hogarth |
(Note: I made an error with fire vulnerability -- I thought it was +100%, not +50%. Therefore, the giant should start at -114 hp, not -136.)
Round 7: Tialla and Elmora head for the hills. Meanwhile, Grumble throws his two axes and two more mirror images fall, leaving one image remaining. Sleepy smashes the jarl with a full attack + vital strike, using a ki point for an extra strike and using a charge of Stunning Fist for good measure. He manages to score two regular hits and a critical hit for a whopping 109 damage! (Question: How does Vital Strike interact with a critical hit? Is it doubled and then doubled again, or just x3 damage?)
The frost giant is just barely alive when he and his mount are engulfed in a holocaust of flames!! Although both manage to avoid some of the damage, the jarl is still incinerated beyond recognition. The dragon is still alive, and looking for vengeance... (192 dmg so far)
The avorals fire their final empowered magic missiles, to no avail.
Shaking the burnt corpse from his back, the dragon screams "VENGEANCE!!" and tries to fly over to the cleric. However, a mighty punch from Sleepy connects and causes the wyrm to halt in its tracks (240 dmg). Sleepy cries "SHALL NOT PASS!!" Stymied, the wyrm attacks the monk viciously. A bite, two claws, and a tail slap hit for 64 dmg.
Wow, nice round from Sleepy.
Elmora, Elven Summoner |
Elmora, Elven Summoner wrote:She cast Greater Heroism once already. Does she have a scroll or a pearl of power or something?
then she will cast greater heroism on herself.
I had it memorized twice...check my memorized spells.
1st:
O grease
OOOO true strike
O
O shield
2nd:
OO glitterdust DC22
O mirror image
O acid arrow DC22
O touch of idiocy DC21
OO web DC22
3rd:
OO haste
X flame arrow
OO protection-energy
O blink
O heightened glitterdust DC23
4th:
X greater invisibility
O Dimension Door
O Solid Fog
O stoneskin
X Enlarge Person, mass
5th
O Feeblemind
OO Baleful Polymorph
OX Hold Monster
6th
O Dispel Magic, Greater
OX Heroism, greater
OO Disintegrate
7th
O Summon Monster VII
O Reverse Gravity DC26
O Shadow Conjuration, Greater
8th
O Incendiary Cloud DC28
O Irresistible Dance DC27
X Summon Monster VIII
Quandary |
Hi, I was just checking in on your play-testing exuberance :-),
And I thought I'd mention about Vital Strike and Crits:
Any other attacks that hit as part of this full-attack action deal additional damage. Roll the damage dice for all such attacks twice, but do not multiply damage bonuses fromStrength, weapon abilities, such as flaming, or precision-based damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
So basically, Vital Strike DOESN'T interact with Criticals AT ALL (like Flaming weapons, more or less)
You should resolve Critical damage normally, and THEN add an extra amount equal to base damage with no modifiers. Yes, a Monk wrote this Feat :-) The text could really explain this more directly, but who knows what the Bull-Man has done with it by now...
Grumble Grog |
Hi, I was just checking in on your play-testing exuberance :-),
And I thought I'd mention about Vital Strike and Crits:
Beta wrote:Any other attacks that hit as part of this full-attack action deal additional damage. Roll the damage dice for all such attacks twice, but do not multiply damage bonuses fromStrength, weapon abilities, such as flaming, or precision-based damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.So basically, Vital Strike DOESN'T interact with Criticals AT ALL (like Flaming weapons, more or less)
You should resolve Critical damage normally, and THEN add an extra amount equal to base damage with no modifiers. Yes, a Monk wrote this Feat :-) The text could really explain this more directly, but who knows what the Bull-Man has done with it by now...
That's how I worked Grumble's vital strikes, I even split it out separately for criticals...all you add is the extra damage one time.
like this:
+4 Dwarven War Axe +36/+31 1d10+2d10vital+16+1d6 electrical (19-20/x3)+2d10 electrical on critical
Critical: 3d10+2d10vital+48+1d6electrical+2d10electrical
basically the vital strike dice are front-loaded and not affected by critical hits to begin with.
hogarth |
Hi, I was just checking in on your play-testing exuberance :-),
And I thought I'd mention about Vital Strike and Crits:
Beta wrote:Any other attacks that hit as part of this full-attack action deal additional damage. Roll the damage dice for all such attacks twice, but do not multiply damage bonuses fromStrength, weapon abilities, such as flaming, or precision-based damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.So basically, Vital Strike DOESN'T interact with Criticals AT ALL (like Flaming weapons, more or less)
You should resolve Critical damage normally, and THEN add an extra amount equal to base damage with no modifiers. Yes, a Monk wrote this Feat :-) The text could really explain this more directly, but who knows what the Bull-Man has done with it by now...
When in doubt, read the rules. :-P
Thanks for the clarification. At any rate, the frost giant took enough damage to die.
Black-Eyed Bartimus |
(Please let Bartimus be out of fire spells...)
Ha! Ha, I say!
...
Yeah, he's out of fire spells... But not out of tricks, yet.
Bart will move thirty feet northward and cast a Targeted Greater Dispel Magic on the White Fiend!
Copious Rolls against Dispelling: 1d20+18=37, 1d20+18=20, 1d20+18=34, 1d20+18=36, 1d20+18=28
"Hey, you pretty flying HORSE! I got you a nice pointy stick over here! Come and get it!"
Elmora, Elven Summoner |
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight.
A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
Panicked
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.
Frightful Presence (Ex)
A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
How many HD does this white dragon have? 18 HD right? so none of us would be affected by it...am I correct?
Wait was this from the Dazzling Display or the Frightful Presence?
hogarth |
14 rounds, starting in round 4 (I took the average instead of rolling, if it's O.K.).
Round 8 (part 1):
Bartimus dispels the last mirror image of the "overgrown flying horse" and Sleepy takes the opportunity to pummel it again, hitting it twice for 53 damage. The avorals zoom up and cast lightning bolts. One manages to penetrate the dragon's SR and catches it full in the snout (rolled a 1 on the save...) for 29 damage. (332 damage total, 5 hp left)
Seeing the dragon is in such sorry shape, Grumble tosses his throwing axe and sends the dragon's soul screaming into the Abyss.
Congratulations, folks! You beat the snot out of 'em. WITH A BUNCH OF *&$^#*&#& FIRE SPELLS!! ;-)
Elmora, Elven Summoner |
Elmora realizes the path of the summoner isn't all it's cracked up to be and casts a wish spell to re-spec into an universalist! LOL
A special thanks to Hogarth for running the final playtest of Beta!
HUP
HUP
HUZZAH!!!
HUP
HUP
HUZZAH!!!
HUP
HUP
HUZZAH!!!
apologies if I seemed a pain in the arse! LoL
EDIT: Also a big thanks to Sleepy for running the Level 9 and 15 playtests!
hogarth |
Stats for frost giant jarl:
Frost Giant Jarl, 8th-Level Blackguard
Size/Type: Large Giant (Cold)
Hit Dice: 14d8+84 plus 8d10+48 (231 hp)
Initiative: +5
Speed: 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.
AC: 29 (-1 size, +1 Dex, +9 natural, +10 +2 full plate armor), touch 10, flat-footed 28
BAB/CMB: +18/+30
Attack: +2 frost greataxe +30 melee (3d6+18/×3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11)
Full: +2 frost greataxe +30/+25/+20/+15 melee (3d6+18/×3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11)
Space: 10 ft./10 ft.
SA: Rock throwing, smite good, sneak attack +2d6
SQ: Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, low-light vision, poison use, resistance to fire 10, rock catching, vulnerability to fire
Saves: Fort +25, Ref +13, Will +13
Abilities: Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18
Skills: (28+16 pts)
+17 Climb 8 ranks, -5 acp, +11 str, +3 class
+2 Stealth 7 ranks, -5 acp, +1 dex, -4 size, +3 class
+13 Acrobatics 14 ranks, -5 acp, +1 dex, +3 class
+4 Knowledge (religion) 1 rank, +3 class
+11 Ride 12 ranks, -5 acp, +1 dex, +3 class
+5 Perception 2 ranks, +3 class
Feats: Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw
Rock Throwing (Ex)
The range increment is 120 feet for a frost giant’s thrown rocks.
Aura of Despair (Su)
This jarl radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
Aura of Evil (Ex)
This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.
Command Undead (Su)
This jarl can command and rebuke undead as a 6th-level cleric.
Dark Blessing (Su)
This jarl applies his Charisma modifier as a bonus on all saving throws.
Detect Good (Sp)
At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use
Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Smite Good (Su)
Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8 points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level)
1st--corrupt weapon (x2), cure light wounds; 2nd--bull's strength.
Possessions
+2 frost greataxe, +2 full plate armor, cloak of Charisma +2, ring of minor energy resistance (fire), 2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.)
Weight
2800 lbs + armor + weapon
Stats for dragon:
Type: Dragon (Cold)
Age Size HD Str Dex Con Int Wis Cha
Very old H 27d12+162 (337) 31 10 23 14 15 14
BAB/CMB: +27/+39
Saves (F/R/W): +21 +15 +17
Breath Weapon: 9d6 (29)
Frightful Presence DC: 25
Age Speed Initiative AC Special Abilities Caster Level SR
Very old 60 ft., burrow 30 ft.,
fly 200 ft. (poor), swim 60 ft. +0 34 (-2 size, +26 natural), touch 8, flat-footed 34 DR 15/magic 7th 23
Size Reach
Huge 15 ft./10 ft. (15 ft. with bite)
Full Attack: Bite 2 Claws 2 Wings Tail Slap Crush
bite +35 (2d8+10), 2 claws +34 (2d6+5), 2 wings +33 (1d8+5), 1 tail slap +33 (2d6+15) or crush (2d8+15)
Breath Weapon (Su)
A white dragon has one type of breath weapon, a cone of cold.
Icewalking (Ex)
This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Freezing Fog (Sp)
An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Other Spell-Like Abilities
3/day—fog cloud (juvenile or older), gust of wind (adult or older)
Skills (8 maxed out skills):
+22 Fly 27 ranks, +3 class, -8 clumsy
+27 Acrobatics 27 ranks
+29 Spellcraft 27 ranks, +2 int
+42 Intimidate 27 ranks, +3 class, +2 cha, +10 str
+22 Stealth 27 ranks, +3 class, -8 size
+32 Perception 27 ranks, +3 class, +2 wis
+18 Diplomacy 13 ranks, +3 class, +2 cha
+17 Sense Motive 12 ranks, +3 class, +2 wis
+14 Knowledge (any 3) 9 ranks, +3 class, +2 int
Feats (10 total):
lvl 1 Weapon Focus (claw)
lvl 3 Multiattack
lvl 6 Power Attack
lvl 9 Dazzling Display
lvl 12 Intimidating Prowess
lvl 15 Critical Focus
lvl 18 Stunning Critical
lvl 21 Combat Expertise
lvl 24 Improved Trip
lvl 27 Improved Critical (claw) --> was: Quicken Spell-Like Ability (freezing fog), but does not qualify
Spells:
0th (7 known):
1st (5 known): Shield, Mage Armor, Ray of Enfeeblement, True Strike, Protection from Good
2nd (3 known): Invisibility, Mirror Image, Glitterdust
3rd (2 known): Protection from Energy, Invisibility Sphere
Light load: 3672 lbs
I didn't change the giant's stats at all (aside from redoing his skills a bit to match the new system). If I had, I would definitely have given him Greater Sunder, for one thing.
Xaaon of Korvosa |