Lynn Warhaven |
Lynn's beauty fades a bit as an ugly scar crosses her face, her retaliation hits home hard.
I see, you and I have different definitions of hitting home hard. I was imagining the sucker spilling its guts on the floor and dying for that insult.
Azrael* |
Rolling poorly and these things are harder to hit than i thought.
Lynn Warhaven |
Table 7–12: Common Armor, Weapon, and
Shield Hardness and Hit Points
...
Two-handed hafted weapon Hardness:5 HP:10
...
1 Add +2 [to hardness] for each +1 enhancement bonus of magic items.
2 The hp value given is for Medium armor, weapons, and
shields. Divide by 2 for each size category of the item
smaller than Medium, or multiply it by 2 for each size
category larger than Medium.
3 Add 10 hp for each +1 enhancement bonus of magic items.
4 Varies by material; see Table 7–13: Substance Hardness
and Hit Points.
Which gives the glaive 7 hardness and 10 additional HP for being magic. If not magic it would now be destroyed.
DM Raltus |
Iron, Cold
Source: PRG:UE
HP/inch 30; Hardness 10; Cost Weapons x2 normal. Add magic enhancement +2,000 gp.
DESCRIPTION
This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.
A double weapon with one cold iron half costs 50% more than normal.
Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. A double weapon with one cold iron half costs 50% more than normal.
Lynn Warhaven |
I didn't. I also assumed the weapon is completely made from steel. Or in this case cold iron. But the table I quoted lists two handed blades (which are made completely from metal) with hardness 10 and two handed hafted weapons with hardness five. As that is the hardness also given for wood, I assume that the haft of the glaive is normally made from wood and therefore more easily damaged than a sword.
On a side note: The hardness of cold iron and normal steel is the same.
Tink_ |
I am now going to do some maths quickly.
If the Dretches smell bad enough for us to need to make saves I am sure they must smell worse or the same as rotting garbage.
The DC to smell rotting garbage is -10.
A closed door adds +5.
Distance modifiers add maybe at max another +5.
So DC 0 to smell something incredibly rotten on the other side of the door.
We should all have known something was up.
Lynn Warhaven |
Dretches, anyone entering the room must make a DC 13 Fort save or be nauseated for 1d4+1 rounds after they leave the cloud
As no one entered the room, noone should be affected. Maybe Don had something bad for breakfast.
Also the spoiler had no Skill/Save/Whatever given, but only a DC15. So I assumed: Azrael opens the door, the room is full of stinking fog, and as we know that already, Don closed the door again. I'm just waiting from Azrael to lock it again and then we can use your nice buff in the next room.
Iko_ |
Oh boy, Lynn is in there alone. I should be able to get to her with my normal movement then get two attacks, if Azrael opens the door for me.
Azrael* |
If Lynn went in then the door is open. right?. Azrael can fire three times IF the door is open AND he 5' steps into the room.
Lynn Warhaven |
As we are rules dabbling and the game hasn't moved on I could as well jump into that.
We open the door to the room west, it stinks, we close the door. Combat over.
Lynn opens a new door. This causes a surprise round, because - oops - there are new enemies. Surprise. Now everyone aware, that there are enemies would get to act in the surprise round. Aware of those enemies are Lynn, as well as Magenta and Cyan (You see what happens if you give your kids such names? They turn evil and become cultists of some demon ;)
All others are staring at the other door or at least can't see anything. As this is surprise Lynn and the cultists would get one standard action. The cultists used that to grab their weapons. Lynn did a shortened surprise charge.
DM Raltus wrote that Azrael used the time to lock the door to the west.
Now we are back in normal rounds by initiative. This would mean Tink and Magenta. Once it is Azrael's turn, he'd start in front of the western door which he locked right before (this is not reflected on the map at the moment). Therefore he is two squares away from standing in the north room to shoot at the cultists.
Additional info: Someone standing in the door is not blocking it. As long as the one is not in melee there, an ally can simply walk past.
Hope that clarifies it.
J4RH34D |
Even if he is not in the room, so long as he can draw the required lines from his square as per the cover rules he can fire.
"To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC)."
I am adding lines to the map to test, from his current position on the map, after the 5 ft step from the west door
If any of those red lines pass through cover, the opponent has cover.
If all of them pass through cover, and if all the lines from each corner pass through cover, then there is no line of effect and Azrael can't shoot.
If none of them pass through cover the opponent has no cover
Lynn Warhaven |
As you can clearly see, all lines from every corner of Azraels square pass through cover, as the door is not as wide as the square and therefore the corner you started from is at a wall. Which means there is effectively no line of effect to the enemies at all.
Lynn Warhaven |
I said 'combat end' as a simplifying element, to start with a surprise round. Because that way it works like written in the rules. If you don't have the beginning of the combat, then it is not clear, how to insert the surprise round.
As you said there is rattling at the lock it was clear that someone would try to come after us. That will for sure get interesting.
Azrael* |
As we are rules dabbling and the game hasn't moved on I could as well jump into that.
We open the door to the room west, it stinks, we close the door. Combat over.
Lynn opens a new door. This causes a surprise round, because - oops - there are new enemies. Surprise. Now everyone aware, that there are enemies would get to act in the surprise round. Aware of those enemies are Lynn, as well as Magenta and Cyan (You see what happens if you give your kids such names? They turn evil and become cultists of some demon ;)
All others are staring at the other door or at least can't see anything. As this is surprise Lynn and the cultists would get one standard action. The cultists used that to grab their weapons. Lynn did a shortened surprise charge.
DM Raltus wrote that Azrael used the time to lock the door to the west.
Now we are back in normal rounds by initiative. This would mean Tink and Magenta. Once it is Azrael's turn, he'd start in front of the western door which he locked right before (this is not reflected on the map at the moment). Therefore he is two squares away from standing in the north room to shoot at the cultists.
Additional info: Someone standing in the door is not blocking it. As long as the one is not in melee there, an ally can simply walk past.
Hope that clarifies it.
Note that Azrael 5' stepped after locking the door. So his position on the map is correct.
Lynn Warhaven |
I have missed that. With two five foot steps it is of course no problem to get within shooting distance.
Purple and red will delay till the Tiefling will open the door[/ooc]
I made some bad experiences with tieflings here. So I have to ask if you maybe forgot to make this ones life miserable by checking for nausea while standing in the stinking cloud?
Lynn Warhaven |
SteelGate slams at a dretch
[dice=Attack]1d20+8;1d8+13+1Don't forget haste guys, adds to hit and damage
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.[/ooc]
No bonus on damage.
Lynn Warhaven |
Seems like a moral dilemma
Yes. But only for Iko.
P.S.
Feel free to object if I wrongly sorted someone's Alignment under "True Practical". At least Azrael didn't have the opportunity to show so far.
Iko_ |
Well Iko isn't with Lynn and Don. So they can do as they wish. :)
And I can't post again cos it's out opponents turn cos me and Steelgate have both had our turns so waiting on el baddie.
Don Guy |
More loot
The weapon rack contains
three cold iron longswords, two cold iron shortswords, two
heavy crossbows, a composite longbow (+2 Str), a masterwork
cold iron heavy mace, two cold iron longspears, 50 cold iron
crossbow bolts, 100 cold iron arrows, a +1 longsword, 5 +1 holy
arrows, and an arrow of evil outsider slaying.
The armor dummies hold two sets of masterwork
chainmail and a +1 breastplate emblazoned with Iomedae’s
holy symbol.
The two heavy steel shields are both marked with the
holy symbol of Iomedae.
May I have the +1 Breastplate?