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Goblin Squad Member. 192 posts (193 including aliases). No reviews. No lists. No wishlists. 1 alias.



Goblin Squad Member

It would appear some of the Settlement leaders do not know how to accept a new company to their settlement. Would someone who knows how, post the procedure to assist.


1 person marked this as FAQ candidate.

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)
...........(Iliara herself is a beautiful, dark-haired sorcerer from Kyonin)…

3. The door of seven stars
...........Door with no gems = locked (Current condition)
...........Password lost to time.
...........No lock on the other side of the door.
...........How does Krenar get out?

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
...........Alchemical Enhancements:
......................When he uses rounds of rage, the fluid in the red tube begins to drain (this fluid does not grant him any additional rage powers or rounds of rage).
......................What does it do? Is he not a 4th level barbarian?


1 person marked this as FAQ candidate.

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
Energy Immunity and Vulnerability.
A creature with energy immunity never takes damage from
that energy type...

p.444
Heat Dangers
Heat deals nonlethal damage that cannot be recovered
from until the character gets cooled off (reaches shade,
survives until nightfall, gets doused in water, is targeted
by endure elements, and so forth). Once a character has
taken an amount of nonlethal damage equal to her total
hit points, any further damage from a hot environment
is lethal damage.
A character in very hot conditions (above 90° F) must
make a Fortitude saving throw each hour (DC 15, +1 for each
previous check) or take 1d4 points of nonlethal damage.
Characters wearing heavy clothing or armor of any sort take
a –4 penalty on their saves...

p.442
Cold Dangers
Cold and exposure deal nonlethal damage to the victim. A
character cannot recover from the damage dealt by a cold
environment until she gets out of the cold and warms up
again. Once a character has taken an amount of nonlethal
damage equal to her total hit points, any further damage
from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F)
must make a Fortitude save each hour (DC 15, +1 per
previous check) or take 1d6 points of nonlethal damage...

It would appear that energy immunity or resistances offer
no protection from heat or cold dangers as the damage is
nonlethal damage.
Fire giants can die of heat exhaustion.
Frost giants can freeze to death.
...

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