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Earthquake:
Earthquake School evocation [earth]; Level cleric 8, druid 8 Casting Time 1 standard action Components V, S, DF Range long (400 ft. + 40 ft./level) Area 80-ft.-radius spread (S) Duration 1 round Saving Throw see text; Spell Resistance no When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Chapter 13 for more details). Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Relevant areas are bolded. The text indicated if underground you are pinned under rubble. The save list 1/2 damage but does not negate the pinning effect. The pinning effect says you take non-lethal damage until freed or dead. With the assumption of using the Pinning rules under grappling. Can the people in the rubble free themselves? If so what is the CMD to overcome. This seems like a death sentence, without a way to free yourself, for those in the area unless you have someone else to come and free you. If there are other rules to follow can someone indicate them. Pinned:
Pinned: A pinned creature is tightly bound and can take
few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack. Pinned says you can always try to free yourself with a Combat maneuver check or Escape artist. Both require a DC what is it? Or are you denied one? Or is the text supposed to mean a successful save prevents being pinned under rubble?
I am not sure if this is the correct place for these inquires? I am running Thornkeep at the moment and a couple questions have come up, some more important than others. 1. Area (A1). The main entrance was collapsed however there is no mention of where it used to go. 2. Master Arcanist Iliara Starcloak (NG female elf wizard 7)
3. The door of seven stars
The Door of Seven Stars:
THE DOOR OF SEVEN STARS
At the southern end of the Hall of Demons stands a magically sealed doorway guarding the Pool of Seeing (area A16). This is the Door of Seven Stars. At the south corner of this hall stands a large stone door. Seven thumb-sized sockets are embedded in the door, arranged in a ring around a starburst design. This door is protected by a unique and powerful abjuration that makes it nearly impossible to open (hardness 12, 120 hp, break DC 38). The only way to open it is to either speak the password (now long forgotten) or solve its puzzle. Each of the seven stars represents a mystic energy of the sort created by a prismatic spray or prismatic wall spell. The sockets accommodate stones about 1 inch in diameter. Placing one stone in each socket and matching each socket’s color requirement (red, orange, yellow, green, blue, indigo, or violet) unseals the door; the door remains unlocked as long as the gemstones remain in the sockets. Any gem or crystal of the proper color and size will do; for example, the red socket can be filled with a ruby, a garnet, a spinel, a red-colored rock crystal, or even a piece of red-tinted glass. Gems and crystals of the right colors are scattered through the Accursed Halls, or the PCs can bring their own. There’s a trick, however—the door has no indication as to what sort of stone functions in which socket. If the PCs have seen the scroll fragment in Goldenfire Tower, they know the red stone occupies the highest socket. Otherwise, it’s a matter of guesswork. The proper solution is to arrange the stones clockwise in rainbow order, beginning with red in the highest socket in the door, followed by orange, yellow, green, blue, indigo, and violet stones, with the violet stone positioned between indigo and red. 4. Snarl tounge
Ki Arrow:
You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your Strength bonus). For DR purposes does the arrow do piercing damage(as arrow) or bludgeoning damage (as unarmed strike - possibly non-lethal)
Ok here is a situation that recently came up that has me a little puzzled. p.562
p.444
p.442
It would appear that energy immunity or resistances offer
They don't even get a bonus to the save is this correct or have I missed something. Please note references of additional sources for review. Thanks |