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killem2
2019-03-30, 08:47 PM
There is a player who is a Drow who plans to experiment on this creature. I, the GM, have homebrewed a makeshift version of the fleshcrafting ability/brew potion. Basically he can extra 1 Ex ability from this thing and drink an extract to permanently gain the Ex ability with possible side effects.

How can he continue to keep it sedated?

It was extremely difficult to get it under control in the first place.

For reference.

THE-FLAME-THAT-SINGS , A PERI CR 15
XP 51,200

Female advanced young peri

NG Medium outsider (good, native)

Init +9; Senses darkvision 60 ft., Perception +29, Smoke Sight

DEFENSE
AC 38, touch 24, flat-footed 24 (+9 Dex, +5 dodge, +14 natural)

hp 277 (19d10+184)
Fort +15, Ref +20, Will +18

DR 10/cold iron and evil; Immune electricity, fire; Resist acid 10 , cold 10 ; SR 25

OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee scimitar +2 (flaming burst) +28/+23/+18/+13 (1d6+15/15-20) (Combat Expertise turned on)
Melee wings +25/+25 (1d6+9)

Special Attacks burn(2d6, DC 28)

Fire Shield – When struck by non reach melee attack 1d6 + 15 fire damage. Caster Level check for SR is 1d20 + 15 (lasts 1rd/level)

Attacks of Opportunity

Can make 10 per round.

Acrobatics Checks to avoid attacks

Taking 10 is 46, and will be moving full speed.

STATISTICS
Str 29, Dex 28, Con 28, Int 29, Wis 24, Cha 33
Base Atk +19; CMB +28(+30 disarm); CMD 48(50 vs. disarm)

Feats Circling Mongoose, Combat Expertise, Combat Reflexes, Disarming Strike, Dodge, Improved Critical (Scimitar), Improved Disarm, Martial Weapon Proficiency, Mobility, Simple Weapon Proficiency, Spring Attack, Weapon Focus (Scimitar)

Skills Acrobatics +36 , Bluff +33 , Diplomacy +33 , Fly +35 , Heal +26 , Intimidate +30 , Knowledge (Arcana) +28 , Knowledge (Planes) +31 , Knowledge (Religion) +28 , Perception +29 , Perform (Sing) +33 , Sense Motive +29 , Spellcraft +31 , Stealth +31 , Use Magic Device +30

Languages Celestial, Common, Draconic, Elven, Ignan, Telepathy100 ft.,

SQ aligned (good), flame jump, resistance to acid 10, resistance to cold 10, smoke sight, spell-like abilities, whirlwind dance

Gear scimitar +2 (flaming burst), wings, boots of elvenkind



During combat & Morale The-Flame realized many foes she faces are likely to be resistant to fire. She has also has the advantage of starting the battle with Fire Shield active. On of her first actions is to consume this with Pyrotechnics for a well places Blind or Smoke screen. She is an expert with her Scimitar and prefers to shroud her enemies in smoke and use her Circling Mongoose and remarkable acrobatics checks to avoid attacks and disarm her opponents. Otherwise she may prefer to lead with her wall of fire (hopefully cutting the enemy in half) and her whirlwind dance. If she detects that a foe she is fighting is not resistant to fire, then she uses fireball and flame strike to quickly remove them from the battle. If badly wounded (Less than 60 hp), she uses flame jump to travel to the Guard-ian Flame (M-3) and there uses its healing properties to restore herself. If the enemies are still in her temple. She then returns and reignites the battle. She will use this strategy again and again until she is either dead or the enemies are purged from her mountain top. However, she will fight to the death if unable to get to the flame to heal.

SPECIAL ABILITIES
Aligned (Good) Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving damage reduction.

Burn (Ex) You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex (DC 28) save or catch fire, taking 2d6 damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Flame Jump (Sp) A peri can enter any fire equal to the peri's size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.

Immunity to Electricity (Ex) You never take electricity damage.

Immunity to Fire (Ex) You never take fire damage.

Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.

Smoke Sight (Su) A peri can see through fire, fog, and smoke without penalty.

Spell-Like Abilities (Sp) (CL 15th; concentration +23) Constant-fire shield (warm shield)

At will-aid, flame jump, pyrotechnics (DC 20), scorching ray



3/day-fireball (DC 21), flame strike (DC 23), wall of fire



Telepathy (Su) You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Whirlwind Dance (Su) Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri's burn special attack. The save DC is Dexterity-based.

TEMPORARY BONUSES
Temporary Bonuses Applied Aid,

Morcleon
2019-03-30, 08:53 PM
The simplest way would be to deal at least 19 nonlethal damage per hour (assuming it's already unconscious due to nonlethal; if it's not but otherwise sedated, you'll need to deal its full HP in nonlethal first).

The creature has 19 HD, which means it heals 19 nonlethal damage per hour. As it has no fast healing or regeneration, it won't heal faster than this by itself. The DR is a trivial obstacle, and can be bypassed by either a cold iron evil weapon or (more simply) hitting it for more than 10 nonlethal damage at a time.

killem2
2019-03-30, 10:37 PM
The simplest way would be to deal at least 19 nonlethal damage per hour (assuming it's already unconscious due to nonlethal; if it's not but otherwise sedated, you'll need to deal its full HP in nonlethal first).

The creature has 19 HD, which means it heals 19 nonlethal damage per hour. As it has no fast healing or regeneration, it won't heal faster than this by itself. The DR is a trivial obstacle, and can be bypassed by either a cold iron evil weapon or (more simply) hitting it for more than 10 nonlethal damage at a time.

Ok, cool. That isn't something they have done yet (beat them with the required non lethal damage.) But should be fine. Player has been wanting to really use this feat since level 10, but they keep killing all his species lol.

Cerefel
2019-03-31, 02:13 AM
If I'm not mistaken, they could also keep it unconscious by dealing a bunch of ability damage to a mental ability score. There might be a few poisons that do enough for it to work.

Crake
2019-03-31, 05:50 AM
The simplest way would be to deal at least 19 nonlethal damage per hour (assuming it's already unconscious due to nonlethal; if it's not but otherwise sedated, you'll need to deal its full HP in nonlethal first).

The creature has 19 HD, which means it heals 19 nonlethal damage per hour. As it has no fast healing or regeneration, it won't heal faster than this by itself. The DR is a trivial obstacle, and can be bypassed by either a cold iron evil weapon or (more simply) hitting it for more than 10 nonlethal damage at a time.

This isn't actually correct, you only heal your HD in nonlethal damage per hour if you're resting. All you need to do is prevent the creature from properly resting, and they won't heal every hour, easy peasy. What it would take to prevent it from getting rest is up to the DM, but I would say being tied up in a rather uncomfortable position, and probably constantly being moved around and jostled would do the trick.

Jack_Simth
2019-03-31, 09:03 AM
This isn't actually correct, you only heal your HD in nonlethal damage per hour if you're resting. All you need to do is prevent the creature from properly resting, and they won't heal every hour, easy peasy. What it would take to prevent it from getting rest is up to the DM, but I would say being tied up in a rather uncomfortable position, and probably constantly being moved around and jostled would do the trick.
Seems like it'd be easier just to hit it a few times than to tie it up and get it on a constant train...

Crake
2019-03-31, 10:49 AM
Seems like it'd be easier just to hit it a few times than to tie it up and get it on a constant train...

I would imagine a jostle to keep it from resting is easier than hitting it with enough force to overcome it's DR AND deal 19 nonlethal, and I imagine it'd be tied up in either circumstance.

Mr Adventurer
2019-03-31, 10:52 AM
Zombie issuing coup de graces with a Huge Sap, same as for Elminster.

Troacctid
2019-03-31, 12:09 PM
If you want to be fancy, a binding spell will put them into a magical slumber for 1 year/level.

Morcleon
2019-03-31, 02:44 PM
I would imagine a jostle to keep it from resting is easier than hitting it with enough force to overcome it's DR AND deal 19 nonlethal, and I imagine it'd be tied up in either circumstance.

You don't have to hit it for 19 in one hit. So long as anyone in your party can deal 11 or more damage in a hit, you can just spend at most 2 minutes smacking it until you've gotten the hourly 19.

Or more, if you're about to sleep or something.

MaxiDuRaritry
2019-04-01, 12:31 AM
A Tiny-sized d2 crusader (http://www.giantitp.com/forums/showsinglepost.php?p=11133358&postcount=5) wielding a sap? Nigh infinite nonlethal damage per hit.

Crake
2019-04-01, 02:01 AM
You don't have to hit it for 19 in one hit. So long as anyone in your party can deal 11 or more damage in a hit, you can just spend at most 2 minutes smacking it until you've gotten the hourly 19.

Or more, if you're about to sleep or something.

Yeah, but my point is if you hit them for 19 nonlethal damage within that hour, then you're gonna slowly kill them, because they aren't healing that hour, since they didn't get rest from being hit, and in pathfinder, nonlethal damage eventually becomes lethal damage. You'd either need to hit them for 19 nonlethal damage every other hour, or just keep them uncomfortable enough to not heal in the first place.


A Tiny-sized d2 crusader (http://www.giantitp.com/forums/showsinglepost.php?p=11133358&postcount=5) wielding a sap? Nigh infinite nonlethal damage per hit.

based on the statblock, it looks like they're playing pathfinder, so NI nonelthal becomes NI lethal after matching the target's maximum hp in nonlethal.

Morcleon
2019-04-01, 02:13 AM
Yeah, but my point is if you hit them for 19 nonlethal damage within that hour, then you're gonna slowly kill them, because they aren't healing that hour, since they didn't get rest from being hit, and in pathfinder, nonlethal damage eventually becomes lethal damage. You'd either need to hit them for 19 nonlethal damage every other hour, or just keep them uncomfortable enough to not heal in the first place.

Ah, didn't realize it was PF. In that case, yeah, once you've nonlethal'ed them to unconsciousness, slap them with some Int/Wis/Cha drain to 0 and leave them permanently (until you heal them, at least) comatose.

killem2
2019-04-01, 05:50 PM
Ya know, if he can get it helpless you could feed it all kinds of drugs.

MaxiDuRaritry
2019-04-01, 10:48 PM
Ya know, if he can get it helpless you could feed it all kinds of drugs.Drugs're bad, mmkay?

Jack_Simth
2019-04-01, 10:51 PM
Drugs're bad, mmkay?

Yes, so feed it poisons. Or just do the same thing via spells. Or critters that deal ability drain. Or... or just task a zombie / golem / paid minion / fellow PC to thwack it a lot for nonlethal damage. Cast Greater Magic Weapon on a sap, hand it to the party rogue, tell him to go to town on the beast for a little bit. If the party rogue spends five minutes at that, it'll be quite some time before the beast gets back up. So the rogue can just repeat it tomorrow, and you'll be fine.

Telonius
2019-04-02, 08:29 PM
Two questions - how many resources do you have, and how much do you value your soul?

There's a 9th-level spell from Book of Vile Darkness called "Eternity of Torture" that will keep a creature in permanent (and extremely painful) stasis. If you have the ability to spam this until it fails a Fort save, it's pretty much hosed unless something dispels it. (SR: Yes, so you'd need Assay Resistance too).