Daniel Stewart
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Very sorry..had to work the long weekend unexpectedly....
Using his inner Ki, Jiro once again attempts to find his quarry on a spiritual plane.
Using Trick Shot (and probably 3 KI points, he attempts to negate as much of the darkness and invisibility penalty. I will make regular attacks and you deduct the penalty that I am not able to overcome.
Attack-Ranged: 1d20 + 22 ⇒ (20) + 22 = 42
Confirm Crit: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
Attack-Ranged: 1d20 + 22 ⇒ (20) + 22 = 42
Confirm Crit: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19
Attack-Ranged: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22
Attack-Ranged: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22
Attack-Ranged: 1d20 + 12 ⇒ (20) + 12 = 32
Confirm Crit: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 10 ⇒ (4, 6) + 10 = 20
I did not add crit damage as I am not sure that they succeeded
| The Tomb |
Round 1 - The Tomb Raiders
"All these years and nothing to play with? Here's a toy to occupy yourself until you decide to come out and play." Ukyou casts a spell and a ghostly floating chain with two hooks appears in the pool. Immediately, one end of the chain swings around in a vicious loop, attempting to loop around anything in the square. Ukyou immediately withdraws from the room.
//The chain tries to get to the creature, but Ukyou senses his magic was not strong enough to affect it.
(Ukyou reappears, right?)
Hearing the voice, Tihn advances and, upon seeing the situation, starts casting.
Using his inner Ki, Jiro once again attempts to find his quarry on a spiritual plane.
//All but one of his arrows he hears thunking into the creature’s body.
Round 1 - The Iron Medusa
The creature, still shrouded in darkness and invisible, is silent for a small moment, then its female voice booms from a different spot: ”Black Daimyo, I command you to bring down this foe and allow your greatest servant to drop the shackles of this tomb and bring your Reign to the World. DESTROY THIS INSECT AND ALL SHALL BOW TO YOUR POWER!”
SR 24: 1d20 + 19 ⇒ (18) + 19 = 37
Damage if save: 10d6 ⇒ (6, 1, 4, 6, 2, 1, 6, 2, 1, 5) = 34
//Jiro is seized by a sharp pain that spreads through his stomach and catches his lungs. He feels them turn to dust and his heart feels cold and stiff, slowly becoming rock! Fortitude save DC 22. 190 damage if failed, 34 damage if successful.)
Status
See Invisibility on Tihn
Invisbility on Ukyou?
Summon Monster VI being cast by Tihn
Map
All of you are up! Let’s start with Akiyoshi though. If you need a perception roll to locate her square in the darkness: DC 27.
| Akiyoshi |
Perception: 1d20 + 14 ⇒ (16) + 14 = 30
Akiyoshi's head turns at the sound of the voice, his keen old ears locating and narrowing down the source of the speaker. With his sword raised high, he shouts a battle cry and moves his spry old bones in a charge, bringing down his flaming sword upon the source of the sound.
*Activate Smite Evil*
Charge/PAd20+26-4+2+7[/dice: 1d1d8 + 14 + 12 + 14 ⇒ (5) + 14 + 12 + 14 = 45
+14 Damage if it is an evil outsider.
Miss Chance: 1d100 ⇒ 82
If she is truely invisible. If she is just concealed by darkness, the light from my sword should reveal her when I get there.
| The Tomb |
She's on top of a pool. Do you have a way to get to her? I remember you had one before, but I'm not sure it is still active.
| Akiyoshi |
Good question. I didn't realize she was standing over water. I don't have a way to get there at the moment, as the overland flight spell Tihn cast before our rest has likely expired (14 hour duration). I will have to adjust my action.
"Tihn-san, I have no way to reach her. Can you once again lend me your aid?"
Akiyoshi raises his sword to a guard position, and concentrating, invests it with holy blessings.
Casts Bless Weapon
| Tihn Tremako |
Tihn summons 1d4 + 1 ⇒ (3) + 1 = 4 salt mephits and barks a rumbling command.
Once the spell is complete, Tihn turns to Akiyoshi and casts overland flight on the noble paladin.
| Jiro Bukisaka |
Jiro will again send shaft towards the wailing woman
Attack: 1d20 + 22 ⇒ (15) + 22 = 37
Damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20
Attack: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 2d6 + 10 ⇒ (2, 5) + 10 = 17
Attack: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
Attack: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 2d6 + 10 ⇒ (3, 2) + 10 = 15
Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16
Again , if necessary, he will use his trickshot ability to hone in on the creature. Not too sure how visible she is now, so not too sure how many points I should use
| Ukyou Zashiki-warashi of Kasai |
Casting chain of perdition does cause Ukyou to reappear. Unless she can see through walls though, Ukyou is out of sight (should be in n0 after his move).
The ghostly chains summoned by Ukyou whip around the foe once again, this time managing to catch her in a snare and tangling her up in their hooks and links.
Chain of Perdition to entangle 1d20 + 21 ⇒ (20) + 21 = 41
SR if needed for Chain of Perdition 1d20 + 18 ⇒ (13) + 18 = 31
Round 2/14
Outside the room, Ukyou slips into the shadows and moves back into the entrance (to l-1 behind Jiro since that is a half move to maintain stealth). Still unable to see the foe, Ukyou listens for the sound of his chains. Thinking he hears her, Ukyou murmurs a few words and three fiery arcs fly from his paw toward the sound.
Stealth 1d20 + 36 ⇒ (17) + 36 = 53
Perception 1d20 + 28 ⇒ (7) + 28 = 35
Ranged Touch #1 1d20 + 15 ⇒ (15) + 15 = 30
Miss chance (high is good for me) 1d100 ⇒ 81
SR if needed 1d20 + 18 ⇒ (11) + 18 = 29
Damage #1 4d6 + 6d6 ⇒ (6, 5, 5, 4) + (5, 5, 3, 5, 4, 1) = 43
Ranged Touch #2 1d20 + 15 ⇒ (15) + 15 = 30
Miss chance (high is good for me) 1d100 ⇒ 36
SR if needed 1d20 + 18 ⇒ (3) + 18 = 21
Damage #2 4d6 ⇒ (3, 2, 2, 6) = 13
Ranged Touch #3 1d20 + 15 ⇒ (4) + 15 = 19
Miss chance (high is good for me) 1d100 ⇒ 36
SR if needed 1d20 + 18 ⇒ (18) + 18 = 36
Damage #3 4d6 ⇒ (6, 2, 1, 5) = 14
| The Tomb |
Round 2 - The Tomb Raiders
"Tihn-san, I have no way to reach her. Can you once again lend me your aid?"
Akiyoshi raises his sword to a guard position, and concentrating, invests it with holy blessings.
Tihn summons four salt mephits and barks a rumbling command in Terran. Once the spell is complete, Tihn turns to Akiyoshi and casts overland flight on the noble paladin.
//Tihn, it would help a lot if you would be more precise. I’m guessing you want two of them to cast glitterdust, and the remaining to use their breath weapons, right?
Save DC 14: 1d20 + 19 ⇒ (1) + 19 = 20
Save DC 14: 1d20 + 19 ⇒ (20) + 19 = 39
Breath Weapon: 1d4 ⇒ 2; Save DC 13: 1d20 + 15 ⇒ (2) + 15 = 17
Breath Weapon: 1d4 ⇒ 1; Save DC 13: 1d20 + 15 ⇒ (3) + 15 = 18
//You hear a loud curse that freezes your blood, as it seems one of the mephits has managed to blind her! She remains in the dark area and until you bring light, will remain so.
//Tihn’s spell completed, Akiyoshi’s feet leave the floor of the crypt, hovering but an inch above.
Jiro will again send shaft towards the wailing woman.
//Three thuds are followed by curses.
Ukyou, you failed the SR check in the previous round, so the Chain of Perdition can’t affect her. Also, you only roll for one spell, not per ray.
Outside the room, Ukyou slips into the shadows and moves back into the entrance. Still unable to see the foe, Ukyou listens for the sound of his chains. Thinking he hears her, Ukyou murmurs a few words and three fiery arcs fly from his paw toward the sound.
//The first arc flies true and catches the creature, despite the darkness. You hear another loud curse!
Round 2 - The Iron Medusa
You hear a splash as the creature dives in the waters of the pool...
Save DC 14: 1d20 + 19 ⇒ (4) + 19 = 23
Status
See Invisibility on Tihn
Summon Monster VI being cast by Tihn
Bless Weapon Akiyoshi
Map
All of you are up!
| Ukyou Zashiki-warashi of Kasai |
SR check on the chain only takes place if it hits her (its a bit odd that way). So no check that first time. Thanks for the heads up on the rays though. I couldn't remember and figured it was better to get them all out :)
Ukyou moves forward 20 feet and begins casting another spell. "Want to hide in the pool? Let's make it a really deep one!" Casts hungry pit (DC 22 Reflex or fall 70 feet)
Perception if needed to target her 1d20 + 28 ⇒ (2) + 28 = 30 I may be able to see her from there.
| The Tomb |
The water level in the pool starts to drop very fast.
Hmmm... Nice headache to figure out what is going to happen and in how many rounds!For this round, it has just started to go down.
| The Tomb |
Did the mephits dust her last round? Do you want me to control actions for summoned creatures?
What do you mean by dusting? I didn't see dusting on their sheets. they've used glitterdust and breath weapons. And yes, I would prefer you control the summoned creatures.
| The Tomb |
Ok, so two of them did, then the other two used breath weapon. One managed to blind her!
| Akiyoshi |
Now once again able to fly, Akiyoshi rushes forward raising his blade high. As he cannot yet see his opponent, he waits to call down his smite upon them until he sees whether the flame of his sword reveals them. If not, he instead unleashes a short, fierce, kiai.
Charge/PA: 1d20 + 26 + 2 ⇒ (8) + 26 + 2 = 36 plus an extra +7 if smitable.
Damage: 1d8 + 26 ⇒ (4) + 26 = 30 plus an extra +14 if smitable/+28 if undead, dragon, or an evil outsider.
Miss Chance if applicable: 1d100 ⇒ 16
| Tihn Tremako |
Tihn rasps out a phrase in Terran, even as he points his staff toward the melee. With another arcane phrase, part of the light from the staff pulls away and darts into the shadows, reaching the middle of the pool before the whole area bursts into light that is as bright as the midday sun. At his beckoning, the mephitis press their assault, cackling gleefully.
In response, the mephitis flock around her, flapping their wings and slashing with claws, though few strike and those that do merely jostle and distract her.
1 to J15 and aid another for Akiyoshi to hit 1d20 + 7 ⇒ (5) + 7 = 12
2 to K14 and aid another for Akiyoshi to hit 1d20 + 7 ⇒ (5) + 7 = 12
3 to M13 and aid another for Akiyoshi to hit 1d20 + 7 ⇒ (4) + 7 = 11
4 moves to L15 and aid another for Akiyoshi to hit 1d20 + 7 ⇒ (16) + 7 = 23
Akiyoshi, that means +2 flanking and +8 from aid another next round.
Daylight centered on J/K 14/15.
| The Tomb |
F DC 21: 1d20 + 2 ⇒ (2) + 2 = 4
F DC 21: 1d20 + 2 ⇒ (15) + 2 = 17
F DC 21: 1d20 + 2 ⇒ (4) + 2 = 6
F DC 21: 1d20 + 2 ⇒ (2) + 2 = 4
Sorry guys, but I missed a few steps last round.
Tihn sees the mephits at the edge of his darkvision turn to stone and drop with loud plops in the pool. With a shout, he warns the others!
You can all review your actions for this round. Also, as you post, let me know of the following.
Akiyoshi, if the creature is still underwater, do you dive to attack it?
Jiro, do you move forward to see inside the pool, as its edge would prevent you from shooting, and do you try to shoot through the water?
I hope I'm clear. Sorry again!
| The Tomb |
Yes, they did, last round.
A bright light emanates forth from the center of the pool, its rays extending in the clear water. Swimming in them, you can now see a creature looking like an old hag, but with the tail of a serpent and hair composed of multiple snakes dancing in the water.
The iron medusa and its myriad of snakes stare back at you, their sight filled with hatred. At the same moment, anguish crawls down your throat as you feel you muscles tighten, as though filled with sand!
All of you: Fortitude save DC 21 or petrified.
Jiro, you can now see her.
| Jiro Bukisaka |
Ahhh..I dont want to now..lol
Fort Save: 1d20 + 11 ⇒ (10) + 11 = 21 that was too close!
Jiro now unloads with an arrow barrage!
Attack-Ranged: 1d20 + 22 ⇒ (3) + 22 = 25
Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15
Attack-Ranged: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17
Attack-Ranged: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20
Attack-Ranged: 1d20 + 17 ⇒ (20) + 17 = 37
Confirm Crit: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15
Crit Damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
Attack-Ranged: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 2d6 + 10 ⇒ (3, 5) + 10 = 18
| The Tomb |
Sorry id I wasn't clear, but she plu ged when she got blinded. So she's under for now.
| Akiyoshi |
I'm still a bit confused as to timing. Did the Mephits etc. happen in this round or the last? Would I have had a chance to attack the creature before she dove into the water?
On a side note, Akiyoshi is not a great swimmer, particularly due to his armour; does fly work underwater, allowing him to continue moving as he sees fit?
Will Save: 1d20 + 14 ⇒ (10) + 14 = 24
| The Tomb |
Fly will allow you to move through water at half speed without a check, but everything else remains the same.
Also, Fortitude save, not Will.
| Akiyoshi |
Don't know why I read Will, but my Fort save is higher, making my roll a 28.
Akiyoshi calls down his fury upon the foul beast (Smite Evil), dives down into the water as he sees the creature dip down below the surface. As he hits the water, the flame of his sword winks out with a hiss, and only the light of the daylight spell above them allows him sight of his target. Thrusting the blade forward in a stabbing motion, he moves to run the vile creature through, all while keeping his his eyes averted, and on her body, not her face.
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Power Attack: 1d20 + 22 + 7 ⇒ (20) + 22 + 7 = 49
(Critical Auto-confirms due to my Bless Weapon spell)
20% Miss chance due to Averted Eyes: 1d100 ⇒ 61
Damage: 2d8 + 52 + 28 ⇒ (8, 8) + 52 + 28 = 96 (Good Aligned Damage)
I looked it up, and while you can decide to use your Spell Storing spell after making the attack, it takes a Swift action to do so, and I've already used mine this round to activate my Smite Evil, so I cannot unleash the Magic Missile spell I have in the blade. Too bad, as a critical is when you want to do it.
I can't remember if Medusa's are outsiders, but I'm thinking no. Correct me if I'm wrong, and add another +28 damage (14x2).
| Tihn Tremako |
I don't think regular medusas are outsiders, but this one may be special in that regard. And I'm guessing the gaze attack is a supernatural ability, which would mean it isn't affected by SR. But I think Break Enchantment would reverse it. Tihn has the spell, but just not memorized at the moment.
Regarding the mephitis... Turn 1, Tihn started to summon. Turn 2, the summon is complete; they advance and use glitterdust; and Tihn casts overland flight on Akiyoshi. Turn 3, Tihn casts daylight, mephitis advance to flank her but are turned to stone. This would be the turn that the medusa was revealed, we all made saves (or tried to), and Akiyoshi flew forward.
| The Tomb |
Regarding the gaze, you'll have to save each round. You can opt to do the following (Ukyou, you can retro and try averting your eyes. If you fail the 50 % chance though, you're stone):
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.
| Ukyou Zashiki-warashi of Kasai |
High is good for me 1d100 ⇒ 82 Thanks for the new chance at life!
Ukyou feels his blood slow and muscles tighten. The fur on his paws seems to strangely gain weight before he realizes what is happening. With a fierce jerk of his neck, he manages to pull his gaze away from the horror revealed by Tihn's spell, averting his gaze just in time.
| The Tomb |
Round 3 - The Tomb Raiders
Tihn uses his staff to cast Daylight in the center of the room.
//A bright light emanates forth from the center of the pool, its rays extending in the clear water. Swimming in them, you can now see a creature looking like an old hag, but with the tail of a serpent and hair composed of multiple snakes dancing in the water.
The iron medusa and its myriad of snakes stare back at you, their sight filled with hatred. At the same moment, anguish crawls down your throat as you feel you muscles tighten, as though filled with sand!
Upon seeing their adversary for what it is, Tihn admonishes Mikko to stay hidden in his pouch.
Jiro now unloads with an arrow barrage!
//The water serves as an impassable barrier, slowing down the projectlies to a point where the medusa has no issue dodging or batting aside.
Akiyoshi calls down his fury upon the foul beast, dives down into the water as he sees the creature dip down below the surface. As he hits the water, the flame of his sword winks out with a hiss, and only the light of the daylight spell above them allows him sight of his target. Thrusting the blade forward in a stabbing motion, he moves to run the vile creature through, all while keeping his eyes averted, and on her body, not her face.
//Despite being slowed down by the water, Akiyoshi’s blade aims true, cutting through muscle and tendons. The water around the medusa is filled with inky wisps of dark pink.
(You have +28 to damage, which I read as 2x +14 for an outsider on the first attack. I don’t see why you could add another +28. Let me know.)
Ukyou feels his blood slow and muscles tighten. The fur on his paws seems to strangely gain weight before he realizes what is happening. With a fierce jerk of his neck, he manages to pull his gaze away from the horror revealed by Tihn's spell, averting his gaze just in time. He then moves forward 20 feet and begins casting another spell. "Want to hide in the pool? Let's make it a really deep one!"
//(Ok, I missed that about the chain. So it will catch her this round instead. I had to improvise about the hungry pit at the bottom of a pool. I hope my ruling is ok.)
A deep pit appears at the bottom of the pool, but the interaction with water creates an unexpected result. The level of water quickly drops as it is engulfed in the pit, filling it, but the creature easily swims above it. In a matter of seconds, the pit fills up, the pool’s waters having dropped a mere five feet. Ukyou can’t hide his disappointment but he finally catches a glimpse of the terrible creature as his chains have finally caught on to it. (She’s entangled for this round.)
Pool is (30 x 45) x 20, contains 1350 x 20
7000 / 1350 = about five feet, so water drops five feet.
Initial rate of emptying is about 3500 cubic feet per second
So it takes less than a second for the hole to fill and the water to drop five feet
Round 3 - The Iron Medusa
The Iron Medusa is shrouded in a cloud of floating blood and a magical chain impedes her movement. Her dark eyes stare in anger at the paladin and her lips move as though condemning to eternal suffering. She lets her bow drop at the bottom of the hungry pit below her and Akiyoshi, baring her fangs and claws as the snakes on her head hiss in anger.
Entangled, Smite Good
B: 1d20 + 22 - 2 + 5 ⇒ (10) + 22 - 2 + 5 = 351d6 + 1 + 19 ⇒ (2) + 1 + 19 = 22
C: 1d20 + 22 - 2 + 5 ⇒ (1) + 22 - 2 + 5 = 261d4 + 1 + 19 ⇒ (3) + 1 + 19 = 23
C: 1d20 + 22 - 2 + 5 ⇒ (14) + 22 - 2 + 5 = 391d4 + 1 + 19 ⇒ (1) + 1 + 19 = 21
S: 1d20 + 22 - 2 + 5 ⇒ (2) + 22 - 2 + 5 = 271d4 + 1 + 19 ⇒ (2) + 1 + 19 = 22 and poison 1d3 ⇒ 3 Str, 2/6 consecutive saves, Fort DC 21.
The Iron Medusa manages to sink her teeth in his houlder as she claws at his face. Dark energies seem at work here as Akiyoshi feels his skin rip apart. Thankfully, none of the small snakes on her head found an opening! (-43 hp to Akiyoshi)
Status
See Invisibility on Tihn
Summon Monster VI being cast by Tihn
Bless Weapon Akiyoshi
Smite Evil on the Iron Medusa
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent. Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.
Map
All of you are up! (Within 30 feet: Fortitude save DC 21 or petrified.)
| Akiyoshi |
Akiyoshi calls down his fury upon the foul beast, dives down into the water as he sees the creature dip down below the surface. As he hits the water, the flame of his sword winks out with a hiss, and only the light of the daylight spell above them allows him sight of his target. Thrusting the blade forward in a stabbing motion, he moves to run the vile creature through, all while keeping his eyes averted, and on her body, not her face.
//Despite being slowed down by the water, Akiyoshi’s blade aims true, cutting through muscle and tendons. The water around the medusa is filled with inky wisps of dark pink.
(You have +28 to damage, which I read as 2x +14 for an outsider on the first attack. I don’t see why you could add another +28. Let me know.)
It was a natural twenty. He doesn't have to roll to confirm the Critical, as Bless Weapon causes all criticals to be confirmed automatically. So he rolled 2d8 instead of 1d8, got +52 to damage due to his strength and power attack instead of his usual +26, and +28 to attack an evil creature instead of his usual +14. However, if the creature is an outsider, he will get to double his smite damage (usually +14) to +28, which is then doubled due to the natural 20 to 56 damage. Damage bypasses any DR due to Smite Evil. Grand total should be 8 + 8 + 52 + 56 = 124
Though buffeted around by the moving water, and slashed and slammed by the Medusa's attack, Akiyoshi presses his attack ahead undaunted. He presses a hand to his chest, healing some of the wounds inflicted before once again going at the evil creature with point-on thrusts from his enchanted blade.
Lay on Hands: 8d6 ⇒ (1, 6, 1, 2, 5, 1, 1, 6) = 23
Attack: 1d20 + 22 + 7 ⇒ (20) + 22 + 7 = 49 Automatic hit, automatic confirmed Crit.
Damage: 2d8 + 52 + 28 ⇒ (7, 7) + 52 + 28 = 94
Attack: 1d20 + 17 + 7 ⇒ (8) + 17 + 7 = 32
Damage: 1d8 + 26 + 14 ⇒ (3) + 26 + 14 = 43
Attack: 1d20 + 12 + 7 ⇒ (8) + 12 + 7 = 27
Damage: 1d8 + 26 + 14 ⇒ (1) + 26 + 14 = 41
AC vs. Medusa: 29
Edit: Fort Save: 1d20 + 18 ⇒ (12) + 18 = 30
| The Tomb |
You're right Akiyoshi, I'll add the 28 damage (she's happy she's underwater!!!)
| The Tomb |
Round 4 - The Tomb Raiders
Though buffeted around by the moving water, and slashed and slammed by the Medusa's attack, Akiyoshi presses his attack ahead undaunted. He presses a hand to his chest, healing some of the wounds inflicted before once again going at the evil creature with point-on thrusts from his enchanted blade.
//Once more, Akiyoshi’s sword cuts deep and bubbles escape from the Iron Medusa’s mouth as the waters around you darken with blood.
His back to the struggle in the pool, Tihn again begins casting a spell to bring in more allies to the struggle. His last spell had a rumbling undertone to it, but this plea to the cosmos has a much lighter, almost musical call threaded into the arcane phrases.
Jiro attempts to get off a clear shot at the monster in the water, but for the time being, holds his attacks.
//Ukyou moves around the room to get a better position, though he’s careful not to lock gaze with her.
Round 4 - The Iron Medusa
Furious and intent on slaying the paladin, the Iron Medusa presses on.
Entangled, Smite Good
B: 1d20 + 22 - 2 + 5 ⇒ (15) + 22 - 2 + 5 = 401d6 + 1 + 19 ⇒ (4) + 1 + 19 = 24
C: 1d20 + 22 - 2 + 5 ⇒ (10) + 22 - 2 + 5 = 351d4 + 1 + 19 ⇒ (4) + 1 + 19 = 24 /2
C: 1d20 + 22 - 2 + 5 ⇒ (12) + 22 - 2 + 5 = 371d4 + 1 + 19 ⇒ (3) + 1 + 19 = 23 /2
S: 1d20 + 22 - 2 + 5 ⇒ (14) + 22 - 2 + 5 = 391d4 + 1 + 19 ⇒ (2) + 1 + 19 = 22 and poison 1d3 ⇒ 2 Str, 2/6 consecutive saves, Fort DC 21.
This time, her fury smashes through the paladin’s defense, as she lashes on to him with bite, claws and her snakes. Water protects him from the claw, somewhat, but the snakes crowning her find holes and sink their teeth and poison in his flesh. (-69 hp to Akiyoshi, fortitude save DC 21 or -2 Str.)
Status
See Invisibility on Tihn
Summon Monster VI being cast by Tihn
Bless Weapon Akiyoshi
Smite Evil on the Iron Medusa
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent. Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.
Same Map
All of you are up! (Within 30 feet: Fortitude save DC 21 or petrified.)
| Akiyoshi |
You're right Akiyoshi, I'll add the 28 damage (she's happy she's underwater!!!)
I take it then that you don't allow swords to do piercing damage on a thrust? I guess that's just such a common house rule that I take it for granted and forget sometimes that swords are listed as slashing only weapons. I think historically, more swords had sharpened points than didn't, though it is true that some swords were made only for cutting. I've done a fair bit of formal martial arts training, and I can tell you that we definitely practised a lot of thrusting techniques with the katana.
| Akiyoshi |
Save vs. Poison: 1d20 + 18 ⇒ (11) + 18 = 29
Save vs. Petrification: 1d20 + 18 ⇒ (9) + 18 = 27
Akiyoshi works to continue the pressure he has placed on the Medusa, first healing himself as before, and then continuing to stab into her chest and neck with the tip of his blade.
Lay on Hands: 8d6 ⇒ (5, 4, 2, 2, 1, 5, 1, 5) = 25
Attack 1: 1d20 + 22 + 7 ⇒ (19) + 22 + 7 = 48 Critical
Damage: 2d8 + 52 + 28 ⇒ (1, 8) + 52 + 28 = 89
Attack 2: 1d20 + 17 + 7 ⇒ (18) + 17 + 7 = 42 Critical
Damage: 2d8 + 52 + 28 ⇒ (2, 6) + 52 + 28 = 88
Attack 3: 1d20 + 12 + 7 ⇒ (5) + 12 + 7 = 24
Damage: 1d8 + 26 + 14 ⇒ (3) + 26 + 14 = 43
HP at 172/106. Still above half.
| The Tomb |
Rules are the same for her. I see your point regardless, and it could be a house-rule, the same way you could club with a spear, etc. But how to deal with this? A penalty to hit? The medusa chose to dive and fight partly for this reason.
| Akiyoshi |
Take my suggestions with a grain of salt, as I tend to be pretty free in my games in just changing rules I feel do not make sense. Most game designers have not really studied weapons or martial arts, so I just up chalk their interpretations of the rules as educated guesses, being based on second hand information, or just made to reflect game balance and simplicity. There is nothing wrong with that, but I like to add that little bit of real-ness to the game wherever I can.
As for the damage type of weapons, I usually just house rule it in my games, saying that it is just an alternate, but valid, way to use a weapon within the scope it was designed for. If the weapon is still using the same part of the weapon (i.e. the blade) then I have it just switch damage types, no penalty. It does not do both damage types like a Morning Star does both B and P, but is rather an either/or, a thrust (P) or a cut (S). A weapon like a spear could be used as a club or a staff, but since the part of the weapon used is different, I would rule it does staff damage as opposed to spear damage, and any enchantments to the spearhead would probably not apply, though the basic weapon bonus might. In that case, spears actually make very effective staves, and again in my training we were taught to use a spear as both, as well as taught to make thrusting attacks with a bo. So, I would apply no penalty there. Something like a long spear however, is not really meant to be used as a staff, and I so would apply a -4 improvised weapon penalty (or maybe less, since its not that strange an action, maybe a -2.
In the case of claws, that is a bit trickier. If a PC was asking me if they could do Piercing damage with their claws (usually B and S) I think I would say it is possible, but the only method I can envision is grabbing hold of someone and squeezing the claws into them as a part of the grip. So, I think I would say that yes they could do Piercing damage, but only within a grapple.
I have no problem if you just want to play it rules as written of course, as that is usually the safest and simplest option. I feel like we're winning this fight (so far) anyway, and will win even if I'm only doing half damage (especially with all the criticals I'm getting {plus Bless Weapon!}; I am loving the improved critical feat), so it's not a game advantage I'm looking for.
| Tihn Tremako |
As Tihn finishes casting his spell, a being shimmers into existence nearby. She is beautiful and elf-like, but clearly not of this world. Her hair looks like a silver-white lightning strike as she twists about, taking in the scene. Her eyes, an unnatural swirl of vibrant colors, lock on the melee with the paladin and the medusa even as the small wizard sings to her.
With that, the Bralani Azata casts a spell that creates 1d4 + 2 ⇒ (4) + 2 = 6 false duplicates of herself and flies at tremendous speed in an arch around the melee, coming into it on the far side of the paladin. Her scimitar flashes into readiness as she moves. Once alongside the Iron Medusa, she further assesses the situation, looking for her opportunity to strike.
Summon Monster V, Bralani Azata. They are immune to petrification and have a flight speed of 100' with perfect maneuverability, so getting to L15 to flank the medusa should be no problem.
Then, without looking, Tihn casts a minor spell to aid in the struggle, one that he knows will strike unerringly and avoid his allies. Five crimson darts of energy materialize to his arcane call, which then stream and twirl until they strike the medusa.
Magic Missile, damage 5d6 + 5 ⇒ (4, 2, 4, 1, 6) + 5 = 22