Fabian Benavente |
Can anyone explain why the spell align weapon can't be used for unarmed attacks? I think that there should be an exception for classes that only fight unarmed such as monks and brawlers. Otherwise Eirik would never be able to overcome DR because he doesn't use a 'weapon'
Monks are not prohibited from using weapons. There are plenty of 'monk weapons' that allow them to use their special attacks (flurry, etc.)
That being said, a monk's unarmed attack is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
So the spell align weapon would work.
Noravia Jeggare |
Woohoo :) Noravia will cast that on Eirik then before he gets further away from her.
Before Eirik moved towards the drowning devil, Noravia spoke words filled with goodness and touched his hands. They began to glow softly with a pale blue light. "Now your hands are weapons of good. Make the most of it."
If she has to move somewhat to avoid an AoO, then she will and drag Eirik along with her
Caleb Cage |
Not even a light wound from 18/36 damage... ow...
Caleb shook when his best attack did nothing. 'Hope the others have something in reserve.'
Caleb took the opportunity to back up even further, then unleashed another blast of mental pain at it. 'C'mon...' he prayed.
intensified mind thrust I dc 17 halved: 9d6 ⇒ (6, 5, 2, 2, 2, 4, 6, 3, 4) = 34
Eirik Clausen |
OK... Half move while swimming to begin with. 25'. Move one square closer, hit the slow zone, the remaining 20' goes down to 10'. Still enough to get to melee range, the square east of the lower square the enemy occupies. And then a single strike as a standard action. The enemy might have reach but the PfE should prevent it from touching Eirik before he attacks.
Will save: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Melee, unarmed: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Tillia |
Tillia saw the monster swim in closer to attack them, the fury of its assault was stunning in its ferocity. She quickly began to swim back and open up space between her and the devil and then began to chant. Her gestures mixed an explosion and from a point behind the devil a wave of sparkling dust expanded in the water to envelope it and get in its eyes.
swim: 1d20 + 4 ⇒ (17) + 4 = 21
I swim 15 ft south and cast glitterdust behind the devil so it won't catch any of us in the effect. Dc 17 will negates the blindness, new save each round if it fails.
Also, I did a planes check on it easy recap or two back. I'll look for offensive abilities. I had a 19.
Vandomir Jarvis |
Will: 1d20 + 2 + 2 + 2 ⇒ (7) + 2 + 2 + 2 = 13 Fail
Being slowed, I can't 5' step, so when I move in this creature should get an AOO, and I won't be able to make a full round attack, ever, provided the creature uses the obvious tactic of continuing to 5' away from me since it can attack at 10'. This is going to suck, and I won't be overly effective! One failed save... DOH!
Vandomir will move up and strike the creature.
As the creature came close to him, Vandomir felt a curtain fall across him, and he found he couldn't move as well as he should in the water. Still, he knew his job, protect Tillia and the others, take the hit, and of course, try and kill the creature. He moved forward, attempting to avoid the expected attack as he approached. He brought the sword around through the water...
+1 Greatsword: 1d20 + 9 + 2 + 2 ⇒ (9) + 9 + 2 + 2 = 222d8 + 4 + 2 ⇒ (3, 8) + 4 + 2 = 17
... and the blade cut into the creature's hide.
"If it bleeds...," he quipped.
Fabian Benavente |
Turn 244 - Spell Resistant Devil
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
devil AoO on Eirik: 1d20 + 15 ⇒ (4) + 15 = 19, miss
damage: 1d8 + 5 ⇒ (7) + 5 = 12
devil will save vs Tillia DC 17: 1d20 + 11 ⇒ (16) + 11 = 27, pass
Caleb overcome devil SR 19: 1d20 + 5 ⇒ (2) + 5 = 7, fail
devil AoO on Vandomir: 1d20 + 15 ⇒ (9) + 15 = 24, hit
damage: 1d8 + 5 ⇒ (8) + 5 = 13
who bite: 1d2 ⇒ 2, Vandomir
devil bite Vandomir: 1d20 + 15 ⇒ (19) + 15 = 34, hit
damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12
devil slam 1 Eirik: 1d20 + 15 ⇒ (14) + 15 = 29, hit
damage: 1d8 + 5 ⇒ (2) + 5 = 7
devil slam 2 Vandomir: 1d20 + 15 ⇒ (11) + 15 = 26, hit
damage: 1d8 + 5 ⇒ (7) + 5 = 12
Vandomir Jarvis |
I have a 27 AC right now, so the AOO and slam 2 should miss. My AC is: 10+7(armor)+2(deflection)+3(dex)+5(natural 2 amulet and 3 manta). The +2 from Prot Evil overrides the +1 from the ring. The cloak gives +3 natural, and the amulet gives a +2 enhancement to natural. Now, if those are touch attacks, then yeah, they'll all be hitting me.
Not sure which attack was poisoning me, but if I still need to roll:
Fortitude: 1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 131d4 ⇒ 1 Fail, lose 1 STR
The creature was hurting him, but the best way to make it stop was to keep attacking.
+1 Greatsword: 1d20 + 9 + 2 + 2 ⇒ (9) + 9 + 2 + 2 = 222d8 + 4 + 2 ⇒ (1, 1) + 4 + 2 = 8
+1 Greatsword: 1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 132d8 + 4 + 2 ⇒ (8, 4) + 4 + 2 = 18
Tail Slap: 1d20 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 2 = 191d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Through the blood and the gore, he couldn't tell how much he was hurting their opponent, he hoped it was going down quicker than he was!
Fabian Benavente |
The movement penalty lists differently now? So if I could 5' last round, I could have full attacked, and not taken an AOO?
Remember that we modified the manta ray thingy because it gave you a much lower AC if used as RAW.
The manta ray cloak gives you the movement, the breathing water ability, and tail attack. Nothing more.
So what is current AC then? I still think a 26 hits...
I think you're right on the AoO for last round. You should not have taken an AoO so you got 13 hp back.
Also give me a 2nd attack with sword and tail for last round.
Anything else I missed?
Game on!
Vandomir Jarvis |
The cloak's description gives a +3 to natural armor. I thought what you adjusted was having the cloak not use any of the core polymorph rules, so it didn't adjust size, and reach and such? AC is either 24 or 27, depending how you rule on the cloak I think. As for the extra attacks last round, here you go:
+1 Greatsword: 1d20 + 4 + 2 + 2 ⇒ (13) + 4 + 2 + 2 = 212d8 + 4 + 2 ⇒ (1, 1) + 4 + 2 = 8
Tail Slap: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 321d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Tail slap Crit confirm:
Tail Slap: 1d20 + 8 + 2 + 2 ⇒ (16) + 8 + 2 + 2 = 281d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Caleb Cage |
Wishing he had some other - any other - means of attack, Caleb gritted his teeth and bore down once again on the creature.
as before: 9d6 ⇒ (3, 1, 5, 1, 2, 1, 2, 1, 1) = 17
CL: 1d20 + 7 ⇒ (16) + 7 = 23
Eirik Clausen |
Unless the enemy moved, Eirik should be one square further north... well, let's take 5' step in any case, and do a full attack with one Ki point used for extra hits...
The unearthly beast was busy enveloping the Noble in a mass of tentacles while Eirik finally made it into striking distance of the thing. Murmuring a prayer to Irori in a burst of bubbles of expelled breath, the monk launched into a frantic attack, tearing into the beast with his Ki-claws, now blessed by Noravia.
Melee, Flurry: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27 Let's use a Stunning First charge, for the funsies. DC is all of 15. Bet the tentacle monster is scared.
Melee, Flurry: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Melee, Flurry: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Melee, Flurry: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
I assume the first strike hits at least, but just in case the 20 is enough as well... Damage dice halved already, as per underwater damage rules...
Damage, Flurry, lethal: 1d4 + 1d6 + 1d4 + 1 + 1 ⇒ (4) + (2) + (3) + 1 + 1 = 11
Damage, Flurry, lethal: 1d4 + 1d6 + 1 ⇒ (1) + (3) + 1 = 5 These last two might or might not happen...
Damage, Rend, lethal: 2d3 ⇒ (1, 3) = 4
Will save: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Do you get a new Will save until you make it, or is it once per encounter? Here's one just in case, not that it changes anything... Although if it is an Enchantment effect Eirik get a bonus +2 and makes the save.
Eirik Clausen |
Movement rate penalty? Hold the horses, that talk about movement rate penalties via burden is seriously scary... if Eirik drops to medium load (or an effect that duplicates load, if it affects other things than just movement) he's going to be losing a ton of his class abilities. Now I'm REALLY hoping you get saves till you pass, and that the effect is Enchantment in nature ;^)
Fabian Benavente |
Movement rate penalty? Hold the horses, that talk about movement rate penalties via burden is seriously scary... if Eirik drops to medium load (or an effect that duplicates load, if it affects other things than just movement) he's going to be losing a ton of his class abilities. Now I'm REALLY hoping you get saves till you pass, and that the effect is Enchantment in nature ;^)
Yeah, I saw that too and cringed at what it would do to Eirik...
However, let's just say that it halves movement rate only and it still allows for a 5' step.
The save however is once per encounter so whoever failed is screwed.
The devil moved back 5' last round and his AC is 22 (SR 19).
Questions?
Game on!
Noravia Jeggare |
We are so screwed...
Fort,DC20: 1d20 + 7 ⇒ (13) + 7 = 20
Will,DC18: 1d20 + 8 ⇒ (10) + 8 = 18
swim: 1d20 + 1 ⇒ (18) + 1 = 19
Noravia was able to shake off the remainder of the poison. Gritting her teeth, she determinedly made her way towards the demon. As she moved, she infused her morningstar with the ability to become more deadly against the demon before thrusting out to attack.
+1morningstar,bane: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
damage: 1d8 + 2 + 2d6 ⇒ (4) + 2 + (4, 3) = 13
Tillia |
Tillia realized that the thing's mobility was going to be a severe problem if they wanted to take this thing down. As a consequence she decided that hindering it was the key to success. She chanted and made gestures that resembled weaving then behind the devil a mass of webbing appeared, enveloping it.
Casting web and placing it so that it won't get us but will snare the devil. DC 17.
Fabian Benavente |
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
devil fort save vs stunning fist DC 15: 1d20 + 12 ⇒ (19) + 12 = 31, pass
devil ref save vs web Dc 17: 1d20 + 10 ⇒ (15) + 10 = 25, pass
devil will save vs Caleb DC 17: 1d20 + 11 ⇒ (4) + 11 = 15, fail
who bite: 1d3 ⇒ 2, Noravia
devil bite Noravia: 1d20 + 15 ⇒ (8) + 15 = 23, hit
damage: 2d6 + 5 ⇒ (4, 5) + 5 = 14
who slam 1: 1d3 ⇒ 1, Eirik
devil slam 1 Eirik: 1d20 + 15 ⇒ (14) + 15 = 29, hit
damage: 1d8 + 5 ⇒ (6) + 5 = 11
who slam 2: 1d3 ⇒ 3, Vandomir
devil slam 2 Vandomir: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d8 + 5 ⇒ (8) + 5 = 13
Noravia Jeggare |
Noravia felt compelled to cast judgment on the devil. "Milani stands in judgment of you. I, as her vessel, will deliver said judgment."
The inquisitor once again thrust forward with her morningstar.
+1morningstar,bane,smite judgment/good: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
damage,bane: 1d8 + 2 + 2d6 ⇒ (1) + 2 + (3, 3) = 9
Sadly I don't think that hits
Eirik Clausen |
Swim: 1d20 + 1 ⇒ (7) + 1 = 8 Crap. Guess that means using a move action to take that 5' step, so only a single attack this round...
Melee, unarmed: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Struggling to catch the steadily retreating enemy, Eirik had time for only a single quick swipe at the enemy, but his claws did little but shave a few strands of slimy skin from the tip of a trailing tentacle.
Caleb Cage |
Heartened by the roar of pain, once again Caleb backed away and tried to strike down the devil, only to feel its mind simply process the information.
dc 17 half mind thrust I: 9d6 ⇒ (3, 3, 4, 1, 2, 4, 4, 2, 4) = 27 cl: 1d20 + 7 ⇒ (3) + 7 = 10
"Go Noravia!" he cheered.
Caleb Cage |
For the record, it's all cool. I knew there would be fights Caleb was bad at when I built him. Coin Shot was the backup, but underwater is cool and was telegraphed. I'm actually thinking about what to get him in case this happens again.
If it lasts another round he'll False Life and move behind it.
Vandomir Jarvis |
If his companions could keep pouring on the damage, then Vandomir could keep taking some, for the greater good. He kept attacking...
+1 Greatsword: 1d20 + 9 + 2 + 2 ⇒ (14) + 9 + 2 + 2 = 272d8 + 4 + 2 ⇒ (4, 2) + 4 + 2 = 12
+1 Greatsword: 1d20 + 4 + 2 + 2 ⇒ (15) + 4 + 2 + 2 = 232d8 + 4 + 2 ⇒ (3, 7) + 4 + 2 = 16
Tail Slap: 1d20 + 8 + 2 + 2 ⇒ (5) + 8 + 2 + 2 = 171d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
...with not much effect. He was hitting, but the combination of the water and the creature's natural resistance was daunting.
You see those two hits? They'd be devastating in other fights, but cut them in half and apply DR/5 and they are weak!
Tillia |
Action 1
Tillia was horrified at the damage this devil was doing and nearly screamed in horror when Vandomir's head was almost pulled off. She knew there was little left she could do to affect the outcome of this fight and so she tried something she didn't think that it would work but she knew if it did it could well save their lives. She chanted and gestured, then her eyes focused firmly on the devil's as she attempted to compel him to gaze only at her. She could feel the spell slip past his defenses and hoped that it would take in the brute's mind.
SR: 1d20 + 6 ⇒ (15) + 6 = 21
I cast Lock Gaze on the devil, DC 17 will negates.
Fabian Benavente |
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
Eirik STR loss: 1d4 ⇒ 1
devil will save vs Tillia DC 17: 1d20 + 11 ⇒ (5) + 11 = 16, fail
who bite: 1d3 ⇒ 3, Vandomir
devil bite Vandomir: 1d20 + 15 ⇒ (5) + 15 = 20, miss
miss if <=20: 1d100 ⇒ 69
damage: 2d6 + 5 ⇒ (3, 1) + 5 = 9
who slam 1: 1d3 ⇒ 3, Vandomir
devil slam 1 Vandomir: 1d20 + 15 ⇒ (9) + 15 = 24, hit
miss if <=20: 1d100 ⇒ 51
damage: 1d8 + 5 ⇒ (1) + 5 = 6
who slam 2: 1d3 ⇒ 1, Eirik
devil slam 2 Eirik: 1d20 + 15 ⇒ (9) + 15 = 24, hit
miss if <=20: 1d100 ⇒ 59
damage: 1d8 + 5 ⇒ (1) + 5 = 6
Eirik Clausen |
Fort save: 1d20 + 7 ⇒ (4) + 7 = 11
Swim: 1d20 + 0 ⇒ (20) + 0 = 20
More STR loss, but at least Eirik can 5' with the success of the swim check... so another Ki point for extra attacks.
Anyway... concealment... that grants Eirik +2 to hit and the enemy loses Dex bonuses to AC, right? Or does the concealment only apply to defense (dunno how that works out in RL, but...)? But just in case, let's use an action point to ensure more hits...
The battle was turning for the worse all too quickly. As the noble's limp body floated out of the abyssal beast's tentacles, Eirik forgot defense in favor for full offense - they simply had to finish off the wounded beast quickly or fall one by one to its attacks.
Taking hold of the tentacle which had just slammed into him, the monk pulled himself closer and unleashed a wild attack, calling upon the more primal teachings of the boar style of martial arts to rip into the enemy's unearthly flesh with abaddon, ripping out large chunks of meat left and right, trying to practically burrow into the creature now that Tillia's spell had it distracted.
Melee, flurry: 1d20 + 12 - 2 + 1d6 ⇒ (9) + 12 - 2 + (3) = 22 Let's use another DC 15 stun as well, because why not? Bleed for this round included here.
Melee, flurry: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
Melee, flurry: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Melee, flurry: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damage, flurry, lethal: 1d4 + 1d6 + 1d4 + 1 ⇒ (2) + (4) + (1) + 1 = 8
Damage, flurry, lethal: 1d4 + 1d6 ⇒ (1) + (3) = 4
Damage, flurry, lethal: 1d4 + 1d6 ⇒ (2) + (2) = 4
Damage, rend, lethal: 2d3 ⇒ (2, 3) = 5
Caleb Cage |
Caleb fumbled at his shape-changed cloak, drawing out the potion from earlier. He flicked through the water to Vandomir's lifeless corpse, coming up under it. "Hang on Vandomir." he whispered.
Standard draw Potion of Bear's Endurance. Move 30' to under Vandomir (I think this keeps me out of the range of the slow effect). Wish False Life did work on others... Worst case this should buy us four more rounds. Plan is to drag him back 5' and feed him the potion next round.
Tillia |
Action 1
Tillia felt relief when her spell took hold and knew there was a chance that they might survive this at least until she saw Vandomir go limp as it crushed his throat. "VANDOMIR, NOOOO," she cried out in horror. Her expression turned to one of pure hate as she glared at the monster and began to chant then told it, "Go to sleep right now and take a nice long nap."
SR: 1d20 + 6 ⇒ (13) + 6 = 19
Suggestion DC 19 to take an immediate nap.
Fabian Benavente |
Fabian Benavente wrote:What if I told you guys that about 1/4 of the next book is underwater?*Swallows pride and goes to put points to swimming and saves money for an enchanted spear...*
A peasant weapon? :)
Yeah, Aava will engage the Ravens for some help but also provide much needed regional support for Kintargo's bid for independence.
More on that as soon as you kill this devil! :)
Vandomir Jarvis |
Vandomir Jarvis wrote:You see those two hits? They'd be devastating in other fights, but cut them in half and apply DR/5 and they are weak!You should have used the 'peasant's weapon'. :)
What if I told you guys that about 1/4 of the next book is underwater?
Then let me die, because my character will suck.
Fabian Benavente |
Fabian Benavente wrote:Then let me die, because my character will suck.Vandomir Jarvis wrote:You see those two hits? They'd be devastating in other fights, but cut them in half and apply DR/5 and they are weak!You should have used the 'peasant's weapon'. :)
What if I told you guys that about 1/4 of the next book is underwater?
I'm assuming you are kidding and you really are invested in Vandomir and want to continue with the story.
If not, then let me know and we can see about arranging something.
SUGGESTION SPELL
I've been reading up on the suggestion spell that I allowed to work so well during the last fight. Maybe I shouldn't have done that but what's done is done.
However, the spell (and most GMs) draw the line on the power of the spell by gauging how 'reasonable' the suggestion is.
I'm afraid Tillia's suggestion of telling a devil that has been tasked to guard this place to 'go to sleep right now' is NOT reasonable.
I intend to recap later today.
Questions?
Game on!
Tillia |
I tend to agree truth be told, I've seen that one done a few times so it was worth a try. With permission then I'll change it to the following...
"We've gotten the point, let us leave here alive and we'll find a way to release you."
Fabian Benavente |
Turn 247 - Manta Floats Belly Up
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
Eirik STR loss: 1d4 ⇒ 2
devil fort save vs Eirik DC 15: 1d20 + 12 ⇒ (7) + 12 = 19, pass
devil will save vs Tillia DC 19: 1d20 + 12 ⇒ (18) + 12 = 30, pass
who bite: 1d2 ⇒ 1, Eirik
devil bite Eirik: 1d20 + 15 ⇒ (2) + 15 = 17, miss
miss if <=20: 1d100 ⇒ 39
damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12
who slam 1: 1d2 ⇒ 1, Eirik
devil slam 1 Eirik: 1d20 + 15 ⇒ (7) + 15 = 22, hit
miss if <=20: 1d100 ⇒ 35
damage: 1d8 + 5 ⇒ (3) + 5 = 8
who slam 2: 1d2 ⇒ 1
devil slam 2 Eirik: 1d20 + 15 ⇒ (2) + 15 = 17, miss
miss if <=20: 1d100 ⇒ 42
damage: 1d8 + 5 ⇒ (6) + 5 = 11
Noravia Jeggare |
heal: 1d20 + 11 ⇒ (1) + 11 = 12
Noravia tried to determine at a glance whether Vandomir was out of the woods. He didn't seem as lifeless as before so she turned her attention back to the devil.
The inquisitor refocuses her attention on to the devil along with her judgment. She lunges forward with her weapon hoping to end this fight before it took even more of a bad turn.
swim: 1d20 + 1 ⇒ (5) + 1 = 6
+1morningstar, smite judgment, bane: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
damage,bane: 1d8 + 2 + 2d6 ⇒ (3) + 2 + (3, 3) = 11
Argh! Unsure whether Noravia can actually get to the devil...but if she's close enough with a failed swim check then she could actually do some damage to it. Not rolling the crit confirmation in case the roll doesn't actually hit - I couldn't take the disappointment :)