GM West |
Thanks Verdan, that looks great!!
Still working on some characters sheets, but I'm also trying to break out of this funk I've been in and get these games going again.
Any preference on where you go next? The monks or the Tower of Magic? For that matter, do I still have everyone? A roll call is in order, I think. Chime in on the adventure thread and let me know your preference as to where you wish to go next! If I don't hear from you, I'll send you a PM and if more time goes by with no word I'll probably use this opportunity to write you out and bring in another player if needed.
Thanks folks, and if there has been attrition I totally blame myself for dropping the ball for so long. But I do plan to continue on with this adventure even if I need to do some recruiting - though hopefully it won't come to that!
Morrow, Tue |
I already posted. Morrow would like to know more of what the Monks contest is about. But he's also concerned about the Tower of Magic and doesn't want to walk away from it. So as long as we can return to the Tower I'm fine with whatever we do.
Reonnyn |
Reonnyn like Morrow has already posted. He has no great preference here but checking out the Monk's offer is intriguing. We might even gain an ally against the wizard who threatened us in the Tower earlier.
GM West |
So I'm seeing that you are leaning toward checking out the monks first. If nothing changes, I'll roll with that. Probably with a post before this weekend!
I've also definitely not lost Morrow, Verdan or Reonnyn. Anyone else still out there? Zeux? Morgrym? Cona? Do any of you have a preference as to where to go next?
GM West |
Hi Morgrym, I totally understand and for myself I'm hoping to bump my rate up to every 5 or 7 days. Not sure I can promise any better than that, though on occasion I very well might be able to do so!
Delay at the moment is that I'm working on your character sheet as well as Cona's, formatting them to the style I like and going over them carefully to make sure all is in order. I sent you a PM as well. Thanks!
GM West |
Not at all Cona! The format is fine, I hope to finish going over it enough to start the combat sometime today. I also hope to post to the adventure in the next few days to get us started up again.
It's my own fault for not getting around to making your and Morgrym's character sheets 'official' any sooner than this.
Morrow, Tue |
Question about use of a metamagic rod to make spell damage non-lethal. Would that work with a Shocking Grasp cast and channeled by my weapon, using Arcane Channeling?
And how about non-damaging spells like Ray of Enfeeblement or Touch of Idiocy?
Note: Not even going to ask about Keen Edge.... :)
Cona Hamath |
I think Cona is a shield that avoids getting hit more than anything.
I wondered briefly whether skirmish damage would be allowed; figured West nor the module would stack up the odds that much against anyone who wasn't a pure fighter. You can smirksh unarmed if you have the right feats, for non-lethal damage.
GM West |
Yep, since skirmish damage (and even sneak attack damage) equals weapon damage - which in this case has been converted to nonlethal - it's allowed. Elemental type damage is not, unless converted - and if a magic user had wanted to join the battle, they would have been given a special metamagic rod to do that a limited number of times.
GM West |
You can't tumble from prone. Your choices are to fight from prone or stand up as a move action, drawing an AoO (though you can't be tripped, as that isn't allowed when you're standing up from prone.) You could technically also crawl 5' as a move action, but that draws an AoO as well, so it wouldn't really help.
Since I'm also trying to draw the spellcasters into conversation, I'm relaxing the three-day posting rule a bit to four days or even five at the most. But if my combatants post their actions quickly, I'll endeavor to post that round of combat just as soon!
GM West |
You can move your own token on the map if you'd like, but you had no choice but to be standing next to a pit making that charge attack from your previous position. If you look at the map, your charge lane was only 10' wide, and no matter which 'side' of the lane you chose you were going to be next to a pit. The only way you could have avoided it was NOT to make a charge action and instead circle around to the west and come up to the monk south of the square Morrow is currently in. But that wouldn't have allowed for you to use a charge action, much less your Leap Attack.
Again, I highly recommend my players move their own tokens on the map. If you are unable to do so for whatever reason, and you want me to know your exact path, feel free to let me know by posting something like (I move 30', following a path from my current position and going 1 square SW, then 3 squares S, then 2 squares E) or something along those lines.
GM West |
Cona correctly pointed out to me that the monk should NOT have gotten his flurry of attack blows, as he needed to move before attacking. I blame 5e rules ruining my brain...
Now, taking a look at the rolls I made and knowing that the monk would have been intent on at least putting the scout down on the ground, that first Flurry of Blows attack (a miss vs his regular AC) would have been a trip attack vs Cona's Touch AC. So that '19' would have been a successful 'hit' for a trip attack (vs Touch AC 17), and the follow up 'free' attack after the trip would still hit and knock him out.
However, Reonnyn will take no damage from that round, as the monk shouldn't have gotten that third Flurry of Blows attack that hit him.
Hope that all makes sense, and apologies for the error on my part! To let you know, I figure out all the tactics for the monks BEFORE I roll the dice and see the results - since they have so many options between Trip, Stunning Fist, and regular Unarmed Attacks. Their usual tactics when making only a standard attack is to make it a trip attack and either knock their opponent into a pit, or put him down on the ground and take that 'free' unarmed attack and get the +4 bonus to hit vs a prone opponent. I promise I'm not using 20/20 hindsight to change tactics in this case.
Morrow, Tue |
Where does the +78 points of damage come from? I want to know so I can use it!!!! :D
GM West |
I wouldn't mind another eye or two to check this out, but I did come up with +78 myself after going over the Leap Attack feat combined with a Valorous Weapon and, of course, Power Attack.
Leap Attack states:
"If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat."
So that's not double the STR damage or that of the weapon, it's ONLY the power attack 'bonus' damage - which of course is based on how much the PC penalizes himself on the attack roll.
The Valorous aspect of the weapon doubles the weapon's damage, which after doing some online looking appears to include the 'extra' damage from the Leap attack. So I came up with a couple examples I outlined below:
Morgrym's 'normal' attack bonus is +15 for a standard attack, and his 'base' damage is 2d4 +11.
If Morgrym makes a full round charge attack without any Power Attack:
+17 to hit, 4d4 +22 damage
Only his base damage of +11 is doubled due to Valorous weapon
If he charges and uses his Leap Attack (which requires a Jump check, more on this in a bit...) with his current maximum of -7/+14 Power Attack:
+10 to hit, 4d4 +78 damage
Base damage of +11, added to PA +14 doubled (+28) by Leap Attack for a total of +39. This amount is then doubled for a whopping +78 due to the Valorous weapon. Does that sound correct?
Note that a Jump check is required to use the Leap Attack feat, which also requires 10' of 'airborne' movement that of course ignores difficult terrain (or something like the pit, for instance.) Now Morgrym has a +21 modifier to his Jump skill, which is probably good enough for most circumstances when he gets a running start. Per the Jump skill description, he can leap 20' in such a circumstance without having to make a roll - since the DC is 20 and even rolling a '1' on the d20 isn't automatic failure for a skill check. A 25' jump would require a roll, with a 1-3 on the d20 resulting in a failure. He'd fall short of the intended 'square' by 5' and miss the attack.
In this instance, without a running start, a jump of 15' (two diagonal squares) is a DC of 30 (or 15 with a running start, doubled). This means that a roll of 1-8 on the d20 results in failure. Morgrym would land 5' shy of the target square and risk falling into the pit. Though I'd allow the DC 15 Reflex save I noted in the adventure thread for him to grab onto the edge of the pit - though he'd have to drop his two-handed weapon in doing so...
Reonnyn |
Also I just wanted to point out that any nonlethal damage beyond whatever KO's the target is converted to lethal damage. So that +78 extra points may actually end up killing the monk.
Just FYI...I personally think the extra damage is overkill here. While he is certainly justified in going to town here, I am not sure killing one of our prospective employers is such a good idea here, he he.
Still Morgrym it is entirely up to you.
GM West |
Also I just wanted to point out that any nonlethal damage beyond whatever KO's the target is converted to lethal damage. So that +78 extra points may actually end up killing the monk.
Yikes! Didn't realize that, but you're absolutely correct Reonnyn. Something to keep in mind, Morgrym. You can see the monk is already very badly beaten up. If you move and make a standard attack it'll do a lot less damage. And you've already rolled the attack roll, so no need to roll it again.
Cona Hamath |
In regards to the mistake on the flurry - you've also pretty consistently had the monks trying to trip Cona all combat due to his AC - I was more curious than anything. It's a tactic as players we use all the time - if a creature has a really high AC, see if you can use touch attacks'. So why shouldn't NPCs?
In regards to non-lethal, all I could find is you go unconscious when the damage exceeds your current hit points - though death by massive damage might come into it. I can find the rule alluded to by Reonnyn under Pathfinder, but not 3.5.
GM West |
Hmm... maybe that is Pathfinder only... you're right Cona, I'm not seeing that in 3.5 rules. Since I was unaware of it in the beginning anyway, we'll just let that go. Nonlethal damage remains nonlethal no matter how much damage is inflicted.
And yes, the monks have been trying to either put one person into the pit with a trip if they're barely wounded (or unwounded) or onto the ground to get the 'free' attack during the trip and the +4 on their attacks. Not to mention their opponent has to either stand from prone as a move action (drawing an AoO) or attack at a penalty and give the monk more +4 bonuses in their following round.
Cona especially they wanted on the ground after they could see what you did on the move! Morgrym has been largely overlooked thus far because they were able to trip him into the pit a couple times to focus on Cona and Morrow so they weren't overwhelmed by numbers.
Morrow, Tue |
I hadn't realized that either. Was just reading some interesting, and funny stuff too. How would you handle a non-lethal CDG? Still roll the HP and have the target roll the save to stay conscious? (If the HP aren't negative.)
Cona Hamath |
I personally wouldn't allow a CDG with non-lethal damage. The whole point of a CDG is you're deliberately going for the vulnerable spots to make sure they don't get up again. I find it unlikely to deliberately go for a weak spot with non-lethal damage and not expect there to be lethal consequences. I might allow the auto-crit, but not enforce the fortitude save that goes with it. If you want the fortitude save, you have to do lethal damage.
GM West |
Well you can't charge without jumping, as you have to leap over the pit to get the straight line. I'm not going to have you kill the guy since 3.5 apparently doesn't convert non-lethal damage past 0 HP to lethal damage like Pathfiner does.
So basically, based on your attack/damage rolls you can either:
1) Give me a Jump check (vs DC 30) to leap across the pit and do the charge attack without a power attack - which would be a +17 to hit, 4d4 +22 damage (31 to hit, 34 damage based on your earlier rolls) because of the Valorous weapon.
OR
2) No Jump check, move around the pit and make a standard attack without power attack - which would be a +15 to hit, 2d4+11 damage (29 to hit, 15 damage based on your earlier rolls)
The choice is yours! Let me know so I can conclude this round of combat one way or the other. Thanks, and I hope the family is doing well!
GM West |
Yes you can! In fact, you can use that swift action to move to the side of the pit and then 'charge' as a full round action so as not to make a Jump check at all. So your total damage is 34, which is enough to end the combat! I will post soon!!