Arcturus2 wrote:I believe Garth gets a second move action on his turn.. depending on how the attack resolves after the fireball, I may want to use it before Garth passes.
yes, from Mythic Haste and your speed is +50ft remember
Arcturus2 wrote:I believe Garth gets a second move action on his turn.. depending on how the attack resolves after the fireball, I may want to use it before Garth passes.
Chirs2 wrote:alright, this is getting old....
Reflex save
Result of the throw of dice "1d20 +18" :
17 + 18 = 35
+2 if Evil
5dr fire = 25 damage
111\140
MAS wrote:Grizzle SAVE is SUCCESS
Both of the Champion's spell resistance strengths fail to stop the spell.
Garth continues his charge across the room, powering through the fireball blast to deliver a brutal killing blow to the Corpse Guard. It crumples to the ground, un-life-less.
Garth has an additional action?
MAS wrote:
Rasso moves cautiously to peer through the door.....and then he floats even closer, to pause just outside (G/20) and has still not seen any additional foes.
What is next Rasso?
Chirs2 wrote:
Ok..... Ackabar. Rasso will continue slowly to G-12 with the Sunstone (still part of his first move of 90ft). I did say he has See Invisibility and Arcane Sight on Permanent.... he can see any invisible within his normal range of sight, which should be the whole room given the Sunstone (Darkvision too) and he can see any magical auras within 120' (also the whole room).
MAS wrote:
As Rasso crosses the threshold into the room - yet another Corpse Guard materializes (B/19) and launches yet another fiery assault.
Readied action, 3rd foe enters room, cast spell maximized fireball
60 damage (fire), REF save for half
Rasso, Jules, and Grizzle in the blast zone.
Does Rasson continue his move to G/12?
MAS wrote:If a man who has been dead for 5,000 years can look surprised, the Corpse Guard certainly seems to as his fireball fails to ignite, sputtering into a small collection of weak sparks and falling to the floor.
The spell did not fire, therefore - disregard damage from the last attack!
His skeletal jaw drops even further as the golf swing launches fire and destruction directly back at him and his fellow Guard. The Guards are afire, sooty and mangled, yet appear still in the fight.
Chirs2 wrote:MAS wrote:If a man who has been dead for 5,000 years can look surprised, the Corpse Guard certainly seems to as his fireball fails to ignite, sputtering into a small collection of weak sparks and falling to the floor.
The spell did not fire, therefore - disregard damage from the last attack!
His skeletal jaw drops even further as the golf swing launches fire and destruction directly back at him and his fellow Guard. The Guards are afire, sooty and mangled, yet appear still in the fight.
Thanks for the great reaction by the Corpse Guard!
I know you don't have to show us the rolls, but I am just checking to see if the guards passed or failed their Reflex save?
(I think the other guard rolled at +7 against Igniss)
MAS wrote:Red Numbers on the stars indicate the initiative count on which the Bright Stone was lit.
Map is current, Igniss is up
MAS wrote:
They both failed.
Robyo wrote:
He moves up to G-13. Then Ignis casts Scorching Ash Form and turns into Huge swirl of hot ash and smoke. He gains DR 10/Magic, and becomes immune to poison, sneak attacks, and critical hits. He has a Fly speed of 10'.
Chirs2 wrote:
crazy move!
Igniss has a Fly speed of 10' + 50' from Mythic Haste
Robyo wrote:Thanks! And thanks for the Haste, wasn't sure if that was still active.
MAS wrote:Igniss squeezes past Grizzle, and through the door into the main room.
His form is wracked by a sudden immolation as he transforms into a living furnace.
Igniss - perception check required.
Robyo wrote: Then Ignis casts Scorching Ash Form and turns into Huge swirl of hot ash and smoke. He gains DR 10/Magic, and becomes immune to poison, sneak attacks, and critical hits. He has a Fly speed of 10'.
Chirs2 wrote:Robyo wrote: Then Ignis casts Scorching Ash Form and turns into Huge swirl of hot ash and smoke. He gains DR 10/Magic, and becomes immune to poison, sneak attacks, and critical hits. He has a Fly speed of 10'.
just asking for the sake of combat speed....
do the Corpse Guards' attacks count as Magic?
If not, Igniss' DR soaks all the damage and he doesn't need to make the save
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease.
unless the corpse guard is really making a Touch Attack, like a Chill Touch spell, but Igniss should get an AoO if they are casting the spell adjacent to him
if they are casting, Rasso and Igniss should get Spellcraft checks automatically to try to recognize what spell is being cast, remember Rasso readied a Counterspell
MAS wrote:
They are touch attacks...as stated by the attack listing.
PRD -
"Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains."
Also - If you read the entire description of DR - we have been playing it wrong in allowing it work against spells (such as against fireballs, etc).
"Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction."
Im not going to enact a retcon of damage taken so far, but we will go by the rules for the remainder of play.
MAS wrote:Additionally - we see that the DR rules state that DR only works against WEAPONS. Here is the complete breakdown of DR from the source.
MAS wrote:
The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR).
Chirs2 wrote:MAS wrote:
They are touch attacks...as stated by the attack listing.
PRD -
"Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains."
Also - If you read the entire description of DR - we have been playing it wrong in allowing it work against spells (such as against fireballs, etc).
"Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction."
Im not going to enact a retcon of damage taken so far, but we will go by the rules for the remainder of play.
I don't think we have been doing anything wrong thus far, I think most of us have specific resistance to Fire\Acid\etc. I think we may call it DR5 vs fire or whatever. But you are correct that DR basically only applies to weapon attacks and Resistance applies to energy damage. Sometimes the descriptive flavor of an attack makes it hard to tell if something is a hand\claw attack or a touch spell.
Arcturus2 wrote:
Frost Brand
Aura strong evocation; CL 14th
Slot none; Price 54,475 gp; Weight 8 lbs.
DESCRIPTION
This +3 frost greatsword sheds light as a torch when the temperature drops below 0° F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.
A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
From the magic items in the core rule book.
Are you saying that this item Garth has does not, in fact, absorb the first 10 points of fire damage he would otherwise take? I would not normally post this in the combat thread, but the last 10 posts have been out of combat regarding DR anyway.
Please clarify?
Robyo wrote:Ignis Fort Saves:
1) 16+11=27
2) 16+12=28
Currently have DR 10/Magic, but if it's not a spell or spell-like ability, that's cool, Ignis takes 7 damage.
However, I forgot that earlier Ignis had Stone Skin when he got hit with the Fireball. He had DR 10/Adamantium, so he didn't take damage from the blast. But his stone skin would have been used up after that!
Currently Ignis is in the form of huge scorching hot ash fire elemental
MAS wrote:Initiative count 13:
Corpse Guard #10 springs from the pillar at I -10, moves to K -12 = Move action
The undead guardian unleashes a barrage of grave-chilled air towards the Champions
Cast spell, Cone of Cold = Standard action (WHITE CONE)
Corpse Guard #11 springs from the pillar at D -10, moves to A -12 = Move action
The Corpse Guard launches a wave of freezing air towards the Champions
Cast spell, Cone of Cold = Standard action (BLUE CONE)
[/color]
After resolution:
Initiative count 9 is next, Grizzle is on deck.
MAS wrote:
Well. Ok then. The Champions take no damage.
Intentional pause to allow for the inevitable barrage of counterspells.
Arcturus2 wrote:The rock in G-12 shouldn't matter anymore- it's already burned for 1 round.
We need to keep the other one lit.
Arcturus2 wrote:The rock in G-12 shouldn't matter anymore- it's already burned for 1 round.
We need to keep the other one lit.
Arcturus2 wrote:Garth can kill the two guards he's closest to OR pop his glow rock off. It'll depend on what Jules does. Griz already popped his.
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