Bolo Orcson |
Here that came up in my game today.... We had a monk using unarmed strike against the caryatid column, which has the special ability:
Shatter Weapons (Ex) Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.
So how does this affect the monk's fists? At the time I ruled ignored the special ability against the fists of the monk, but I am still unsure about this....
Note that this is a duplicated post from the Pathfinder RPG forum...
Jeremy Becker |
I had a similar problem when I ran the scenario, with a Summoner's eidelon who was attacking them with natural attacks. Since this was a home game and not scenario play I simply houseruled it and had it take 2d4 nonlethal each attack that hit. I downgraded it so much because natural weapons do not have hardness, which I believe the designers had in mind when creating the ability.
Thod |
Here that came up in my game today.... We had a monk using unarmed strike against the caryatid column, which has the special ability:
Shatter Weapons (Ex) Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.
So how does this affect the monk's fists? At the time I ruled ignored the special ability against the fists of the monk, but I am still unsure about this....
Note that this is a duplicated post from the Pathfinder RPG forum...
I had a related issue (which didn't come up but I would like to GM this one again).
What happens if you hit it again with a broken weapon and trigger damage again.
All I managed to break was the staff of the wizard (bonded object) on his first try. He didn't dare to hit the monster again. So I didn't have to rule one way or another.
Thod
Githzilla |
What happens if you hit it again with a broken weapon and trigger damage again.All I managed to break was the staff of the wizard (bonded object) on his first try. He didn't dare to hit the monster again. So I didn't have to rule one way or another.
Thod
I believe if you do enough damage to the weapon it is destroyed. Weapons have a set amount of hit points and is destroyed if it reaches 0.
Joshua J. Frost |
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RAW says:
Hardness: Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points.
Also:
Objects that take damage equal to or greater than half their total hit points gain the broken condition.
Also:
Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
* If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
* If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
* If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
* If the item is a wand or staff, it uses up twice as many charges when used.
* If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).
I don't see anything that says, "Any weapon that takes damage in excess of its hardness is broken." If you see that in the RAW, let me know where you see it.
Githzilla |
I don't see anything...
The confusion comes from the description of the Shatter Weapons ability listed on the creature in question. It definitely says "any amount of damage in excess of their hardness gain the broken quality."
I understand the RAW, but reading the creature-specific ability it sounds like this works differently (unless it is just unfortunate wording of the ability).
Robert G. McCreary |
I would say that a monk (or any other creature using a natural weapon) does not take damage for striking a caryatid column. The ability specifically says "weapon (magical or nonmagical)," not "weapon (natural or wielded)."
Take a look at the remorhaz in the Bestiary - it specifically states that natural or unarmed strikes are subject to the remorhaz's heat ability, but not melee weapons. I would apply the same logic to the caryatid column's shatter ability.
Quentin Coldwater Venture-Agent, Netherlands—Utrecht |
Thread necro, but this might be relevant to other people who want to GM this:
Maybe I've missed it, but I don't see the Strength check required to remove the brain canister in the final encounter. I ran this tonight and someone managed to summon a giant ant to remove it, but I couldn't find the DC. The Cylinder itself has the following text:
Detaching the cylinder from the arch (with a successful
Strength check) or severing the umbilicals connecting Imrizade
to the Gate of Beyond creates a magical backlash that removes
Kubburum’s deflection bonus, making his AC 5.
But I can't find a Strength check DC anywhere. There's a Break of 25, but the scenario says Break more than once so I don't think it's a typo. The ant in question rolled a 24 and I said it was good enough because I honestly couldn't find the answer and I thought it was cool enough that an ant saved the day. Besides, the combat was pretty much decided at that point and it was just a question of mopping up the pieces.
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
I can't find it either, but looking at the very low HP and hardness of the umbilicals, it can't be a very high DC.
Taking the cylinder isn't really all that hard; the gimmick of the combat is more about discovering what's going on and getting close enough to the cylinder to do something about it. Remember how hard the girl made it for you to get there with Black Tentacles?
Quentin Coldwater Venture-Agent, Netherlands—Utrecht |
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
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The distribution of difficulty across the scenario varies a lot by tier. At low tier the caryatid columns are brutal, but the girl at the end is a cakewalk. At high tier it's quite the reverse.
IMO the scenario is at its best on low tier; horror scenarios are generally easier to pull off right when people's PCs feel fragile.
I recently came across an exception: Thralls of the Shattered God is scary even (especially) at the 8-9 tier.