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TheOasysMaster
2012-02-08, 12:47 PM
...a test of Grace a Human Mnk 3/Pal9 against Hassadur, the world-serpent.
Using the relevant house rules for the upcoming Return to the Tomb of Horrors game, which can be found here (http://www.giantitp.com/forums/showpost.php?p=12641887&postcount=1).

Hassadur/Slissus

Size/Type: Huge Magical Beast (augmented animal/world-class)
Hit Dice: 18d10+21 (201HPs)
Initiative: +11
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.
Armor Class: 22 (+7 natural, -2 Size, +7 Dex) Touch 15, Flat-footed 28
Base Attack/Grapple: +13/+32
Attack: Bite +24 melee (2d6+11 plus poison) or slam +24 (2d6+15)
Full Attack: Bite +24 melee (2d6+11 plus poison) or 2 slams +24 melee (2d6+15)
Space/Reach: 10ft./5ft.
Special Attacks: poison, constrict 1d8+11, improved grab, swallow whole
Special Qualities: scent, spell-like abilities, Damage Reduction 5/-
Saves: Fort +12, Ref +18, Will +12
Abilities: Str 33, Dex 25, Con 13, Int 21, Wis 12, Cha 5
Skills: Acrobatics +28, Athletics +32, Stealth +20*, Perception +22, Escape Artist +28, Persuasion +18, Knowledge(Nature) +28, Concentration +18
Feats: Improved Initiative, Run, Weapon Focus (bite), Toughness, Alertness, Endurance, Skill Focus (Hide), Weapon Focus Path(slam), Power Attack
Organization: N/A
Challenge Rating: 12
Treasure: None
Alignment: Neutral
Advancement: Special

Hassadur speaks Snake, Common and four other languages.
He admittedly prefers eating over philosophical debating.

*, in a jungle setting, Hassadur receives a +8 bonus to Stealth Checks. If it is night, and he`s in the jungle, he receives a +16 bonus to these checks.

Constrict (Ex)
On a successful grapple check, a Hassadur deals 1d8+11 points of damage.

Improved Grab (Ex)
To use this ability, a Hassadur must hit with his bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Swallow Whole
If Hassadur begins his turn with an opponent held in his mouth (see Improved Grab), he can attempt a new grapple check (as though attempting to pin the opponent). If he succeeds, he swallows his prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. A swallowed creature is considered to be grappled, while Hassadur is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of Hassadur's interior is normally 13, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Poison (Ex)
World-Snake Venom Type IVa - Injury - DC 25* - 2d6 Str - 1d6 Con + 1d6 Dex
If the victim fails their initial, DC 20, save against Hassadur`s venom, they must make a second save or face its hallucinogenic properties.
If the victim fails the initial, DC 25, save against the venom's hallucinogenic properties, they begin to have incredibly vivid and specific hallucinations that are 25% real on a failed Save, 50% real on a failed save of 5 or more and 90% real on a natural 1. Successful Disbelief initially reduces the 'reality' of the illusions to the next best, until the victim utterly knows that these are illusions...
The illusions won't stop until three hours after contact.
Responding and interacting with the illusions make them act 'more real' reversing disbelief.
Failure of the hallucinogenic aspect of the poison imposes a -4 morale penalty to saves, attack and damage rolls and checks at the onset of initial damage and secondary damage.

The hallucinogenic aspect of the poison only kicks in if the victim fails the save vs. poison at initial damage.

There is no antidote.

*, the poison's initial hallucinogenic properties demand a 25 DC save, secondary damage and ability damage demands separate saves at the normal DC 20.

Spell-Like Abilities
At will— speak with animals(DC 10), freedom of movement (DC 11), haste(DC 10), dimension door(DC 11), stoneskin(DC 11), silence(DC 19), invisibility(DC 9); 1/day—greater invisibility(DC 11), true strike(DC 8)

vs. Grace (http://www.myth-weavers.com/sheetview.php?sheetid=348737).
Paragon, can you make me an editor please?

[roll0] 1 for day, 2 for night
[roll1] Hassadur's Initiative Roll
[roll2] Grace's Initiative Roll

Neither Grace nor Hassadur have any spell cast or 'buffed'.

TheOasysMaster
2012-02-08, 12:48 PM
[roll0] 1 for day, 2 for night, sweeeeeeeeeeeeeeeeeeeeeet!
[roll1] Hassadur's Initiative Roll
[roll2] Grace's Initiative Roll

Initiative Order
Hassadur
Grace

Grace stands at the foot of the Mazitcan temple, surrounded by dense, dark jungle on all sides.
Moments before, the temple complex had rung with the sounds of bird calls and the hooting of monkeys, life in the jungle.
And then, it had become deftly silent.
A bright moon hangs close, shining down on her kama and her shaved head.
Despite the night chill, a bead of sweat runs down her face.

TheOasysMaster
2012-02-08, 12:54 PM
http://www.wizards.com/dnd/images/mapofweek/templesurroundings_150dpi.jpg
Assume Grace is standing before the southern most pyramid, before the south-west facing steps.

Human Paragon 3
2012-02-08, 12:58 PM
With a gulp, Grace walks into the temple, shrouding herself in a protection from evil spell.

Warily, she stalks forward, unsure of what threats may be lurking.

[roll0] Spot check.

Cast protection from evil.

TheOasysMaster
2012-02-08, 01:05 PM
Hassadur takes 10 on his Stealth Check, 46
Hassadur cast stoneskin, and assuming he casts as a 12th-level Spellcaster, he can take 120 HPs of damage or its lasts for two hours.
Making it up the landing, Grace sees the southern-pyramid properly before her. It stretches upward into the night.
Refuge or a trap?

Human Paragon 3
2012-02-08, 01:11 PM
Grace looks to her left and right, and back over her shoulder... she didn't see any threats, but she couldn't fight a feeling that she was being... watched?

Gritting her teeth, she suddenly sprints forward to the pyramid, but does not enter it. Instead she climbs.

Grace will run up the side of the pyramid, taking 10 on an athletics check check for 22. If she finds a place where she can stand and put her back to a wall, she does so.

TheOasysMaster
2012-02-08, 01:20 PM
Hassadur casts silence.
It will last 12 minutes.
Oh, Hassadur has been moving. Sorry.
The heat of climbing the steps places a burning sensation in Grace's legs.
As the very top of the Temple comes nearer, framed by the swollen moon, she sees that the entrance into the grand pyramid is at the very top of the structure.
The stone walls will be a good place to stand and fight against whatever was out there.

Human Paragon 3
2012-02-08, 01:25 PM
Back to the wall, the pilgrim stares out into the moon-lit night. She calls upon her divine insight to show her the enemy.

Cast divine insight for perception and roll another check.

[roll0]

If Hassadur is moving, he should have -10 to his stealth checks. Also, you can't take 10 on a stealth check, unless you have skill mastery or something.

TheOasysMaster
2012-02-08, 01:28 PM
Assume the Temple base measures 1800ft. square and rises to 500ft. making it larger than the largest pyramid or monument ever built by humans, and dwarfing the Giza pyramid as well as the Great Pyramid of Cholula.

Human Paragon 3
2012-02-08, 01:30 PM
Grace should be about 40 feet up.

TheOasysMaster
2012-02-08, 01:40 PM
If Hassadur is moving, he should have -10 to his stealth checks. Also, you can't take 10 on a stealth check, unless you have skill mastery or something.

Hassadur wasn't moving when Grace made her Perception Check.
I believe one can take 10 on a Hide/Stealth Check, but not 20.
And with Grace running up the temple and Hassadur who know where, he's out of range of her Spot Checks so high up, and with night cover and concealment.
Grace is taking penalties of -1 for each 10 ft. of distance.



Grace should be about 40 feet up.
Alright then, then she'd be nowhere near the top yet.
=P

[roll0]

TheOasysMaster
2012-02-08, 01:42 PM
Hidden in the jungle, Hassadur's rune-covered scales slip silently between the trees.
Frozen animals squawk in fear as he passes only to be silenced as the serpents aura bears upon them, and leaving the terrified creatures frozen in his passing.

Human Paragon 3
2012-02-08, 01:49 PM
Peering out, Grace remains vigilant for evil--and anything else.

Nope, you can't take 10 on stealth, not that it helps in this case. Grace is just going to continue making spot checks and waiting... She'll use detect evil, too, not that it helps here. Why would Grace go into the Pyramid?

TheOasysMaster
2012-02-08, 02:01 PM
Nope, you can't take 10 on stealth
That doesn't quite help us...
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10.

vs.

When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20

Would seem to indicate taking 10 can be done with any Skill, assuming Hassadur was neither threatened or distracted. Same with taking 20, because of this:
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.

So, one can take 20 on, any check that allows failure if they have plenty of time, but Hassadur doesn't have that.
He did however have an unthreatened position and was focused on what he was doing. So he takes 10.
Assuming Hassadur had arrived an hour earlier, he could have taken 20 on his Hide Check to represent time looking for a good position, settling in and letting maybe leaves fall on him?

Though if you have something clearly saying, 'No', I'll gladly hear it.


Why would Grace go into the Pyramid?
If it were me, I would go to the top. Just not in.
Its a step-pyramid. You enter through the top.

Hassadur casts Haste
[roll0] Stealth Check
[roll1]

Human Paragon 3
2012-02-08, 02:05 PM
Don't you think that hiding from somebody who is trying to kill you is a threatening situation?

At any rate, Grace will climb to the top of the pyramid after all in order to avoid death from above. She should make it in about 10 rounds.

TheOasysMaster
2012-02-08, 02:35 PM
Don't you think that hiding from somebody who is trying to kill you is a threatening situation?You know, it said, threatened, so I figured within a monster's threatened squares...

But that's a discussion for another time.


At any rate, Grace will climb to the top of the pyramid after all in order to avoid death from above.*cough*
Hassadur casts true strike.

[roll0] Hassadur's Perception Check

Rippling through the trees, Hassadur searches for his prey.
For a moment, the serpent contemplates what extraordinary circumstances have convinced him chasing after this stringy bag of flesh is worth his time, but he pushes the thoughts down.

Human Paragon 3
2012-02-08, 02:55 PM
True strike? That doesn't make a ton of sense... I think Grace is about to get eaten.

TheOasysMaster
2012-02-08, 03:00 PM
True strike? That doesn't make a ton of sense... I think Grace is about to get eaten.
Well, its on his next attack roll, right? So, he's good to cast it...

[roll0] Hassadur's Stealth Check
Hassadur casts Dimension Door.
Hissing happily to himself, the serpent boils over the significance of his need to hunt in relation to his knowledge and awareness of his need to hunt.


Hassadur is an existentialist.

Human Paragon 3
2012-02-08, 03:05 PM
Next attack roll made in the next 1 round. So no, it doesn't make sense in this case.

Grace continues her climb, certain that something is watching her... hunting her.

TheOasysMaster
2012-02-08, 03:09 PM
Next attack roll made in the next 1 round. So no, it doesn't make sense in this case.
Phew! Could think I calculated it for some leeway then...
Hassadur casts...
Damn, he can only do it once a day...
Facepalm.

Hassadur's greatest weakness is an incompetent DM.
Hassadur settles himself on the stone steps, his tongue flicking in and out, unseen, directly where the monk is running.
It won't be long now...

Human Paragon 3
2012-02-08, 03:11 PM
Does he have cover? You can't hide without cover...

Still climbing.

TheOasysMaster
2012-02-08, 03:14 PM
Does he have cover? You can't hide without cover...
Oh, damn, I forgot to cast invisibility...
I AM incompetent...
:smallmad:

Human Paragon 3
2012-02-08, 03:18 PM
Well, you have 9-10 rounds to do this in... I don't see why you wouldn't cast invisibility durning one of them. Also, since it's night, you should have concealment maybe? Dunno. The huge full moon might negate it. Otherwise Grace gets concealment, too.

TheOasysMaster
2012-02-08, 08:23 PM
Otherwise Grace gets concealment, too.
True enough...

[roll0]

Hassadur casts Greater Invisibility...
[roll0]
As he disappears from sight, Hassadur lets out a long drawn out hiss, muted by his own magic.
He swings his head back and forth, not looking for the prey...
But listening for her labored breath, and the slap of her feet on the stones of the temple.
He edges forward.

Human Paragon 3
2012-02-08, 09:44 PM
Grace is going to keep climbing. She has no idea that Hassadur is waiting for her, and no way of figuring it out either. We can skip ahead until he actually attacks her from ambush.

TheOasysMaster
2012-02-09, 08:47 AM
Hassadur Full Attacks
[roll0], Hits [roll1]
[roll2] Grace's Fortitude Saving Throw, vs. Poison, Fails
[roll3] Grace's Fortitude Saving Throw, vs. Hallucinations, Succeeds
[roll4] Hassadur's Improved Grab Grapple Check
[roll5] Grace's Opposed Grapple Check
[roll6] Constrict Damage
[roll7], Hits, but should have applied a -4 penalty [roll8]
[roll9] Grace's Fortitude Saving Throw, Nice
[roll10] Grace's Fortitude Saving Throw, Nice
[roll11] Hassadur's Improved Grab Grapple Check
[roll12] Grace's Opposed Grapple Check, Fails
[roll13] Constrict Damage

Hassadur's Poison
World-Snake Venom Type IVa - Injury - DC 25* - 2d6 Str - 1d6 Con + 1d6 Dex

If the victim fails the initial DC 25 save against the venom's hallucinogenic properties, they begin to have incredibly vivid and specific hallucinations that are 25% real on a failed Save, 50% real on a failed save of 5 or more and 90% real on a natural 1. Successful Disbelief initially reduces the 'reality' of the illusions to the next best, until the victim utterly knows that these are illusions...
The illusions won't stop until three hours after contact.
Responding and interacting with the illusions make them act 'more real'.
Failure of the hallucinogenic aspect of the poison imposes a -4 morale penalty to saves, attack and damage rolls and checks at the onset of initial damage and secondary damage.

The hallucinogenic aspect of the poison only kicks in if the victim fails the save vs. poison at initial and secondary damage.

There is no antidote.

*, the poison's initial hallucinogenic properties demand a 25 DC save, secondary damage and ability damage demands separate saves at the normal DC 20.

Grace runs head-long into the fangs, feeling the foot-long teeth puncturing her thin robes and squeezing what seems like hot fire into her chest.
Unseen scales, wrap round and round as her head spins over and over...
Struggling against the invisble forces crushing her, Grace feels the fangs come down again, sinking into her shoulder, and she realizes she can't even here herself scream.

TheOasysMaster
2012-02-09, 08:59 AM
[roll0] Strength Damage to Grace
She has not fallen to Hassadur's hallucinations.
She has taken 60 HPs of damage.
And she's got 1 Strength.

Updated Hassadur...
Hassadur/Slissus

Size/Type: Huge Magical Beast (augmented animal/world-class)
Hit Dice: 18d10+21 (201HPs)
Initiative: +11
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.
Armor Class: 22 (+7 natural, -2 Size, +7 Dex) Touch 15, Flat-footed 28
Base Attack/Grapple: +13/+32
Attack: Bite +24 melee (2d6+11 plus poison) or slam +24 (2d6+15)
Full Attack: Bite +24 melee (2d6+11 plus poison) or 2 slams +24 melee (2d6+15)
Space/Reach: 10ft./5ft.
Special Attacks: poison, constrict 1d8+11, improved grab, swallow whole
Special Qualities: scent, spell-like abilities, Damage Reduction 5/-
Saves: Fort +12, Ref +18, Will +12
Abilities: Str 33, Dex 25, Con 13, Int 21, Wis 12, Cha 5
Skills: Acrobatics +28, Athletics +32, Stealth +20*, Perception +22, Escape Artist +28, Persuasion +18, Knowledge(Nature) +28, Concentration +18
Feats: Improved Initiative, Run, Weapon Focus (bite), Toughness, Alertness, Endurance, Skill Focus (Hide), Weapon Focus Path(slam), Power Attack
Organization: N/A
Challenge Rating: 12
Treasure: None
Alignment: Neutral
Advancement: Special

Hassadur speaks Snake, Common and four other languages.
He admittedly prefers eating over philosophical debating.

*, in a jungle setting, Hassadur receives a +8 bonus to Stealth Checks. If it is night, and he`s in the jungle, he receives a +16 bonus to these checks.

Constrict (Ex)
On a successful grapple check, a Hassadur deals 1d8+11 points of damage.

Improved Grab (Ex)
To use this ability, a Hassadur must hit with his bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Swallow Whole
If Hassadur begins his turn with an opponent held in his mouth (see Improved Grab), he can attempt a new grapple check (as though attempting to pin the opponent). If he succeeds, he swallows his prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. A swallowed creature is considered to be grappled, while Hassadur is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of Hassadur's interior is normally 13, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Poison (Ex)
World-Snake Venom Type IVa - Injury - DC 25* - 2d6 Str - 1d6 Con + 1d6 Dex
If the victim fails their initial, DC 20, save against Hassadur`s venom, they must make a second save or face its hallucinogenic properties.
If the victim fails the initial, DC 25, save against the venom's hallucinogenic properties, they begin to have incredibly vivid and specific hallucinations that are 25% real on a failed Save, 50% real on a failed save of 5 or more and 90% real on a natural 1. Successful Disbelief initially reduces the 'reality' of the illusions to the next best, until the victim utterly knows that these are illusions...
The illusions won't stop until three hours after contact.
Responding and interacting with the illusions make them act 'more real' reversing disbelief.
Failure of the hallucinogenic aspect of the poison imposes a -4 morale penalty to saves, attack and damage rolls and checks at the onset of initial damage and secondary damage.

The hallucinogenic aspect of the poison only kicks in if the victim fails the save vs. poison at initial damage.

There is no antidote.

*, the poison's initial hallucinogenic properties demand a 25 DC save, secondary damage and ability damage demands separate saves at the normal DC 20.

Spell-Like Abilities
At will— speak with animals(DC 10), freedom of movement (DC 11), haste(DC 10), dimension door(DC 11), stoneskin(DC 11), silence(DC 19), invisibility(DC 9); 1/day—greater invisibility(DC 11), true strike(DC 8)

Human Paragon 3
2012-02-09, 09:22 AM
Just thought of something. With a passive perception of 23 (taking ten), I think Grace would notice when she entered an area of silence. However, no need to retcon.

How fare from the top of the temple is she now?

Also, no grapple?

The poison spreads through Grace's system like a grass fire. Soon, she would die. Either she'd be swallowed by this unseen adversary -- scales... a snake -- or she would succumb to the poison later. Her only hope was escape.

TheOasysMaster
2012-02-09, 09:26 AM
How fare from the top of the temple is she now?
One hundred feet of stairs.


Also, no grapple?
Hassadur`s grappling and biting her.
She`s in his mouth.

Human Paragon 3
2012-02-09, 09:31 AM
Grace's training takes over, guiding her empty hand to the base of the serpent's neck, delivering a stunning blow. He strength might fail, but her spirit never would - never could.

Attacking with a light weapon in a grapple:

-5 for STR damage, -4 for attacking in a grapple
[roll0]Stunning fist DC is 28.

Too weak...

In desperation, she activates her boots of big stepping...

Teleport 60 feet to the left

And tumbles down the pyramid.

And then jump backwards off the temple, using slow fall, tumble, and jump to mitigate any damage. I want to get as far down as possible by jumping as far as I can and using all of my 40 feet of movement. Taking 10 on jump and tumble for a 32 and 26 respectively.

TheOasysMaster
2012-02-09, 09:37 AM
I think...
...she misses...
His AC is 23, with haste...

Human Paragon 3
2012-02-09, 09:38 AM
She does miss, but I added more actions.

Oh, wait. Add +5 do that roll. I use Wis to attack, not strength. So it should be 23 on the nose.

Human Paragon 3
2012-02-09, 09:41 AM
[roll0] Damage

TheOasysMaster
2012-02-09, 09:43 AM
Oh, wait. Add +5 do that roll. I use Wis to attack, not strength. So it should be 23 on the nose.
Wait, what? She rolled a 7, which becomes a 3 for attacking in a grapple, and then there's +5 because of wisdom...
So, 8...
Even with the original +11, that's only a 19...

Human Paragon 3
2012-02-09, 09:46 AM
Her attack bonus is +20. I gave her a -9, but I should have given her -4. The result of the roll was an 18, but should have been five higher, hence 23. 20+7=27-4=23.

TheOasysMaster
2012-02-09, 09:58 AM
Rattled by his prey's retaliatory strike, Hassadur's coils loosen, and he drops to the stone steps.

[roll0] Hassadur's Fortitude Save
Hassadur is stunned for 1 round (until just before your next action). He can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC.

It'll take Grace three rounds to reach the bottom.
Going down is much faster than going up.
Her feet smack against the smooth rough stones, but with sure, bounding steps, Grace avoids a neck-breaking fall.

Human Paragon 3
2012-02-09, 10:07 AM
Springing backward, flipping and catching purchase wherever she can, the pilgrim continues down the temple wall... but not directly down.

Remembering how she climbed headlong into the invisible serpent's fangs, Grace alters her path, keeping it unpredictable. She moves 20 feet down, and then fifteen feet left... another 10 feet down, and then climbs a step up.

In this manner, she erratically flees, rounding corners wherever she can find them, and keeping an ear out for the eerie, total silence that signals the serpent's presence.

Just like it says. Grace is using all her movement to put distance between Hassadur and herself, fleeing in seemingly random directions. If she sees a way to get an angle on his position, gaining total cover, she does so. Since he cannot hear her either, this will make it harder for him to track her.

I take 10 on all checks, including perception for a 23 to notice when I enter an area of silence. If I do, I reverse direction immediately.

I move 90 feet per round of double moving, plus wherever falling takes me.

TheOasysMaster
2012-02-09, 10:09 AM
Hassadur dismisses Silence.
[roll0] Hassadur's Perception Check

Human Paragon 3
2012-02-09, 10:11 AM
If I hear a huge, invisible snake, I also reverse directions! Don't forget to subtract 10 from his stealth roll if he moves.

TheOasysMaster
2012-02-09, 10:13 AM
Hassadur watches from on high as his prey goes in the only direction that makes sense...
Down.


If I hear a huge, invisible snake, I also reverse directions!
Hassadur casts Dimension Door.
One more round.

Human Paragon 3
2012-02-09, 10:18 AM
Don't forget to subtract 10 from his stealth roll if he moves.

So far, so good...

Grace continues her erratic flight, moving down, and around the temple. She jumps at odd angles, moving completely diagonal relative to the pyramid at times...

Same as above. If I hear the snake, I run in the other direction. Note that I do not flee into the jungle. If I reach the base of the pyramid, I will run along its base and then climb a little, changing directions and keeping an eye out for the snake.

TheOasysMaster
2012-02-09, 10:46 AM
Don't forget to subtract 10 from his stealth roll if he moves.
Hassadur casts Silence.
So far so good.
The prey has nearly reached the bottom.

TheOasysMaster
2012-02-09, 10:48 AM
[roll0] Con Damage to Grace
[roll1] Dex Damage to Grace

Does she do anything different than in the next about two minutes?

TheOasysMaster
2012-02-09, 10:51 AM
...
Hassadur can cast Dimension Door into mid-air, can't he?

Human Paragon 3
2012-02-09, 10:56 AM
Sure he can, but why?

Also, where did that dex and con damage come from? It hasn't been a minute.

TheOasysMaster
2012-02-09, 11:01 AM
Hassadur is waiting for the Con and Dex damage to take effect.
While following at a safe distance of course...
Which is why I'm asking if she does anything different between then and now...

Human Paragon 3
2012-02-09, 11:04 AM
Ah, yes, she does.

Running around the base of the temple, Grace suddenly switches tacts, and begins climbing again. She climbs strait up toward the pinnacle, and then runs laterally...

Before long, though, she stops, stands stock still, and calls out to the gods to restore her strength.

[roll0] Lesser restoration and make an active spot check.
[roll1]

I'm actually planning on repeating something similar in a couple rounds.

TheOasysMaster
2012-02-09, 11:08 AM
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
I'm assuming Strength...
And assuming its been...
24 seconds since she's been poisoned...
...
That's sixteen rounds...
How many times does she do this?
And she's climbing the rocky sides of the temple, not the stairs, right?

Human Paragon 3
2012-02-09, 11:11 AM
A few more times. Say, 3.


[roll1]

[roll2]
[roll3]

[roll4]
[roll]d20+13
5 spell points used so far.

If she happens upon stairs, she climbs them, but does not stay on the steps for long.

The pilgrim continues her slow ascent, striking off in random directions and avoiding predictable patterns. Every so often she stands stock still, craning her neck and listening, casting her watchful eye to the moonlit pyramid slope, and praying to whatever gods are listening for deliverance and strength.

Human Paragon 3
2012-02-09, 11:13 AM
Those are some ugly rolls.

[roll0] Final spot before the poison takes effect.

TheOasysMaster
2012-02-09, 11:19 AM
The third time she offers her arms above to the gods, Hassadur casts Dimension Door...
Twenty feet above her head...


[roll0] Falling Damage to Grace
[roll1] Falling Damage to Hassadur


(d20+13)[23] Final spot before the poison takes effect.
Nope, Hassadur stops waiting after she repeats the action.

TheOasysMaster
2012-02-09, 11:20 AM
2 tons of scale and muscles crashed down on the monk as she goes deaf.

Fortitude Save vs. Massive Damage

Human Paragon 3
2012-02-09, 11:22 AM
I demand a reflex save!

That's totally borked. Dimension door isn't supposed to be a no-save area effect attack.

What's the DC?

TheOasysMaster
2012-02-09, 11:30 AM
That's totally borked. Dimension door isn't supposed to be a no-save area effect attack.
It isn't! He's two tons with like fifteen feet of space and ten of reach!


I demand a reflex save!
Oh come on!
She does it THREE times!
She's standing still! How's she supposed to sense a falling, invisible and silenced boulder that just effectively appeared outta thin air!

It would be DC 15...
if it was a rock dropped from 50 ft. on a battlefield...
Her only real clue would be the sudden deafness...
...and even then, what would she do-he's got fifteen feet of space and ten feet of reach!

Human Paragon 3
2012-02-09, 11:32 AM
By that rational, an invisible fireball (with invisible spell metamagic) would not allow a save. Any spell cast while somebody is standing still or spellcasting would not allow a save.

Is that really the precedent you want to set for Return? Do you want the game to be about finding ways to abuse falling damage rules?

Also, she is actively listening! And listening for silence effects.

And although he has 15 feet of space, he doesn't FILL a 15 foot square. He;s a long, slender object. Plenty of space to dodge, or change to a graze.

TheOasysMaster
2012-02-09, 11:41 AM
By that rational, an invisible fireball (with invisible spell metamagic) would not allow a save. Any spell cast while somebody is standing still or spellcasting would not allow a save.
There's no listed saves for a falling object in the first place.
And no, an invisble fireball can't be silenced, and the caster isn't invisible or silenced either.
I could rule 'no save', but significant penalties would probably be more in line.


Is that really the precedent you want to set for Return? Do you want the game to be about finding ways to abuse falling damage rules?
You can try.
Hassadur only tried this because his 21 Intelligence allowed him to figure out 1. She's restoring damage from the poison, 2. she stops and casts each time she restores, 3. she'll probably do it again, 4. he's very heavy and invisible and silent.

This wouldn't work very well for a character of grace's size who would probably only deal 1d6.
Even if a character brings their maximum load of objects or whatever, they have to go with the object, and go pretty high to deal a lot of damage.

No precedent is being set-Grace is repeating the same action of standing still and moving, and falling on top of her would allow him to potentially trap her rather than simply attacking...


Also, she is actively listening! And listening for silence effects.And that's the only reason I'm considering a save.

Reflex Save DC 20 to halve damage.

Human Paragon 3
2012-02-09, 11:54 AM
Keep in mind that Quin has an air ship. It wouldn't be hard to research a spell that makes invisible boulders, or invisible, silent boulders. Think about it - you've just posited a method of dealing MASSIVE amounts of damage with no attack roll and no saving throw. This would not be good for your game.

A DC 20 reflex save seems right, as far as it goes, but not allowing a save would be the road to madness.

[roll0]

Evasion kicks in and grace takes 0 damage.

Human Paragon 3
2012-02-09, 11:56 AM
Suddenly the world goes silent. Acting instinctively, Grace leaps, avoiding the invisible serpent coils. Heart pounding, Grace sprints down the pyramid once more.

Full withdraw, with all the jumping, tumbling, and slow falling you can handle.

TheOasysMaster
2012-02-09, 12:21 PM
Keep in mind that Quin has an air ship.
Oh! THAT's what you're talking about!


It wouldn't be hard to research a spell that makes invisible boulders, or invisible, silent boulders.
No, it wouldn't.
But he'd have to pay for it.
But unless he can blanket sweep an entire necropolis who's major installations are underground, and can make the boulders disappear after impact so the defenders can't figure it out, WHILE defending against the inevitable counter-attack, I'm not worried.
Furthermore, Quin would have to store the boulders on his ship, or figure out how to summon them, which would bump up the spell-level or the costs.


Think about it - you've just posited a method of dealing MASSIVE amounts of damage with no attack roll and no saving throw.
There's only no attack roll, if they use Dimension Doors-so, someone would have to first increase their strength to up their maximum load, and go with the boulder at a decent height.
They'd then need either a feather-fall or a fly spell to do it all over again.
The logistics and costs don't pan out.
Its not worth it for the damage being put out.

And its Quan's airship.
Return has no room for puppets.

It'd take a strength of 30 just to bring 1500 lbs, and deal 15d6 of damage without considering the actual falling damage.


A DC 20 reflex save seems right, as far as it goes, but not allowing a save would be the road to madness.
Hardly.
It only worked because Hassadur was closely observing his prey repeating the same actions while he was particularly heavy and could take the damage.

Squishy spellcasters like Prescott, who's probably the only one who could pull it off consistently, and repeatedly, even with the problems, could not.

Okay, I'm having some trouble with the DC of the Tumble Check and the terms of withdraw...
The DC is +2 for a sloped surface...
...but withdraw says up to double your speed, so 90 ft.
But I don't know whether she's going at half-speed, or at full speed.

Human Paragon 3
2012-02-09, 12:27 PM
I don't think she can make the tumble DC for full speed movement, but she's not tumbling to avoid attacks, she's tumbling to avoid falling damage. She's moving as fast as she can without provoking.

As for dimension door, couldn't you just ready an action to DD above your enemy as soon as they stop moving?

We could enlarge Maki, have him carry his full load as enlarged (which is double or 4x normal) and then Prescott could DD with Maki. He could Do it invisibly and silent, too.

I'm sure if the entire group put our heads together, we could come up with a very efficient way of doing it.

TheOasysMaster
2012-02-09, 12:54 PM
She's moving as fast as she can without provoking.
Okay.


We could enlarge Maki
That's one spell. And one standard action.


have him carry his full load as enlarged (which is double or 4x normal)Gold, actions and time spent to gather his full load.


and then Prescott could DD with Maki
That's another spell and another standard action.


He could Do it invisibly and silent, too.
That's...
Either a two feats or four spells or some combination thereof, all for Prescott, and of course, standard actions.


As for dimension door, couldn't you just ready an action to DD above your enemy as soon as they stop moving?
IF they stop moving.
A fleeing enemy doesn't stop at the end of each round if they're just moving.
That's why Hassadur was able to do that.
She took Standard AND Move Actions.
So she stopped at a point.
That's how Hassadur did it.
And he had to be seeing her to do it.


I'm sure if the entire group put our heads together, we could come up with a very efficient way of doing it.
I'm sure you can.
But can you do it in a ten-foot high corridor?
Or while spellcasters/monsters/undead/spell-effects, movement all around you?

And you've already forgotten a couple things.
Fly and feather-fall, which will cost more actions/time/gold.

[roll0] Hassadur's Bite Attack of Opporunity
[roll1] Bite Damage
[roll2] Poison Save, Successful
[roll3] Strength Damage to Grace
[roll4] Hallucination Save
[roll5] Opposed Grapple Check
[roll6] Hassadur's Grapple Check
[roll7] Hassadur's Constrict Damage


Its hard for Grace to avoid something she can't hear or see.
Powerful jaws snap forward, catching her in a powerful, biting grip.


I still think its Hassadur's turn.
What round did she perform the third lesser restoration?

Human Paragon 3
2012-02-09, 12:58 PM
You can't take actions after a dimension door.

"After using this spell, you can’t take any other actions until your next turn." An attack of opportunity is an attack action, is it not?

She cast the third one 9 rounds after the initial attack by Hassadur.

How long does greater invisibility last?

TheOasysMaster
2012-02-09, 01:06 PM
You can't take actions after a dimension door.
...
He didn't.
He cast the spell.
And fell.

Grace fled.

An attack of opportunity is an attack action, is it not?
Not his turn, but this After using this spell, you can’t take any other actions until your next turn. does the job.


How long does greater invisibility last?
12 Rounds

I'll delete that post.
Then its Grace's turn again.
This, if I count correctly, would actually be the turn the spell ends and she'd finally see him.

Human Paragon 3
2012-02-09, 01:08 PM
So it's my action and I see Hassadur on the steps?

TheOasysMaster
2012-02-09, 01:09 PM
So it's my action and I see Hassadur on the steps?
You're also 90 ft. away.

TheOasysMaster
2012-02-09, 01:14 PM
No, wait. It's still Hassadur's turn...
He dropped on top of her...
...she fled.
Its his turn now.
So he casts invisibility and she's none the wiser.

Human Paragon 3
2012-02-09, 01:18 PM
Scales gleam in the moonlight. Finally, the pilgrim sees her foe. He is truly terrifying, but paladins know no fear.

If she cannot kill him, Grace knows, the beast will finally track her down and eat her alive.

Gritting her teeth, she changes directions, climbing up the pyramid toward the snake. As she gets closer, she fancies she can see cunning in the serpent's eye, or even intelligence. The creature was as dangerous as any she'd faced. She would need to end this quickly.

The snake watches her every move of her approach. He would be ready.

In a flash of brutal fury, she unleashes the devastating flash of sunset technique, honed after years of training.

Climb 45 feet up, then activate boots of big stepping to teleport directly next to Hassadur. This triggers sun school feat, which gives me a free standard action attack, which will be a stunning fist attack.

[roll0]
[roll1]
Stun DC is 28.

EDIT: Wow, you have got to be kidding me.

Nevermind!

Human Paragon 3
2012-02-09, 01:25 PM
Not knowing how much longer she can avoid the serpent, Grace reaches into her pocket for her wand of Holy Sword. Activated, the wand glows with a soft light, which spreads to Grace's shining fist, transforming her body into a weapon of holy wrath.

Newly empowered, she creeps slowly along the pyramid side.

TheOasysMaster
2012-02-09, 01:31 PM
Hassadur casts invisbility, and follows thirty feet behind grace in her blindspot as often as possible until she does something other than move and look around for him, in which case he'll have new actions.
He makes use of scent when necessary.

Human Paragon 3
2012-02-09, 01:35 PM
Grace seeks out a cave or cul-du-sac, some crevice in the pyramid.

As she makes her way around the structure, Grace seeks out a more defensible position.

TheOasysMaster
2012-02-09, 01:55 PM
Grace seeks out a cave or cul-du-sac, some crevice in the pyramid.
There are none, its a Mayan step pyramid.
Okay, the round she takes secondary damage from Hassadur's poison, he'll strike? Update your sheet for -5 to Con and Dex.

Human Paragon 3
2012-02-09, 02:03 PM
Not necessary. When it becomes obvious that there's no place to hide, she'll put her back to a wall, use lay on hands to heal 50 damage, and make active check.

[roll0]

TheOasysMaster
2012-02-09, 03:31 PM
[roll0] Hassadur's Bite Attack
[roll1] Hassadur's Bite Damage
[roll2] Fortitude Saving Throw vs. Poison
[roll3] Hallucination
[roll4] Hassadur's Grapple Check
[roll5] Grace's Opposed Grapple Check
[roll6] Constrict Damage
The deafness returns, and the wind is knocked from Grace's chest as a massive, impossibly large serpent slams into her from behind, fangs like sword sticking between her ribs.
In utter silence, Hassadur brings his rippling, scaled muscles in a bodily hug, crushing bone to bone.

Human Paragon 3
2012-02-09, 03:34 PM
My fortitude save is +18, not +14.

TheOasysMaster
2012-02-09, 03:40 PM
He hits her after the secondary damage kicks in, so she'd take 5 damage to her Constitution score...
Unless you already lowered it?
EDIT: And I still see +17 on the sheet...

Human Paragon 3
2012-02-09, 03:43 PM
How long would that take? I would get two chances to spot / hear him every round until that occurs.

EDIT: Wow, sorry, I just realized I had my fort save figured wrong. I didn't count the +3 from the monk levels. My bad!

So before Hassadur's poison takes effect, my save is at +20, and afterward it's +17.

TheOasysMaster
2012-02-09, 03:47 PM
How long would that take? I would get two chances to spot / hear him every round until that occurs.Another minute.
And Hassadur is thirty feet away, invisible and silent, purposely in her blind spot, while she
she'll put her back to a wall, use lay on hands to heal 50 damage, and make active check.
Does that.
He doesn't move. And waits.
When he sees it take effect/waits long enough, he strikes.

Solid. Snake.
?

TheOasysMaster
2012-02-09, 03:48 PM
EDIT: Wow, sorry, I just realized I had my fort save figured wrong. I didn't count the +3 from the monk levels. My bad!
:smallsigh:

Human Paragon 3
2012-02-09, 03:49 PM
Gotcha, but do see my previous edit about my fort save!

TheOasysMaster
2012-02-09, 03:51 PM
Okay, checks out. Grace is Grappled.

Human Paragon 3
2012-02-09, 03:55 PM
By the grace of the gods, the Pilgrim survives the ravages of the serpent's poison. This was their final confrontation, she knew.

Body surging with holy might, she brings a crushing elbow down directly on the snake's exposed eye, staggering his body with stunning force.


Stunning fist DC 28
[roll0] -4 is factored in
[roll1] damage

TheOasysMaster
2012-02-09, 03:57 PM
[roll0] Hassadur's Fortitude Save
[roll1] Grace's Miss Chance
With the force of the strike, Hassadur's head swings to strike the stones of the pyramid and his grip loosens.

Your turn again.

Human Paragon 3
2012-02-09, 04:03 PM
Standing above the snake, Grace shouts to focus her ki. Whirling, she brings the full power of the devastating flash of sunset maneuver to bare.

A flying knee drops onto the snake's fifth vertebrae...


Power attack -6, and decisive strike.
[roll0]
[roll1]x2=48
Stunning fist DC is 30.

Assuming he fails, there's more to my turn.

TheOasysMaster
2012-02-09, 04:11 PM
[roll0]
How can there be MORE? Decisive Strike is a full-round action!

Human Paragon 3
2012-02-09, 04:17 PM
I have a SWIFT action.

As a swift action, I activate my boots of big stepping to teleport to the opposite side of Hassadur. This triggers Sun School.

[roll0] Being stunned, he is flat footed.
[roll1]x2=44

And being stunned twice in a row triggers blinding sun of noon. He's confused for [roll2] rounds.

FLASH!

Grace vanishes in a blur of light,

OF!

reappearing on the opposite side of the baffled serpent,

SUNSET!

and unleashes a crushing round house kick.

Human Paragon 3
2012-02-09, 04:37 PM
OK, since he's stunned, it's still me. Can I tell what kind of damage Grace is dealing? Her passive heal would be 27 to judge how much of a beating he's taken so far, and how much more he can handle.



DECISIVE STRIKE!

With another shout, Grace delivers an open palm to the twitching serpent's underbelly.



Power attack -8, stunning fist DC 30, confusion [roll]d4 rounds
[roll1]x2=

EDIT: That went less well... but he's still confused this round.

Only if stun works:

Flash of sunset attack
[roll2] Power attack -8
[roll3]x2=




DOUBLE FLASH!

Grace vanishes into a second blur, and delivers a flying kick from above.

TheOasysMaster
2012-02-09, 04:55 PM
OK, since he's stunned, it's still me. Can I tell what kind of damage Grace is dealing? Her passive heal would be 27 to judge how much of a beating he's taken so far, and how much more he can handle.
:smallsmile:

[roll0]
01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
Hmm. Not good odds.
Grace has trained long and hard, in attuning her mind, body and will into the epitome of perfection.
But her knowledge of animal anatomy is greatly lacking.
To the fact that for a serpent like Hassadur, striking the fifth vertebrae means absolutely nothing.
The stunning blows of his prey had been far more devastating then whatever dancing about it had done, as yet another of its fists harmlessly glance off his hardened hide, Hassadur decides he's had enough.
Confused at the spinning sensation ringing through his head, Hassadur surges away from Grace in an attempt to put some distance between them.

Human Paragon 3
2012-02-09, 05:00 PM
Attack of opportunity? Also in what direction does he slither away? Strait along the step?

TheOasysMaster
2012-02-09, 05:03 PM
He withdr-all possible speed...
Yes, he goes down, roll your AoO.

Human Paragon 3
2012-02-09, 05:06 PM
As coils go flying past the Pilgrim, she reaches out with a blow to its hard, scaly side.

Eagle Claw Fist!

[roll0]
[roll1]x2=44
Stun DC is 28.

TheOasysMaster
2012-02-09, 05:10 PM
The clawing attack still doesn't appear to faze the serpent...

[roll0]
...but the power of the blow leaves Hassadur reeling.

Human Paragon 3
2012-02-09, 05:11 PM
What do you mean it didn't phase him? He should have more than half his HP gone at this point.

Anyway, I've got to head off. We can pick this up later!

TheOasysMaster
2012-02-09, 05:14 PM
What do you mean it didn't phase him? He should have more than half his HP gone at this point.
Stoneskin, first thing he cast.

Human Paragon 3
2012-02-09, 07:41 PM
Even counting stone skin he should be under half HP. Stone skin only gives DR 10/Adamantine, it doesn't absorb all damage. It's like resist energy.

Given that I stunned Hassadur during his turn, is he still stunned during my turn?

TheOasysMaster
2012-02-09, 07:56 PM
It's like resist energy.
@%$*#

He's at 81 then.

How many more stunning fists does Grace have left?\


Given that I stunned Hassadur during his turn, is he still stunned during my turn?
Yeah, I think so.

Human Paragon 3
2012-02-09, 09:20 PM
Grace seizes the advantage. The snake was fleeing, but she knew how dangerous it was. If it slipped away into the jungle, it could lick its wounds and return.

She unleashes another barrage of attacks on the serpent, beating it into submission.

Switching to non-lethal damage. Power attack is -11, decisive strike -2. Stunned, hassadur does not get dex to AC.

[roll0]
[roll1]x2=52 Stun DC is 30.

If stunned, I'll use my last teleport to activate my flash of sunset.

[roll2]
[roll3]x2=52

TheOasysMaster
2012-02-09, 09:28 PM
The great snake sways under each blows, crashing in a silent fall until it reaches the base of the pyramid, leaving Grace the victor.
Stunned and battered into submission, and with scales missing and blood streaming from ugly bruises, Hassadur drops doesn't move, out for the count.

Alright.
So we have our answer.
He's appropriately CR'd.