Devargo Barvasi

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10 posts. Organized Play character for Dysfunction.


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Sovereign Court 1/5

So, questions:

The scenario starts off with the HellKnights requiring a diplomacy check to keep them from going off doing their own trail blazing.
Then at the end of the scenario, they talk about how they will not split the party to hit two targets, as breaking ranks is bad.
1. Where is the consistency with their perspectives?

By 5th level we had 3 party members that could fly, ferry everyone across/over the terrain, bypassing everything entirely.
2. Is climb checks and rope really needed?

The Barbarian in our group, literally couldn't read - yet when he charged the Orcs, the mechanics had him setting off every Rune.
3. Shouldn't this be taken into consideration? its not an onsight explosion, its when read.
4. if the intent is to be onsight, then why aren't the Orcs subjectable to setting off each of their own Runes?
5. Does this mean this is a viable PFS tactic? Can my character run around every scenario with this attack, since it was set here as a precedence?

Our party didn't save the structure, but instead tried to travel to it after the other encounter.
6. What stops a party from using make whole or mend on the pillars to then get the rubbings? Essentially, achieving both objectives.

The BBEG use of charm -
7. Why does everyone keep using this spell as a dominate or kill the whole party spell?
Its charm. meaning that target is now friends with both the party and the boss. The target does not instantly turn evil and kill everyone around them.

Sovereign Court

Pi Master wrote:

The air elemental hovering next to him turns into a whirlwind, runs along 4-5 squares, vacuums up whichever of the party members fail the save, ascends at 1/2 speed (e.g. 40'), and drops them all for 4d6+slam. And that's only for 1 small elemental.

couple key points that were neglected to be include in that summary of awesomeness:

Summon monster is a full round action.
Summon spells last 1 round per level.

for the air elemental to pick anyone up, that player needs to fail 2, that's two, reflex saves. both at a DC 12

if that same fighter is going to fail 2 saves at DC 12, then that same fighter will easily fail 1 will save dc 14 against a 1st lvl suggestion spell to jump off a cliff.
falling for 100' for 10d6 dmg.

Sovereign Court

BBEG casting a 4th level spell on a fighter isn't an original or clever argument, and it can be spun many ways:

cast hold monster on fighter - low will saves = out of combat.
Ball of lightning, and summon 4 of them in the fighter's square = death
magic jar = take over fighter's body
dominate = have fighter kill party.

that analogy is like kicking a dead horse, you really don't have to try, and you will hit it.
spells are deadly with low save bonuses.

using the game's defined dimension system, isn't even close to applied physics. its called using the rules this edition of the game is based on.

all that said, it doesn't change the fact that this needs clarification.

a magical creature uses magic and changes/alters itself into a different shape.
this isn't a new thing either.
a lot of the polymorph spells/abilities change shape and size in the spell's description, why is it so hard to think this could be any different?

I think its called 'Magic' for a reason. and it doesn't have to make sense.

Sovereign Court

Bestiary 1- Air Elemental, pg 121 wrote:


Whirlwind Whirlwind
Elemental Height Weight Save DC Height
Small 4 ft. 1 lb. 12 10–20 ft.
Medium 8 ft. 2 lbs. 14 10–30 ft.
Large 16 ft. 4 lbs. 18 10–40 ft.
Huge 32 ft. 8 lbs. 22 10–50 ft.
Greater 36 ft. 10 lbs. 23 10–60 ft.
Elder 40 ft. 12 lbs. 27 10–60 ft.

now based on these statistics, the small air elemental can be as large as:

5x20x10

which is the size of a Large creature, and easily able to trap creatures up to Medium size

Sovereign Court

I wont quote srd or any other site or older bestiary 1-3, this is from the bestiary 4:

Bestiary 4 wrote:

Whirlwind (Su) Some creatures can transform

themselves into whirlwinds and remain in that form for
up to 1 round for every 2 HD they have. If the creature has
a fly speed, it can continue to fly at that same speed while
in whirlwind form, otherwise it gains a fly speed equal
to its base land speed (average maneuverability) while in
whirlwind form.
The whirlwind is always 5 feet wide at its base, but its
height and width at the top vary from creature to creature
(minimum 10 feet high). A whirlwind's width at its peak is
always equal to half of its height. The creature controls the
exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of
opportunity, even if the creature enters the space another
creature occupies. Another creature might be caught in
the whirlwind if it touches or enters the whirlwind, or if
the whirlwind moves into or through a creature's space.
A creature in whirlwind form cannot make its normal
attacks and does not threaten the area around it.

Creatures one or more size categories smaller than
the whirlwind might take damage when caught in the
whirlwind (generally damage equal to the monster's
slam attack for a creature of its size) and may be lifted
into the air. An affected creature must succeed on a
Reflex save (DC 10 + half monster's HD + the monster's
Strength modifier) when it comes into contact with
the whirlwind or take damage as if it were hit by the
whirlwind creature's slam attack. It must also succeed
on a second Reflex save or be picked up bodily and held
suspended in the powerful winds, automatically taking
the indicated damage each round.
A creature that can fly is allowed a Reflex save each
round to escape the whirlwind. The creature still takes
damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except
to go where the whirlwind carries them or to escape the
whirlwind. Trapped creatures can otherwise act normally,
but must succeed on a concentration check (DC is + spell
level) to cast a spell. Creatures caught in the whirlwind take
a -4 penalty to Dexterity and a -2 penalty on attack rolls.
The whirlwind can have only as many creatures trapped
inside at one time as will fit inside the whirlwind's volume.
The whirlwind can eject any carried creatures whenever it
wishes as a free action, depositing them in its space.

If the whirlwind's base touches the ground, it creates
a swirling cloud of debris. This cloud is centered on the
creature and has a diameter equal to half the whirlwind's
height. The cloud obscures all vision, including darkvision,
beyond 5 feet. Creatures 5 feet away have concealment, while
those farther away have total concealment. Those caught
in the cloud of debris must succeed on a concentration
check (DC 15 + spell level) to cast a spell.

Format: whirlwind (3/day, 10-30 ft. high, id6+6
damage, DC 15); Location: Special Attacks

- - -

Reading this ability, it states that the whirlwind Must be 10' Tall, while the base is Always 5'.
it then goes on to state that the width at its peak is half its height, which means it Must be at least 5' wide.

That means that a small air elemental Has to occupy a 5x10x5 space.
bigger than Small/Medium, but smaller than Large.
--
it also states that the original creature can control the size it takes. this leads one to believe that any creature could take the size of Colossal, however, the save DC for dmg and being picked up do not change, as they are based on statistics of the original creature.
--
the ability goes on to say that once you touch the whirlwind or enter its space or it enters yours, you are caught in the whirlwind
--
it also states a creature may be dmg'd and possibly trapped within it depending on size and outcome of its saves, saves that are based on original creatures statistics.
based on the smallest form of whirlwind, Small creatures and smaller will Always need to make these saves.
--
finally, the whirlwind can create a dust cloud, with a minimal diameter of 5', obscuring all vision beyond 5', with concealment based on range.
and if a caster is in the dust cloud, all spell casting will need a concentration check
--

Sovereign Court 1/5

Or...you could just email/ask your GM to provide you some clarification.

if you don't know your GM, click on your character, find the scenario, and click on his/her name.

Sovereign Court 1/5

keep in mind, you not only need to do something to "unlock" the room, but then there's a fight, and some explosions, and some other deadly stuff that if you did, you would remember.

did anyone in your party get to hold on to the 'very nice item'?

because again, if no one was holding it, I think its a safe bet to assume you didn't get it.

Sovereign Court

what they are:
Nexus says negative energy is 10 less
deathless says it absorbs the first 10points of negative energy

how the fit on your character:
the benefit from the nexus crystal is untyped and nonslotted, while the deathless armor property is tied to armor.

what my question is:
while wearing the armor and holding the crystal, is negative energy reduced by 20pts or 10pts?

Sovereign Court

How bout changing the feat to something similar to the Swashbuckler class:
Opportune Parry (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made.

Sovereign Court

How bout changing the feat to something similar to the Swashbuckler class:
Opportune Parry (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –4 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made.