Advice on Nyrissa Showdown?


Kingmaker

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Orthos-

Thank you for the clarity in the distinction between fey/outsiders.

Elegy-

Thank you for the clarification regarding gazes.

Other Issues-

Sovereign Glue
Where does it say that the "round to set" needs to be outside of timestop? Don't "rounds" occur in timestop? I'm guessing the answer is that the glue is not being manipulated by the timestopper, thus it is outside of the time, so it needs a round outside of timestop to set.

Actually though, it brings up an interesting question, the pc is applying the glue to the bag, so the glue needs to set on the bag. The PC plans to let it set while in timestop. Then the glue needs to fall and adhere to the fey queen to be stuck on her to blind her.

My thoughts and questions here are (and the spells are below):

QUESTIONS
1a. Can sovereign glue set in timestop? (asked above; is my guess-answer correct?)

1b. Can Antimagic field be cast on a bag, or must it be cast on a person?

1c. If antimagic field is cast on the rogue or someone else who gets to Nyrissa first to deactivate her antilife shell and person with the shield is 10 feet away from the 10 ft antilife shell, does the field trump the shell? Usually the attack roller wins when there's a tie- but who wins when there's a distance tie?

1d. I do not understand why you think she can Dimension Door away when she is under the effects of an antimagic field?

1e. "Exiting the Fable: Once the PCs enter the Fable, they can exit it simply by touching any solid surface within the room and making a mental picture of the room from which they originally entered the Fable. Exiting the Fable in this manner is a move-equivalent action."

That is helpful, but wouldn't that be magic? How could I explain that to my players? What precedent do I have to cite that that type of teleportation is possible when under the effects of an antimagic field?

THOUGHTS
2. Does this seem right: If the glue sets and glues itself to the bag while in the time stop, then I don't think it can, on the next round, set again and glue the bag to the fey queen. If it doesn't set and glue itself to the bag while in timestop, then it falls "immediately", as per timestop... so it would fall on the end of the rogue's turn, thus at the end of timestop and before Nyrissa acts?

This immediate fall would provoke an attack of opportunity unless the rogue has Improved Dirty Trick.

2b. If AOO succeeds, no blinding and the queen avoids the falling bag (??).

3. Assuming no blinding, the bigger problem is the antimagic field that is cast on the bag or on the rogue himself. The fey queen is still in the range of the antimagic field (10 feet), even if the antimagic field bag/or person with antimagic field cast on himself it drops somewhat oddly, she will be within 10 feet of it. The antilife shell is only 10 feet. My questions above attempt to get at how to deal with that issue.

(References Below)

Glue wrote:


This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 1), with the other ounce of the flask's capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. Sovereign glue is dissolved by universal solvent.
TimeStop wrote:

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Antimagic Field wrote:


DESCRIPTION

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Antilife Shell wrote:


You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

--

Dirty Trick

Dirty Trick wrote:

Dirty Trick

Source: Advanced Player's Guide.

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

So I've looked at dirty trick and I don't think it needs a feat. but without a feat (Improved Dirty Trick), the fey queen would usually get an attack of opportunity.


Quantum Steve and Suthainn
Re: Caster Level Added due to Prayer Beads.

Okay, I'm preparing my answer to the rogue regarding whether the prayer beads can give him +4 caster level. I need to reply with something logical or else I fear it'll be a situation of he's going to be angry with me personally and the group won't accept my statement, thus the fun level of all involved will decline.

-
My attempt.

1. http://www.d20pfsrd.com/skills/use-magic-device
Use Magic Device permits the emulation of class features.

2. Caster Level is emulated.

3. "This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature."

4. Your UMD check to use a scroll is: 20 + caster level of the spell.

5. Prayer Beads:

Quote:
Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.

These are not the rogue's spells. The rogue does not have a caster level. He merely emulates a caster level. he can't add a bonus to UMD that is meant to go to caster level.

6. Therefore, Prayer Beads can only help people who have actual caster levels.

Appendix:

UMD wrote:

Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).[/quote[


Honestly I feel bad that you have to play with these yahoos. I hope they're good friends outside of the game, or you receive some pleasure in hanging around with them despite all of the grief they give you.

WRT to the UMD issue, the most important bit which it seems you left out is that caster level has no relevance when it comes to UMD & scrolls (unless you already have all of the needed levels) What's required is that he:

1) has deciphered the scroll (requires a 20+9+5 = DC 34 UMD check or a 20+9 = DC 29 Spellcraft check or a read magic spell)

2) has a 19 INT (requires a 19 INT or a 19+15 = DC 34 UMD check)

3) makes the UMD check for the scroll (requires a 20+17 = DC 37 UMD check)

Even if he had real, actual levels in wizard, it wouldn't change the DC. Either has all of the 17 wizard caster levels, or he makes the DC 34 check. It's just like if the PC had an 18 INT. He doesn't get any bonus points to the 2nd UMD check because he almost has a 19.

Dark Archive

The whole reason I mention Dim. Door is that it's unlikely he can get the Anti magic shell off before she can do something. He would have to get past her Anti life shell, make an attack to deliver the bag/himself to her (HAS to be done outside Timestop), THEN read the scroll. If he somehow is still able to do all this (though I can't see any way he can make an attack (standard action) and read a scroll (standard action) in the same round AFTER the Timestop has ended) then Nyrissa can STILL on her turn take a move action to step outside the Anti magic shell (and by RAW and common sense remove the bag if it should be on her as it hasn't set yet) and then simple either use her standard to Dim. Door away or use it as a move action to leave the Fable.

Re: Glue and Timestop.

Timestop wrote:
you speed up so greatly that all other creatures seem frozen

It takes a full round to set, if people outside the Timestop don't get a round in the middle of your Timestop spell, nor does it. Time does indeed pass, but at a fraction of real time and that time isn't long enough for the glue to set until it has existed the full duration required.


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1st point...actually - no...only point...
An aura is just that. It is not just a gaze - it is something different that
eminates from a 'point'.
That being that case, you don't have to look at, avert your gaze whatever...
as soon as you are within an area of effect (aura), you are affected.
You CANNOT avert your gaze.
You either save or die ...or whatever. If you save, you can act normally.
If you fail - you can't. Simple.
Think of it like this - uranium has an aura. It doesn't matter if you're
not looking at it - you're still affected. The ONLY good thing from a PCs
point of view is they get a save (not likely in real life, as uranium will
fry your a!)

So, unless the player can think of a good way (6inches of lead anyone?)
they can't 'bypass' an aura - they can only hope. Think about it - a dragon
has a fear aura...do you tell your players that if they don't look at it they
won't sh*t their pants... Of course not... Save or die!

In a way - this simplifies your life... You don't have to think about what
if's for a few less thinks...

Inside the aura radius = save or fail...
Outside the radius = act as normal (...for now...)


What Philip said. It's not a gaze, so don't use gaze rules.

Lantern Lodge

Glass Castle, Why does your player believe the glue will stick to Nyrissa at all?

If casting antimagic field... to end time stop... allowing the bag to fall is the way the rogue sets up his "trap", then the glue is now in an antimagic field when it is in contact with Nyrissa. The glue is a magical wondrous item, it requires magic to create the permanent bond, its not a mundane item. The glue will not work in this field.


Orthos wrote:
What Philip said. It's not a gaze, so don't use gaze rules.

I might not have been clear in my intent: my understanding was that Nyrissa's aura was similar to a nymph's blinding beauty:

PRD wrote:
Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 21 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Which (to me) indicates you could close your eyes and not be affected by this aura, though I may have been overly generous by extrapolating a chance to avert your eyes and not be affected.

So, in my opinion, *this* aura may not be like the aura of uranium that Philip mentioned. I would totally agree that if it was an aura of intense heat radiating out from Nyrissa, it doesn't matter if you are looking at it or not looking at it, but since it involves an element of perception (assuming it is worded like the Nymph's ability - don't have the AP to check) then it could be reasonable to rule that they could use the gaze rules (at least as far as closing their eyes - though this wouldn't really help them in this fight since it is the end of the AP).

Hopefully that explains my thinking and allows Glass Castle to decide how they want to run it and justify it to their players. I was probably also inspired by this post (though I think they were far too lenient) about another GMs interpretation along similar lines.


Well, considering Nyrissa *IS* a Nymph, I presume the ability is the same. =P

I did not know about the "look directly at" caveat in the ability description. That muddies the waters a bit. It IS similar to (though I don't believe quite the same) as the wording used in Gaze attacks.

Would probably come down to individual interpretation, then.


Ahhh, Gotcha Elegy.
In that case, I see where you were going with the whole 'gaze extrapolation'
thing... :)


Glass Castle

1a. You can glue two objects together while in a Timestop, but you can't interact with creatures. Reasonably, the glue bonding to a creature would count as an interaction.

1b. Antimagic field has a range of self. It can only be cast on the caster.

1c. The Antimagic Field wins. The Antilife Shell would cease to function in the overlapping area, if Nyrissa is in the area of the AMF, the entire shell would cease to function.

1d. Good point. She couldn't cast DD while in an AMF.

1e. The AP doesn't specify whether this is a (Su) or magic effect. I would assume that it's a property inherent to the plane, much like changing the direction of gravity on a plane with subjective directional gravity. That is, it's not magic, it's just the way physics works on the plane.

2. Upon further reflection,I would consider putting the bag over Nyrissa head is a Dirty Trick and not allowed during a timestop. The whole thing seems like a work around intended to subvert RAI and probably wouldn't work anyway. That is, the bag wouldn't land perfectly on Nyrissa's head; it would hit her head and then fall off.

Concerning UMD and Karma Beads:

The Emulate a Class Feature use of UMD is not and cannot be used to activate a scroll. Activating a scroll uses the Activate a Scroll use. (And possibly the Emulate an Ability Score use if his ability scores are not high enough.)

Furthermore, even if you could emulate a caster level (you can't) increasing the Rogue's CL would only make the CL check easier (which the Rogue doesn't even have to make.) Since scrolls always function at the CL at which they were created, increasing your CL will not effect the potency of the spell.

Dark Archive

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So, my lot had their final battle with Nyrissa tonight and it ended with them all alive and her dead, although some of them were... elsewhere.

Antilife Shell was a godsend, keeping the swarms of summoned monsters they called in away from her (literally in one case, a swarm of primates from the Mad Monkeys spell). She mocked the party repeatedly and toyed with them, demanding they give up Briar, worship her, etc. Until the Inquisitor managed to pull off a Dispel and get rid of the shell, things suddenly got serious.

Her summons were all tied up with player summons and essentially negated each other, she was doing fine until a flurry of hasted movement had her pinned in a 4 way (everyone flying) flank and she lost half her hp in one turn. Her Mystic Theurge spell synergy ability was brutal, I used Firestorm and Chain Lightning at the same time and the party was hurting *badly* by this point, mostly out of spells, relying on wands for curing and all at half hp or less.

I didn't want the final battle to be an annoying fight/vanish & heal/fight/repeat business so I didn't use Dimension Door to flee, but she did reposition herself for a Prismatic Spray to maximum effect. I let the players each roll their own and one rolled 'Sent to another plane', they pulled out everything to try and save him but alas he vanished in a spray of violet whilst the rest were knocked down to very low hp. The King (Ranger/Bard) and Royal Assassin (Inquisitor) charged Nyrissa and despite taking a beating from her spells on the way managed to reach her alive (barely)... and that's when the Inquisitor critted with her 2 Handed Feybane axe... for 172 damage, followed by a crit from the King for 50 odd. Nyrissa *exploded* as they hacked her still cursing and ranting body down.

They returned to their kingdom relived and happy to have won, but sad to have lost their rogue in the fight. I asked them all to describe how their characters went forward in the coming months and years, some married, their wizard started a school training mages, etc. After they were all done and I said several years had passed I turned to the rogue who I'd spoke to privately after the fight and told him to tell his story. He explained how years later, a tattered figure turns up at the city gates and it's him, he finally returned with a story of how he fought his way back from Gorums Eternal Battlefield, gathering an army around himself, defeating everything that stood against him to finally storm the very gates that led back to the material plane (the player was slightly annoyed to have been put out of the final battle but the sheer glee he had narrating how he made his way back more than made up for it, I essentially gave him carte blanche to tell any story he wanted about his return and it both really made him happy and provided an awesome end to the campaign, which rocked).

From start to finish it's been almost 3 years irl and something like 15 years in game, well worth it and thoroughly enjoyed.


Orthos wrote:
Quote:

ACID POOL (Question)

Regarding Acid Pool, isn't that a ground only effect? My players have stymied my attempts to cast things that have area of effect by pointing that out.

Your players are wrong and/or lying. There is nothing about the Acid Pool's text that requires it be on the ground:

Quote:

Acid Pool (Su)

An ancient or older black dragon can use its breath weapon to create an acid pool as a standard action. This acid pool has a radius of 50 feet. When an acid pool is created, anyone inside its area takes 20d6 points of acid damage (Reflex half). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved (10d6 round 2, 5d6 round 3, 2d6 round 4, 1d6 round 5) until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface.

It doesn't say anything about having to be on the ground, only specifies that it floats on water (important since black dragons are aquatic). Otherwise it just creates a bubble.

Most AoE effects specify they go off when they hit a target - not necessarily the ground - or when the caster/user chooses to have them go off. You can make a fireball explode harmlessly in the sky without anything to detonate against just by picking a point for it to explode, if you wanted, for example.

I have never, ever heard the phrase "ground only effect" before today. That should tell you something.

...

Sorry Orthos….

but: SHENANIGANS.

The pool of acid ability doesn't mention being able to float in space either. If a GM used this ability in the way you are mentioning, it would discredit their ability to apply some real world physics to the game. The way you are allowing this effect to work implies a solid sphere of acid to float in the air. There is nothing in the Acid Pool ability to suggest the possibility of that. Unless you modify the damage output to reflect something similar to a thin membrane of acid filled with air, that bubble is dropping to the ground and creating a 50ft radius pool which leads us back to the original ability. You can make the argument for vertical surfaces or even ceilings, but to imply that the acidic liquid filled bubble simply floats in the air because that's where the dragon originally left it simply ignores gravity.

This isn't Acid Cloud, it's Acid Pool.


I was under the impression that it floated around the dragon itself, moving with it, not left suspended wherever it was created.

Regardless, it doesn't have to stay there to get the effect they wanted out of it (a quick burst of damage to knock the stirges off). Just a quick burst of acid around the dragon, then yeah, it can drop to the ground after that when gravity kicks in, sure. But his players were saying that it could only be created on the ground.


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Sure, I can see using it to rid himself of some attached stirges. He could also use one of his spells, or insect plague.

In any case, regarding the OP's overall problem: I would suggest playing a character for a while and have one of your other players take the reins. For now it seems as though you need to familiarize yourself with some more of the rules and your players are REALLY taking advantage of that. A game like this easily becomes "players vs GM" and completely ruins the spirit of the game. Most people play with friends so it's kinda hard to recommend not playing with these knuckleheads, if you could I would.

New players need a group that helps to learn the rules, regardless of what side of the screen the new player sits on.

If players start a battle of 'us vs the GM' just remind them that the spirit of the game is teamwork. It's far too easy for the GM to win that battle anyway.


Btw, someone mention stirges not being able to get past damage reduction...

The stirges shouldn't have been able to affect the dragon AT ALL. People always discount flavor text when trying to rule lawyer, but its usually there for a reason. Stirge Description- "They are fond of hiding near watering holes and waiting for travelers to drop their guard, then swooping out to attach and drink their fill by thrusting their long feeding tubes into UNPROTECTED VEINS."
At best I might rule that a dragon has a few veins that could be affected by a stirges tube giving the dragon a limited space to have to attack stirges.
In my game however, with a dragons natural armor protecting those veins i'd tell a player to try something else. I don't even have characters in full plate worry about stirges.
Even allowing the stirges to attack as is the dragon should have been able to use crush to roll over and kill them before they drained much, if any, blood.

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