Manuun
|
@ Foxy
So what does this mean for the battle. Are all up storming around the corner? Or is the Corpse up trying to attack is when we get near?
Manuun
|
"I would but... I think corpses are quite resilient against electricity I'm afraid."
Yet another reason to dislike the undead. Instead, he pulled out his crossbow and began to fire.
Why do you think so? I found no reference to this anywhere in the rules. DR does not apply to spell damage, which would make your rays quite useful in this scenario I believe, even though they do not have much base damage .
| Ohrmizd |
"I would but... I think corpses are quite resilient against electricity I'm afraid."
Heshan, undead creatures are usually resistant to cold, and not always, electricity is much more rare on them.
Actually it might be a great idea to use it because with a touch attack your odds at hitting are much higher and being energy damage, you will bypass completely the DR Ohrmizd for example is having so much trouble with.
With electricity you typically only have to be wary of demons. Even devils are approachable with it. Along with acid, is probably one of the best options for blasters.
| Ohrmizd |
No, we got very low rolls (2, 6 and 4 in the dice).
Manuun
|
Have we managed to get some intel on these guys with Knowledge (Religion)?
The rules for DR states that you see when it happens, so we know these guys have some DR. We also saw that Roryx is not affected by it. SO by now we could have a idea what it is.
And teh fact that magic is not hindered by DR as much as weapons I assumed to be general knowledge for people with an corresponding background at least.
OF courseit might still have some other resistances, which is why we only talk about generic undead features.
| Ohrmizd |
So, are we all waiting on Foxy, isn't it? Or does Roryx has to go still?
| Ohrmizd |
I found this thing about dropping stuff while you are panicked very strange, it is something I did not remember at all. I searched for it a bit more, and in fact under the fear section it is not said at all you drop stuff.
Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.
But then, indeed if you look at the panicked condition, there really is a line that says you drop stuff.
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.
It is pretty shocking they would put that in the condition but not in the fear section. And in the condition they do not explain you can act normally once you do not see the reason of your panic but they do explain it in the fear section. It is very confusing and annoying, because readying that section you would thing you have enough to understand the effect. They should just have said, "You gain the panicked condition" and added to the condition that you can act normally once you lose sight (and hearing) of any danger.
| Foxy Quickpaw |
I found this thing about dropping stuff while you are panicked very strange, it is something I did not remember at all. I searched for it a bit more, and in fact under the fear section it is not said at all you drop stuff.
SRD wrote:Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.But then, indeed if you look at the panicked condition, there really is a line that says you drop stuff.
SRD wrote: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.It is pretty shocking they would put that in the condition but not in the fear section. And in the condition they do not explain you can act normally once you do not see the reason of your panic but they do explain it in the fear section. It is very confusing and annoying, because readying that section you would thing you have enough to understand the effect. They should just have said, "You gain the panicked condition" and added to the condition that you can act normally once you lose...
I guess you got a blind spot there.
| Ohrmizd |
Grrrrrr, you are right! It is just an issue of the Spanish translation in my book! :O
Despavorido: los personajes despavoridos sufren los mismos efectos que los estremecidos, pero además huyen tan rápido como pueden de lo que les provoca el miedo. Aparte de huir del origen de su temor, la dirección que toman es aleatoria, y también huyen de cualquier otro peligro con el que se pueden llegar a topar, en lugar de enfrentarse a él. Una vez fuera del alcance visual (o auditivo) de lo que les ha causado el miedo, pueden actuar como quieran. Los personajes despavoridos que no pueden huir quedan aterrados.
Also, they trainslated path as direction, which it also has a very different consequence, grrrrl.
Manuun
|
From the posts I see only Ohrmizd (5 HP Missing) and Heshan are hurt.
Still given the fact that this might be the final battle of te adventure I suggest we heal them up. I will post opening the door, but under the assumption, that Omari healed them beforehand.
| Foxy Quickpaw |
This chamber stands in stark contrast to the craftsmanship of worked stone of the rest of the crypt—instead, here looms a vast cavern. The air is damp and cold, and moist, writhing roots hang down from the ceiling twenty feet above. Puddles of reeking fluid dot the floor, and at the far end a jagged upthrust lance of stone rises from the ground to form a steeply-sloped platform.
Standing upon the upthrust stone shelf is a towering muscular man wielding an immense axe - to all appearances, Kardswann. Kardswann chuckles with a dry, inhuman laughter and speaks with a croaking rasp that sounds nothing like you heard him last time.
"Many years have I languished in this foul place, trapped here by the wards placed by your Pactmasters. Endless decades have I endured the whispering spirits of the wholesome dead, cursing my captors, hating the world I could no longer corrupt. When the Templar came eight weeks past he walked through the walls. The red-men’s seal remained intact. But you, you have broken the seal, and my long captivity is finally at an end. But before I go, I will kill you one by one until the last of you willingly allows himself to be my slave." The genie rises from his
throne. "Which one of you, I wonder, shall that be?"
Ohrmizd: 1d20 + 2 ⇒ (16) + 2 = 18
Heshan: 1d20 + 2 ⇒ (17) + 2 = 19
Roryx: 1d20 + 4 ⇒ (16) + 4 = 20
Omari: 1d20 + 4 ⇒ (4) + 4 = 8
Kardswann: 1d20 + 7 ⇒ (15) + 7 = 22
Kardswann <--
Party
Initiative in case you want to start combat immediately.
Manuun
|
I think that was meant for the Gameplay Thread.
| Ohrmizd |
Placed Ohrmizd in the map.
What is the drone save type? Will?
Did Ohrmizd rouse worked giving him a surprise attack?
Manuun
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The axe was ANTI lawful correct?
And the thing is not immun to fire, only resistant, which is why believe its more likely a demon.
| Foxy Quickpaw |
| 1 person marked this as a favorite. |
Q:Placed on the map. Can Roryx have his longspear in hand?
A:Yes.
Q:Omari failed his confusion save. And he got nothing from a DC 18 K planes check : CR 9+
A: The DC is 5-15 + CR depending on how common the enemy is. So your statement could be correct, but it also could be off in any direction.
| Ohrmizd |
Is the confusion permanent or was it only for the first round Foxy?
| Foxy Quickpaw |
Drone (Su) The beating of a glomeray’s wings creates an irritating
distraction. All foes within 50 feet of a glomeray must make a
DC 18 Will save or be confused for as long as they remain in
the area of effect. Those who save take a –1 penalty on all attack
rolls, skill checks, and saving throws while in the area. Plugging
one’s ears allows a target to attempt an additional saving throw
against the effect at a +2 circumstance bonus. This is a mind-
affecting sonic effect.
| Ohrmizd |
So Ohrmizd can try to cover his ears for another save, got it!
Also, I do understand if we get far away or kill the creature, the confusion ceases.
| Ohrmizd |
It looks like we have been extremely lucky this round :O
| Ohrmizd |
I agree, Pathfinder really promotes dealing a lot of pain very fast if you want to have any chance of survival.
Good thing is short combats also help to move the campaign fast, so you do not stagger in combat and can actually focus on what really matters.
Manuun
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... so you do not stagger in combat and can actually focus on what really matters.
The next Combat? I must say I like a bit longer more tactical combat better, because it reduces the chances of an unexpected TPK, but it does not suit well for PbP
| Ohrmizd |
Let's see the bright side, one of us is going to survive as the new Kardswann xD
| Ohrmizd |
As a quick tactical note, Roryx, please move out of my Line of Sight. I can ignore 1 person worth of cover (Heshan), and the penalty for firing into melee. I can't do anything to avoid an invisible shot blocker between me and my target...
I guess you can shot over their heads and hit the part of the creature between 5' and 10' without cover. That's usual procedure against large creatures.
| Omari the Landless |
Okay, what's the plan here? I have a potion and I think I can get to Ohrmizd without invoking an AoO. I also have Color Spray though it may have SR. Or do we high-tail it out of here?
I don't know that we've got much of a plan.
If we run, Ohrmzid is dogfood. I doubt that Manuun will get out the room... and it doesn't look good for the rest of us. Remember we have to climb up the well to get out of here and that things flies. If we drop the gate (held up by the tripod of spears), we might be able to get up the well, but Ohrmzid is the one with the key to open (and presumably lock) the magic seal/door...
Color spray is very unlikely to work, too many HD. I doubt your electrical spells will do much - Manuun said it's energy resistant.
The problem with feeding Orhmzid a potion is a) we'd need a good roll on healing, and b) he's prone with dropped weapons = it'll probably just turn around and smack him again... although that buys Roryx another turn...
| Ohrmizd |
Just forget about Ohrmizd, his only chance is if you manage to defeat this enemy. We have piled a lot of damage on him, it cannot have much more.
As Omari says, there is little chance you can escape from something like that. You can try to survive some rounds with vanish and obscuring mist, but it will get you one after one I think.
I would just try to stun it one round with color spray or shot with the crossbow and hope for the best.
If we get lucky and he fails against color spray, burst of radiance or something similar, maybe, and just maybe, we can still won this and survive.
| Omari the Landless |
IMO, the potion for Ohrmzid is the best shot... You can go for the desperation crossbow shot/colorspray next round, because putting Ohrmzid back up might eat another round of attacks.
Yes Ohrmzid, I am proposing to make you a demon chew toy...
Manuun
|
Hmm since I miscalculated the abilty of the deman to move between the columns I am now quite boxed in. Really stupid move that one
Would it be allowed to use my Bow as a Impovised club? The goal would be to not take an AoO and also provide Roryx with sombody to flank against before going down next round.
Would that be okay and would the damage roll still be 1d6?
| Roryx |
I also assumed he would not be able to get through those pillars... Maybe it is
Squeezing: In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.
When a Large creature (which normally takes up 4 squares) squeezes into a space that’s 1 square wide, the creature’s miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.
A creature can squeeze past a creature while moving but it can’t end its movement in an occupied square.
To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.
----------
My vote also goes to give Ohrmizd a healing pot - in hindsight maybe I should have done that with Roryx's pot, but then we could both be dispatched in a single round because of very low HP...
| Ohrmizd |
There seems to be almost 10' between columns. It would take a really picky eye to rule squeezing there. That said, any little help is welcome on this situation xD
@Manuun, don't you have a longsword in your profile? I do not think you threat with improvised weapons which would mean no flanking. But the longsword would work great and you have a better chance to hit and deal some damage (lingering luck+flanking).
Looking at the current situation, and assuming the creature has only 5' reach, it looks like Heshan has better odds of reaching Ohrmizd. I still think it is better to use some magic or attack, rather than investing two rounds on bringing Ohrmizd back, and the pot might still leave him in the negatives, but the current situation makes it more workable.
Manuun
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as Ohrmizd pointed out to me offline I can draw my weapon without incurring an AOO, so forget about the improvised bow.
Also I agree Woith ohrmizd, the columns just gave it a look of blocking wihich would not really be there reality.
| Ohrmizd |
That's a pretty cool and inspiring piece of art and a very ugly and despicable critter.
Manuun
|
Cool.
@Roryx: I was under the assumption that I basically need a 19 or 20 to hit as the AC is somewere between 19 and 21, so I went for the aiding. If I would have known I roll a 20 I would of course have attacked.
| Ohrmizd |
Why the hell did I assume one would die at -10 and not a-CON hp..? I might have been thinking about a different game system :P
It is called D&D3.5 death door :)
Manuun
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@ Foxy Thanks for ransfering my attack to a real one. I assume this is the reason why you did not add my +2*2 for the luck bonus to the damage. I know its greedy, but since we die anywhy I thought I point it out.