7, possibly with some cleric levels or something of that sort. Monks can throw in combat maneuvers as part of their flurry of blows. They have Stunning Fist as a free feat, and level 4-7 can do 1d8 damage.
Mm, the Monk.
It's an open question which is more hated and feared by spellcasters, the Monk or the Barbarian. They both can chase you down wherever you run. The barb can kill you in a single round, which is terrifying. On the other hand, the Barb is more likely to get distracted punching it out with your front-line fighters, and the Barb's crappy Will save is a glass jaw even when raging. Monks can tumble past your meat shields or sneak up on you, have all-around excellent saves, and they can do all sorts of humiliating things to you in addition to simple damage.
Zimu, you still get to act in this round, if you want to do anything beyond cowering and yelling that you surrender. If you don't, that's fine too. Say what you're doing and then I'll run Grumblejack.
She's an aasimar! The skin, the hair, the general air of awesomeness. A different angelic bloodline from your own, but some sort of celestial for sure.
You are correct -- the golem acts! In fact, it acts before the blue-robed woman. The golem turns its expressionless icy not-face towards her. There is a creaking of ice, and then a sudden sound like a sneeze.
The blue-robed woman 1d20 ⇒ 19 moves so fast she seems to blur. Icy motes dance in the air near her, but she takes no damage at all.
Cуровую зиму wrote:
Well, it was a 30' cone. And they're blinded, not just stunned.
BTW, sorry I botted you so quickly! You're not usually around at this time, and I wanted to get the combat under way before I go to bed. (Which I'm about to do.) It's just you and Grumblejack in the lab, and you're prone next to blue-robe woman. Good luck.
Okay, that's a fail. Zimu, you are stunned -- you drop whatever is in your hands and lose your AC bonus.
The blue-robed woman almost casually does a half pirouette, 1d20 ⇒ 13hooks one long leg out behind your knees, and simply sweeps your legs out from under you. You fall to the ground.
The blue-robed woman draws back one sandaled foot and 1d20 + 5 ⇒ (10) + 5 = 15 kicks you hard in the ribs. "Whoever you are, let's make sure you're not going anywhere. Stay down, please." Zimu, you are no longer stunned. However, you take another 1d8 + 2 ⇒ (1) + 2 = 3 damage (total 6 so far, she's rolling horribly on damage) and must make another Fortitude save. If you fail this save, you will be Fatigued -- that's -2 to Strength and Dex, and you can't run or charge. Either way, you're lying prone on the ground next to the blue-robed woman.
Strange chiming, floating, glowing orrery-thing 1d20 + 9 ⇒ (9) + 9 = 18
Okay, so init order is Judge, Jax, Dren, orrery-thing, Ragnar, blue robe woman, Xen, Edmin, Zimu, Grumblejack. (Poor Grumblejack always seems to go last.) Jax, Dren and Edmin can't act this round because they're blinded and stunned. Note that we have two separate combats going on simultaneously now -- orrery-thing upstairs, blue robe woman vs. Zimu and Grumblejack only in the lab. (Oh, and the air elementals outside. Judge, just roll for them on your turn?)
Meanwhile: to speed things along, I will roll Zimu's fortitude save. 1d20 + 3 ⇒ (7) + 3 = 10
Let's roll some inits. Xen rolled a 9. For the rest of you, in alphabetical order I get
Dren 1d20 + 2 ⇒ (17) + 2 = 19
Dren, the lightshow extended to the doorway -- it was a 30' cone. Nobody mentioned shutting the door, so it got you.
If I were feeling cranky, I'd roll to see if it got Ragnar too. But, you know, Ragnar doesn't sit close to anyone but Edmin. He was 10' away from you across the room, sitting and sort of glaring at you in a brooding, hate-filled sort of way. (It's nothing personal. He's like that with everyone.)
Crimson Throne, you'd be starting in Book 2 in order to get on board with the plot -- Book 3 is about the aftermath of the plague, so you kinda need to go through the plague for it to work. (I may be biased because I like Crimson Throne.)
Note that unless you're buying the Deluxe Anniversary edition, RotRL is 3.5 not Pathfinder. Not a big deal, most of it doesn't need conversion, but FYI. Also, with that party, you'll probably have to beef up some encounters a bit -- RotRL was designed for a party of four, and predates summoners.
Okay, so Jax is fine and can roll initiative and act -- only Dren and Sir Edmin are zapped.
Meanwhile, downstairs: Zimu is arranging a body when someone taps her on the shoulder.
The woman who stands there is... striking, is the only word. She's nearly six feet tall, and her skin is an odd bronz-gold color. She doesn't look older than her twenties, but her hair is white. (It's cropped quite short.) She wears a simple blue knee-length robe with a golden sunburst on the front.
Zimu is just thinking wait, where the hell did she come from when the tall woman says, "Magister, if that's really you, please excuse me," and 1d20 ⇒ 13 punches Zimu very hard in the stomach.Zimu, you take 1d8 + 2 ⇒ (1) + 2 = 3 damage and must make a Fortitude save.
Xen, that looked like
a color spray? Except that color spray only affects small, weak creatures -- goblins and rats and commoners and such. A color spray should not be blinding adventurers as powerful as you. WTH?
Meanwhile, downstairs, Zimu is ignoring the noise and doing some artistic arrangement of bodies with Grumblejack's help. Perception checks are called for: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14 for Zimu and 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2 for Grumblejack.