Sleepy
|
Here is where we will be running the horned devil playtest.
Discussion thread is here.
Roster is:
Tialla Cloudstep
Elmora
Black-Eyed Bartimus
Strangler McGee
Grumble Grog
Sleepy Monk
First battle map is here. The 50' x 50' stone platform sits 50' high in the middle of a lake of lava. Please give me updated locations if you're not happy with your current PC placement. Everyone has 2 rounds of prep time before we roll initiatives. Please list what that will consist of and please update your PCs to be 15th level.
Good luck all!
| Strangler McGee |
Round 1: Sacrifice Reverse Gravity to summon 1d4+1 augmented Huge Air Elementals. Intelligent staff casts CL 16 Magic Vestment on shield.
1d4+1=3 elementals summoned
Round 2: Intelligent staff casts CL 16 Protection from Fire on Strangler. Strangler wild shapes into Huge Air Elemental and casts Quickened Barkskin.
Spells already running: CL 19 extended longstrider, CL 19 extended Greater Magic Fang (unarmed strike), CL 19 extended Greater Magic Fang (slam), CL 16 Magic Vestment (on armor)
| Elmora, Elven Summoner |
Elmora will cast enlarge person, mass on everyone in the party who wants it. Free action to use Knowledge (planes) on the big fiend 1d20+20=25
Elmora free action to cast knowledge (planes on the smaller fiend)1d20+20=31will Cast Summon Monster VII to summon 1d3=2augmented Bralani(eladrin)
Hit Dice: 6d8+18+12 (57 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +13 melee (1d6+6/18-20) or +1 holy composite longbow (+6 Str bonus) +11 ranged (1d8+7/×3) or slam +12 melee (1d6+4)
Full Attack: +1 holy scimitar +13/+8 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +13/+8 ranged (1d8+5/×3) or slam +12 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 22, Dex 18, Con 21, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: A chaotic good-aligned plane
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: +5
In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities
At will— blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su)
When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half). The save DC is Constitution-based.
Alternate Form (Su)
A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Tongues (Su)
Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Sleepy
|
Wow, that platform is getting crowded.
Revised map based on summonings and enlargement. Please let me know if your PC will not be partaking of any enlargement. Also, please express any input on PC/summoned creature positioning.
I'm going to have to copy folks' PC write-ups and make adjustments due to the +4 Con and enlargements. So, if you update your PC for some reason, please let me know.
Sleepy Monk will also activate his boots of speed ... thanks for the reminder, Grumble.
| Strangler McGee |
Strangler init: 1d20+4=6
Air elemental inits: 1d20+13=29 1d20+13=33 1d20+13=29
Strangler tells one of the elementals to turn into a whirlwind and try to scoop up the two barbed devils (Reflex DC 22) and fly straight up. The other two air elementals will flank the horned devil and use their slam attacks.
Sleepy
|
Free action to use Knowledge (planes) on the big fiend 1d20+20=25
Elmora free action to cast knowledge (planes on the smaller fiend)1d20+20=31
Horned Devil Check: DC 10 + 15: 25, success
- It requires both good-aligned and silvered weapons to do full damage vs the horned devil.
Barbed Devil Check: DC 10 + 12: 22, success + 1 extra piece of useful information.
- It requires good-aligned weapons to do full damage to the barbed devil.
- Barbed devils like to impale their targets using a grapple.
| Grumble Grog |
1d20+4=6 Grumbel Grog looks a little perplexed as to how to maneuver with all these things on the platform, so he has a swig of grog before he moves!
Note: Grumble Grog has some of the new feats JAson added. Let me know if you need me to make a copy of them, since I can't find them on the board again.
Tactical note: As I read it, I can do a whirlwind attack with my shield and using Shield Master, get a free bull rush against each. Kinda funny looking if you think about it.
| Elmora, Elven Summoner |
Elmora 1d20+5=22 moves with grace and poise, her tactics cemented in her mind.
Free action: Command the bralini to attack the larger demon, with their bows.
Cast greater invis on herself, and as a free action pop her bow from the glove of storing.
Sleepy
|
Looks like the post-monster got me twice now. Here's a third stab.
Bralani 1 initiative: 1d20+8=11
Bralani 2 initiative: 1d20+8=21
Initiative Summary:
Air Elemental 2: 33
Air Elemental 1: 29
Air Elemental 3: 29
Sleepy Monk: 25
Barbed Devil 1: 21
Horned Devil: 20
Bartimus: 19
Barbed Devil 2: 15
Elmora: 22
Strangler: 6
Grumble: 6
I hope to have the first round posted tomorrow morning. If Tialla is ready by then, I'll squeeze her into the action.
Sleepy
|
Note: Grumble Grog has some of the new feats JAson added. Let me know if you need me to make a copy of them, since I can't find them on the board again.
Tactical note: As I read it, I can do a whirlwind attack with my shield and using Shield Master, get a free bull rush against each. Kinda funny looking if you think about it.
I spent some time searching and can't dig them up either. If you could post them in the discussion thread, that would be helpful. Thanks!
Sleepy
|
Initiative Summary:Air Elemental 2: 33
Air Elemental 1: 29
Air Elemental 3: 29
Sleepy Monk: 25
Barbed Devil 1: 21
Horned Devil: 20
Bartimus: 19
Barbed Devil 2: 15
Elmora: 22
Strangler: 6
Grumble: 6
In the hope of moving things along, here are some declarations so others can know what to do.
Sleepy Monk:
Swift action - spend 1 ki point for +4 dodge bonus to AC.
Move to attack the closest creature, Barbed Devil 2.
Will standard attack.
Horned Devil : Will wait for any targets to close and then lash out with his chain and other attacks against whoever is closest.
Barbed Devils : both wait for any target to approach and will attack/grapple or full attack/grapple as the situation calls for.
| Black-Eyed Bartimus |
Bartimus will lay down a righteous evil outsider channeling on the fiends, trying to catch as many as I can.
Damage: 8d6=24
Will Save DC 20 for half.
Sleepy
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Can you check to see if the two barbed devils are sucked up by the whirlwind first of all? That will make a difference as far as tactics go.
That's easy ;-)
The elementals attempt to fly in, but cannot approach more than 10' from the horned devil. They attempt to follow Strangler's directions, and circle the trio of devils but fail to approach.
Sleepy
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Will spellcraft work to ID that effect?
BTW: the feats are posted on the discussion thread.
Spellcraft check: 1d20+23=38
The spell in place is Magic Circle against Good.
Sleepy
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Sleepy wrote:Technically speaking, according to the rules Protection from Good/Magic Circle against Good only keep out good-aligned summoned creatures, not non-evil summoned creatures.
The spell in place is Magic Circle against Good.
From page 248 Magic Circle against Evil:
"All creatures within the area gain the effects of a protection from evil
spell, and no nongood summoned creatures can enter the area either."
Swap out non-good for non-evil and anything neutral or good will be excluded.
| Strangler McGee |
From page 248 Magic Circle against Evil:
"All creatures within the area gain the effects of a protection from evil
spell, and no nongood summoned creatures can enter the area either."Swap out non-good for non-evil and anything neutral or good will be excluded.
From page 248, Magic Circle against Good:
"This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil."From page 260, Protection from Good:
"This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject."
Note that it says "good" and not "non-evil". Yes, that technically makes Protection from Evil (which protects against all summoned creatures except for good creatures) better than Protection from Good (which protects against good creatures). It's a well-known "bug" in the rules.
Sleepy
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Sleepy wrote:From page 248 Magic Circle against Evil:
"All creatures within the area gain the effects of a protection from evil
spell, and no nongood summoned creatures can enter the area either."Swap out non-good for non-evil and anything neutral or good will be excluded.
From page 248, Magic Circle against Good:
"This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil."From page 260, Protection from Good:
"This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject."Note that it says "good" and not "non-evil". Yes, that technically makes Protection from Evil (which protects against all summoned creatures except for good creatures) better than Protection from Good (which protects against good creatures). It's a well-known "bug" in the rules.
What you bolded here is the difference between the two different spells of two different levels, even though one works similar in nature to the other. Magic Circle vs/X improves upon Protection vs/X, so I never saw this as a bug, always as a bonus to a 3rd level spell vs a 1st level spell. When the spell is upgraded to magic circle, the effect extends to neutral in addition to the good or evil component. I'll look through the errata when I get a chance and see if I can find any more info.
Sleepy
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so we'll get a will save to enter the area? ranged attacks just have to get over the +2 deflection unless by a neutral or evil character. they get +2 to saves and are immune to compulsion effects.
PCs are not subject to the hedging effect since they are not summoned creatures.
| Grumble Grog |
when Grumble's lowly 6 initiative rolls around, he will spring attack the larger devil using a shield bash with free bull rush. If I knock the devil back I will stay in threat range, if not, I will move back. I have a move 60 while under the haste effect.[/i]
1d20+28=36the +1 for haste counters my -1 for large size. an 8 on the roll...not very promising. (If I did hit dmg is 1d8+10=13) CMB result for the free bull rush is 36.
| Elmora, Elven Summoner |
The bralanis full attack the horned devil with their bows.
Balani #1
1d20+11=14,
1d20+6=8,
Bralani #2
1d20+11=31,
1d20+6=7
possible critical on #21d20+11=13 (not even close)
| Strangler McGee |
Sleepy
|
This is a huge post - there is a tremendous amount of detail. I'll try to format it nicer when I get a chance.
Round 3:
Initiatives, conditions, etc.
Initiatives:
Air Elemental 2: 33
Air Elemental 1: 29
Air Elemental 3: 29
Sleepy Monk: 25
Bralani 2: 22
Barbed Devil 1: 21
Horned Devil: 20
Bartimus: 19
Barbed Devil 2: 15
Elmora: 22
Bralani 1: 11
Strangler: 6
Grumble: 6
Conditions in effect:
Devils: Magic Circle vs Good (+2 deflection AC, +2 saves from attacks by good creatures), 150 minutes
Bart: Divine Favor (+5 attack/+5 weapon damage), 1 minute
Bart: Bear's Endurance (+4 Con), 15 minutes
Bart: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Strangler: Magic Vestment on shield (+4 shield AC), 16 hours
Strangler: Protection from Fire (120 points fire damage), 150 minutes
Strangler: Barkskin (+5 natural armor), 150 minutes
Strangler: Extended Longstrider (+10'), 28 hours
Strangler: Extended Greater Magic Fang (unarmed strike, +),
Strangler: Extended Greater Magic Fang (slam, +),
Strangler: Magic Vestment (+4 AC), 16 hours
Strangler: Bear's Endurance (+4 Con), 15 minutes
Sleepy: Fly (60', good maneuverability)
Sleepy: Barkskin (+5 natural armor)
Sleepy: Haste (+1 attack w/full attack, +1 attack, +1 dodge AC, +30'), 10 rounds
Sleepy: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Sleepy: +4 dodge bonus with ki point
Elmora: Bear's Endurance (+4 Con), 15 minutes
Elmora: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Elmora: Greater Invisibility, 13 rounds
Grumble: Bear's Endurance (+4 Con), 15 minutes
Grumble: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Grumble: Expeditious Retreat (+30')
Grumble: Haste (+1 attack w/full attack, +1 attack, +1 dodge AC, +30'), 10 rounds
Grumble: Fly (60', good maneuverability)
Round 3:
Elementals try to approach, but fail and instead move to positions indicated. The missing elemental is directly overhead of the horned devil.
Sleepy moves to strike at BD 1.
Sleepy Provokes AoO from HD (moving within reach of spiked chain): d20+25=42 vs AC 40, 2d6+15: 24 points
DC 27 Fort save to avoid stun: d20+16=19, failure, Sleepy is stunned for 2 rounds. (-2 AC, no actions, no dex bonus to AC)
Bralani 2 full attacks (31, 7) vs AC 37 (35+2), both miss.
BD 1 delays.
HD full attacks Sleepy.
Spiked chain d20+25=30 vs AC 38, miss
Spiked chain d20+20=40 vs AC 38, hit, dd6+15=20, stun
cirtical confirm: d20+20=31, not confirmed
DC 27 Fort save to avoid more stun: d20+16=17, failure, Sleepy is stunned for 3 rounds (overlaps previous stun)
Spiked chain d20+15=23, miss
Bite d20+22=38 vs AC 38, hit, 2d8+5=11
Tail d20+22=39 vs AC 38, hit, 2d6+6=12 + infernal wound (2 hit point loss/round until healed)
Free action to activate Fear aura (CL 15)
Bartimus channels vs outsiders, damage 24, save DC 20 (SR doesn't apply vs this supernatural ability)
HD will save d20+15+2=34, takes 12 points
BD 1 will save d20+12+2=20, takes 12 points
BD 2 will save d20+12+2=28, takes 12 points
BD 2 full attacks Sleepy
Claw 1: d20+18=30, miss
Claw 2: d20+18=39, hit, 2d8+6=15 + fear
Sleepy's Will save: d20+20=25 vs DC 20, success
Free grapple from claw attack: d20+20=39 vs CMD 15+25+1size=41, miss
Elmora commands bralani, casts spell and gets bow.
Bralani 1 full attacks (14, 8) vs AC 37 (35+2), both miss.
Strangler's unarmed strike (28) vs AC 35, miss.
Grumble moves to strike horned devil.
There is a fear aura around the devil.
Grumble will save: d20+7=18 vs DC 23, failure.
Grumble gets within 5' of the devil, panics, and flees as fast as possible.
With Fly, he flies up at max speed.
BD 1, having delayed but faced with no targets, instead casts Unholy Blight centered on a point between Sleepy and Strangler so that it catches most of the party (DC 18, CL 12, 6d8=28 points or 10d6=32 points vs good outsiders)
Bralani 1: SR 17, d20+12=15, fails to beat SR, Will save: d20+7=16 (32 points, sickened 4 rounds)
Bralani 2: SR 17, d20+12=30, beats SR
Bart: Will save: d20+18=37, saves for 14 points damage
Elmora: Will save: d20+7=14, fails, but half damage for neutral: 14 points damage
Strangler: Will save: d20+17=35, save and neutral, 7 points damage
Sleepy: Will save: d20+20=33, save for 14 points damage
At the end of the round, some of the Horned Devil's wounds close up.
Going into Round 4
These are the effects that are in place:
Intiatives:
Air Elemental 2: 33
Air Elemental 1: 29
Air Elemental 3: 29
Sleepy Monk: 25
Barbed Devil 1: 21
Horned Devil: 20
Bartimus: 19
Barbed Devil 2: 15
Elmora: 22
Bralani 1: 11
Strangler: 6
Grumble: 6
Bralani 2: 6
Damage Taken:
Horned Devil: 7 points
Barbed Devil 1: 12 points
Barbed Devil 2: 12 points
Bart: down 14 points
Bralani 1: 32 points
Elmora: 14 points
Strangler: 7 points
Sleepy: 96 points
Conditions in effect:
Horned Devil: Fear aura (CL 15)
Devils: Magic Circle vs Good (+2 deflection AC, +2 saves from attacks by good creatures), 150 minutes
Bart: Divine Favor (+5 attack/+5 weapon damage), 1 minute
Bart: Bear's Endurance (+4 Con), 15 minutes
Bart: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Strangler: Magic Vestment on shield (+4 shield AC), 16 hours
Strangler: Protection from Fire (120 points fire damage), 150 minutes
Strangler: Barkskin (+5 natural armor), 150 minutes
Strangler: Extended Longstrider (+10'), 28 hours
Strangler: Extended Greater Magic Fang (unarmed strike, +),
Strangler: Extended Greater Magic Fang (slam, +),
Strangler: Magic Vestment (+4 AC), 16 hours
Strangler: Bear's Endurance (+4 Con), 15 minutes
Sleepy: Fly (60', good maneuverability)
Sleepy: Barkskin (+5 natural armor)
Sleepy: Haste (+1 attack w/full attack, +1 attack, +1 dodge AC, +30'), 10 rounds
Sleepy: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Sleepy: +4 dodge bonus with ki point
Sleepy: Stunned for 3 rounds (rounds 3-6)
Elmora: Bear's Endurance (+4 Con), 15 minutes
Elmora: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Elmora: Greater Invisibility, 13 rounds
Bralani 1: sickened for 4 rounds (rounds 4-8)
Grumble: Bear's Endurance (+4 Con), 15 minutes
Grumble: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Grumble: Expeditious Retreat (+30')
Grumble: Haste (+1 attack w/full attack, +1 attack, +1 dodge AC, +30'), 10 rounds
Grumble: Fly (60', good maneuverability)
Grumble: Panicked and fleeing for 15 rounds.
| Strangler McGee |
Strangler full attacks a barbed devil with three unarmed attacks and two slams.
attacks: 1d20+22=41 1d20+17=29 1d20+12=32 1d20+17=18 1d20+17=27
Note that Bartimus's channel energy does its normal healing in addition to turning outsiders. Also note that the bralani acutally hit with one arrow attack (it was a natural 20). Also note that Strangler is good-aligned, so he takes 14 damage from Unholy Blight.
| Black-Eyed Bartimus |
So much writing!
Bartimus will lay down a Chaos Hammer on the evil devils! "By Cayden Cailean, you lawful bastards will eat my righteous chaotic fury! Ooga Booga!" THAT's how chaotic I am! I make strange noises!
SR: 1d20+17=23
Damage: 10d6=32, 1d6=2 Slowed for 2 rounds; Will Save DC 19 halves damage and negates the slowing effect.
After that, Bart will move to behind Sleepy, opposite the barbed devil and make ready to lay down some righteous healing!
Sleepy
|
so grumble drinks the potion? he hadn't drank it yet. since it will interfere with his abilities.
Sorry, Grumble, I mis-read it. He should have displacement in place instead of fly.Please consider Grumble's position to be still on the platform, but as far away from the horned devil as possible.
Sleepy
|
Note that Bartimus's channel energy does its normal healing in addition to turning outsiders. Also note that the bralani acutally hit with one arrow attack (it was a natural 20). Also note that Strangler is good-aligned, so he takes 14 damage from Unholy Blight.
RE: Bart's channeling - Yes, Sleepy was the only one damaged at that point in the initiative, so he'll get the healing from that. I'll resolve that before going into round 4.
RE: natural 20's always hit - I always used that as an optional rule, but you're right, there it is on page 131. I'll resolve that before going into round 4.
RE: Strangler's alignment - Looks like another thing I mis-read. Thanks for pointing that out.
| Elmora, Elven Summoner |
Elmora will cast move to Grumble and cast greater heroism. Granting immunity to fear...this should get Grumble back in the fight correct? (if it doesn't then I'll have to cast black tentacles instead.
(summoners get a little less effective at upper level huh?)
She orders the Bralani to switch targets to sleepy's barbed devil.
Bralani's attacks 1d20+11=31, 1d20+6=10, 1d20+11=15, 1d20+6=10 possible critical 1d20+11=15 doubt it.
Sleepy
|
Elmora will cast move to Grumble and cast greater heroism. Granting immunity to fear...this should get Grumble back in the fight correct? (if it doesn't then I'll have to cast black tentacles instead.
Greater Heroism does provide immunity to fear which will allow Grumble to act normally as long as it is in effect.
| Grumble Grog |
"Huh, wha? OH RIGHT! IT's CUT'n TIME!!! GROOOOOOOOOOGGGGGGGGGGGG!!!!"
Now he's mad! He charges the Horned Devil. (on intiative 6.)
1d20=5+28+4 morale+2carge-1 size+1 haste=41
Dmg=1d20+13=16, 1d6=6 note the attack ignores 5 of it's DR with penetrating strike. I doubt the electric gets thru the energy resistance.
AC=39 due to charge.
(I just noticed, you said I get within 5 ft of the devil then get feared. But I have reach since I'm large, how large is its aura?)
Sleepy
|
(I just noticed, you said I get within 5 ft of the devil then get feared. But I have reach since I'm large, how large is its aura?)
This is an interesting point. Yes, large humanoids gain 10' reach. Grumble, however, declared a shield-slam (w/free bull rush) attack. Conceptually, contrast that with Strangler's unarmed attack with 15' reach. A bull-rush is an attempt to push an opponent back x amount of feet. To do that, Grumble would have to be within 5' of him. This is how I initially considered this scenario ... rightly or wrongly.
I think we need a bit of rules clarity here. My question would be, can the free bull rush attempt granted by the shield slam feat (or any kind of bull rush attempt) be done with a reach attack? It doesn't make logical sense to me that it could. I'm imagining Grumble putting his body behind his shield and plowing forward with all his strength. That, to me, implies it can't be done as part of a reach-attack.
Any thoughts?
| Grumble Grog |
Grumble Grog wrote:(I just noticed, you said I get within 5 ft of the devil then get feared. But I have reach since I'm large, how large is its aura?)This is an interesting point. Yes, large humanoids gain 10' reach. Grumble, however, declared a shield-slam (w/free bull rush) attack. Conceptually, contrast that with Strangler's unarmed attack with 15' reach. A bull-rush is an attempt to push an opponent back x amount of feet. To do that, Grumble would have to be within 5' of him. This is how I initially considered this scenario ... rightly or wrongly.
I think we need a bit of rules clarity here. My question would be, can the free bull rush attempt granted by the shield slam feat (or any kind of bull rush attempt) be done with a reach attack? It doesn't make logical sense to me that it could. I'm imagining Grumble putting his body behind his shield and plowing forward with all his strength. That, to me, implies it can't be done as part of a reach-attack.
Any thoughts?
Shield slam gives a free bull rush attempt because I can hit them so hard with the shield that it pushes them back. I can see where your interpretation was from and we can proceed as written, DM's interpretation rules! It raises a good clarification question for Jason to address regardless.
Daniel Simonson
|
Sorry, for interupting, Picture back handing a guy with your shield. it is more visually accurate. I would also rule a 'my bad', as it would completely change the outcome of last round and most of the curretn round.... Sorry for interupting. JMO. Great playtest BTW.
Sleepy
|
Corrections and status from last round include:
Bralani 2 full attacks (31, 7) vs AC 37 (35+2). Natural 20 hits: d8+5=9, 0 points after DR.
Sleepy is healed 24 points from Bart's use of Turn Outsiders.
Strangler takes 14 points instead of 7 points from Unholy Blight.
Grumble has the displacement effect instead of Fly
Intiatives:
Air Elemental 2: 33
Air Elemental 1: 29
Air Elemental 3: 29
Sleepy Monk: 25
Barbed Devil 1: 21
Horned Devil: 20
Bartimus: 19
Barbed Devil 2: 15
Elmora: 22
Bralani 1: 11
Strangler: 6
Grumble: 6
Bralani 2: 6
Damage Taken:
Horned Devil: 7 points
Barbed Devil 1: 12 points
Barbed Devil 2: 12 points
Bart: down 14 points
Bralani 1: 32 points
Elmora: 14 points
Strangler: 14 points
Sleepy: 72 points
Conditions in effect:
Horned Devil: Fear aura (CL 15)
Devils: Magic Circle vs Good (+2 deflection AC, +2 saves from attacks by good creatures), 150 minutes
Bart: Divine Favor (+5 attack/+5 weapon damage), 1 minute
Bart: Bear's Endurance (+4 Con), 15 minutes
Bart: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Strangler: Magic Vestment on shield (+4 shield AC), 16 hours
Strangler: Protection from Fire (120 points fire damage), 150 minutes
Strangler: Barkskin (+5 natural armor), 150 minutes
Strangler: Extended Longstrider (+10'), 28 hours
Strangler: Extended Greater Magic Fang (unarmed strike, +),
Strangler: Extended Greater Magic Fang (slam, +),
Strangler: Magic Vestment (+4 AC), 16 hours
Strangler: Bear's Endurance (+4 Con), 15 minutes
Sleepy: Fly (60', good maneuverability)
Sleepy: Barkskin (+5 natural armor)
Sleepy: Haste (+1 attack w/full attack, +1 attack, +1 dodge AC, +30'), 10 rounds
Sleepy: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Sleepy: +4 dodge bonus with ki point
Sleepy: Stunned for 3 rounds (rounds 3-6)
Sleepy: Infernal wound (-2 hit points until healed)
Elmora: Bear's Endurance (+4 Con), 15 minutes
Elmora: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Elmora: Greater Invisibility, 13 rounds
Bralani 1: sickened for 4 rounds (rounds 4-8)
Grumble: Bear's Endurance (+4 Con), 15 minutes
Grumble: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Grumble: Expeditious Retreat (+30')
Grumble: Haste (+1 attack w/full attack, +1 attack, +1 dodge AC, +30'), 10 rounds
Grumble: Displaced (50% miss chance as if having total concealment)
Grumble: Panicked and fleeing for 15 rounds.
Round 4
Air Elementals sit and await further orders.
Sleepy Monk is stunned and can't take any actions.
Barbed Devil #1 takes a 5' step towards Strangler McGee (avoiding AoO) and full attacks.
Strangler's AC = 33 in huge air elemental form
Claw 1 d20+18=28, miss
Claw 2 d20+18=37, miss
Horned Devil takes a 5' step towards Strangler McGee (avoiding AoO) and full attacks.
Strangler's AC = 38 (33+5 barkskin) in huge air elemental form
Spiked chain d20+25=36miss
Spiked chain d20+20=31, miss
Spiked chain d20+15=25, miss
Bite d20+22=29, miss
Tail d20+22=38, hit, 2d6+5=15 (10 points after air elemental DR) and infernal wound
Bartimus casts Chaos Hammer. There is a radius to catch only the devils and exclude Sleepy ... will assume that to be the case.
Barbed Devil 1 SR 23, spell succeeds, will save d20+12=28, saves for half (16 points), no slow effect
Barbed Devil 2 SR 23, spell succeeds, will save d20+12=22, saves for half (16 points), no slow effect
Horned Devil SR 28, spell fails against him.
Bart moves to position behind Sleepy.
AoO provoked by moving within threatened spaces of Horned Devil's spiked chain.
d20+25=37 vs AC 26 (28 normally, - 1 size, -1 dex), hits
2d6+15=24 points + stun
DC 27 Fort save: d20+15=19, failure, Bart is stunned for 2 rounds (round 5-6)
Barbed Devil #2 full attacks Sleepy
Claw 1 d20+18=28, miss
Claw 2 d20+18=29, miss
Elmora casts Greater Heroism on Grumble, instructs Bralani to change targets.
Bralani 1, hits with one attack, d8+5=9 points which overcomes Barbed Devil 2 DR.
Strangler full attack vs AC 37 (35 + 2), hits with one attack: 18 points after DR.
Grumble moves to attack. There isn't a straight line between him and horned devil, so he has to move, then attack.
AoO has already been provoked by Bart
Attack roll of 41 + 2 = 43 vs AC 35 hits.
It looks like you rolled a d20+13 instead of a d10+13. Damage re-rolled: 1d10+13=22, 1d6=6 electrical
Damage 17 after partial DR, no resistance to electrical, so it takes the full 6 points: 23 points.
Bralani 2 attacks but both arrows miss.
Some of the horned devil's wounds heal up.
At the end of the round, these are the current conditions:
Intiatives:
Air Elemental 2: 33
Air Elemental 1: 29
Air Elemental 3: 29
Sleepy Monk: 25
Barbed Devil 1: 21
Horned Devil: 20
Bartimus: 19
Barbed Devil 2: 15
Elmora: 22
Bralani 1: 11
Strangler: 6
Grumble: 6
Bralani 2: 6
Damage Taken:
Horned Devil: 43 points
Barbed Devil 1: 28 points
Barbed Devil 2: 37 points
Bart: down 38 points
Bralani 1: 32 points
Elmora: 14 points
Strangler: 24 points
Sleepy: 74 points
Conditions in effect:
Horned Devil: Fear aura (CL 15)
Devils: Magic Circle vs Good (+2 deflection AC, +2 saves from attacks by good creatures), 150 minutes
Bart: Divine Favor (+5 attack/+5 weapon damage), 1 minute
Bart: Bear's Endurance (+4 Con), 15 minutes
Bart: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Bart: Stunned for 2 rounds (5-6)
Strangler: Magic Vestment on shield (+4 shield AC), 16 hours
Strangler: Protection from Fire (120 points fire damage), 150 minutes
Strangler: Barkskin (+5 natural armor), 150 minutes
Strangler: Extended Longstrider (+10'), 28 hours
Strangler: Extended Greater Magic Fang (unarmed strike, +),
Strangler: Extended Greater Magic Fang (slam, +),
Strangler: Magic Vestment (+4 AC), 16 hours
Strangler: Bear's Endurance (+4 Con), 15 minutes
Sleepy: Fly (60', good maneuverability)
Sleepy: Barkskin (+5 natural armor)
Sleepy: Haste (+1 attack w/full attack, +1 attack, +1 dodge AC, +30'), 10 rounds
Sleepy: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Sleepy: +4 dodge bonus with ki point
Sleepy: Stunned for 3 rounds (rounds 3-6)
Sleepy: Infernal wound (-2 hit points until healed)
Elmora: Bear's Endurance (+4 Con), 15 minutes
Elmora: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Elmora: Greater Invisibility, 13 rounds
Bralani 1: sickened for 4 rounds (rounds 4-8)
Grumble: Bear's Endurance (+4 Con), 15 minutes
Grumble: Enlarge Person (+2 str, -2 dex, -1 attack, -1 AC), 13 minutes
Grumble: Expeditious Retreat (+30')
Grumble: Haste (+1 attack w/full attack, +1 attack, +1 dodge AC, +30'), 10 rounds
Grumble: Displaced (50% miss chance as if having total concealment)
Grumble: Heroism: +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and 13 temporary hit points