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The Caryatid Column Shatter Weapons (Ex) feat reads:

Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken condition.

Question:

Does this mean that weapons can only become "broken" and will not be "destroyed"? Or, is the weapon destroyed when it reaches 0 HP.

With a hardness of 10 for non-magical, It seems like it is very likely for a party to end up with destroyed weapons very quickly, maybe after a single strike. Seems very harsh especially at the beginning of a Tier 1-2 scenario.

Thanks!


Sandslice wrote:

1. If entranced, the character is considered helpless, so the hit would be automatic. And it's 1d4 Int damage.

2. There are dozens of tendrils, so simply grappling the creeper to pull them off won't work. Only the death of the creeper or target will resolve that attack.

Thanks. Those answers make a lot of sense to me.


New GM here. A couple questions:

1. If a PC fails their Will Save following a Pollen Spray and is entranced, does the Create Yellow Musk Zombie Tenril Attack automatically hit and cause the resulting 1d3 Intelligence damage, or does it still require a successful melee strike to the PC's flatfooted AC to inflict the damage? If the attack roll is required, does a miss break the trance, because the PC would perceive an obvious threat?

2. Can other PCs physically remove the tendrils from the brain of the affected PC to prevent ongoing damage and would that action automatically break the entrancement? Or, is an Interaction Skill check still required to break the trance?