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Chirs2
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    Ill Humor

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    Post  Chirs2 Mon Jun 30, 2014 7:00 pm

    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 Wink
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    Post  MAS Mon Jun 30, 2014 10:32 pm

    We can move forward pending Grizzle's save.
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    Post  Chirs2 Mon Jun 30, 2014 11:00 pm

    Sorry if this is slow....

    Dr. Peabody (move) reaches into the golf bag and takes the Sunstone.  

    Rasso, on his flying carpet floats down to G-22 with a look of displeasure at having been repeatedly singed, fried and blasted.  Arcane fury boils his blood.

    Ill Humor - Page 3 Flying10

    Rasso has See Invisibility on Permanent effect.  His plan is to move into the room, but given the recent inviso bombs, I am going to stop his movement at what seems like LOS points that might change or halt his action.

    from G-22, Rasso can see clearly to the the main dias (since Garth moved).  does he see anything?

    if not, he will advance to G-20, which should give him a good field of vision on the main room.
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    Post  navyik Tue Jul 01, 2014 12:27 am

    Ref 16+13=29

    SR:21?
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    Post  Chirs2 Tue Jul 01, 2014 12:36 am

    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

    ah, thanks Alan, I keep forgetting SR 18
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    Post  MAS Tue Jul 01, 2014 12:10 pm

    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?


    Ill Humor - Page 3 R2d10
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    Post  Arcturus2 Tue Jul 01, 2014 12:44 pm

    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?

    Yeah, Garth uses his bonus move action to close on the corpse guard in A-18. He can get to B-17 this round,  and it shouldn't interfere with Rasso's action.

    If this guy tries anything, Garth is gonna AoO his head clean off.

    Garth HP: 204/270
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    Post  MAS Tue Jul 01, 2014 3:26 pm

    Garth pivots quickly and sprints across the chamber to position himself in striking distance of the next guard.


    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.

    Ill Humor - Page 3 R2e10

    What is next Rasso?
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    Post  Chirs2 Tue Jul 01, 2014 3:38 pm

    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?

    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).
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    Post  MAS Tue Jul 01, 2014 7:21 pm

    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).

    You did say that, and I have stated that everything can be seen within the players capabilities and positions has been revealed. I did not really address arcane sight though. This room is flooded with Necromantic magic, coming from the pillars full of phylacteries in "overwhelming" strength.

    Here is a look at Rasso's LOS when located at G/20

    Ill Humor - Page 3 Rasso_10

    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.

    SR roll =
    Result of the throw of dice "1d20 +11" :

    14 + 11 = 25
    If your SR is LESS than this, it does not succeed.



    Ill Humor - Page 3 R2ea10




    Does Rasson continue his move to G/12?
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    Post  whit10 Tue Jul 01, 2014 7:49 pm

    yet another Reflex save:

    Roll(1d20)+22:
    13,+22
    Total:35

    no damage assuming that succeeds
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    Post  navyik Tue Jul 01, 2014 8:17 pm

    17+13=30 ref.
    Griz hp 145
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    Post  Chirs2 Wed Jul 02, 2014 1:04 am

    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?

    Dr. Peabody wags a finger at the guard.  Rasso snorts,  "Not so fast bonehead, I am ready for you this time."

    (free action) Spell craft check to identify spell DC 15 + spell's level = 18 or 21 maximized?

    Spellcraft roll +27, can't fail

    "Your feeble skills are no match for an Archmage of the Avalon Defense League!"

    Rasso summons his inner Mythic Power

    Flexible Counterspell (Su): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.

    Rasso counters the Fireball by using a 3rd lvl spell slot.  Counterspelling Metamagic Spells: Metamagic feats are not taken into account when determining whether a spell can be countered.

    Dr. Peabody shakes his butt at the guard.

    "I will show you how a true fireball flies, caddy....."  Dr. Peabody plucks a red Titlist from the golf bag, he rolls it in his hands, as if warming it up.  Dr. Peabody lobs it over Rasso's shoulder and before it hits the flying carpet, Rasso whacks it with his 3rd Wood (Rod of Quickening) into the intersection of C\D and 15\16, 20 ft spread, should cover the corner with the 2 guards and anymore hiding along the wall for 20ft.

    "FOUR!"

    Fireball is Rasso's chosen Perfect Spell and Magical Lineage.  Rasso casts a Selective, Intensified, Dazing Fireball.
    Dazing is free, Spell Perfection
    Selective is free, Magical Lineage  (removes any party members from target, should be only Gareth + Rasso, but check me on the spread)
    Quicken is free, rod of quickening
    Intensified +1 spell level
    * total spell level must still be less than 9th, not including the Rod.  3 + 4 + 1 + 1 -1 (magical lineage) = 8, counts as a 4


    Fireball casts as a 4th lvl spell, free action.  All modifiers like Spell Focus, Spell Penetration, etc are doubled with his Perfect Spell
    Spell Penetration 16 + 12
    Roll(1d20)+28:
    8,+28
    Total:36

    Reflex Save is 10 + 3 (fireball) + 2 (Arcane Bloodline ability for any spell affected by MM) + 2 (Spell focus) + 4 (Bloodline Focus) + 11 (Cha) = DC 32

    15d6 (intensified) fire damage
    Roll(15d6)+0:
    1,2,2,6,6,4,4,3,6,3,4,6,5,5,6,+0
    Total:63

    Rasso will float to E-16 to finish his hasted move

    Rasso Readies a Counterspell as his action


    spells used:
    1st 2\9
    3rd 4\9
    5th 1\8
    6th 2\8

    Lesser Quicken Rod 2\3
    Mythic Power 2\5

    HP 111\140

    Dr. Peabody, who has really only used 1 move action to draw the Sunstone (the rest is just for flavor) uses his standard action to ignite it and drops it on the carpet (free).
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    Post  MAS Wed Jul 02, 2014 7:36 pm

    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.

    The fireball explodes, but the scorching attack curves gently around the Champions in the blast radius, leaving them unscathed.

    Ill Humor - Page 3 R2g11

    Red Numbers on the stars indicate the initiative count on which the Bright Stone was lit.

    Map is current, Igniss is up
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    Post  Chirs2 Wed Jul 02, 2014 8:57 pm

    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!   cheers 

    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)
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    Post  MAS Wed Jul 02, 2014 9:05 pm

    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!   cheers 

    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)

    They both failed.
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    Post  whit10 Wed Jul 02, 2014 9:50 pm

    Nicely done Rasso!!  cheers 
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    Post  Robyo Wed Jul 02, 2014 9:50 pm

    MAS wrote:Red Numbers on the stars indicate the initiative count on which the Bright Stone was lit.

    Map is current, Igniss is up

    Ignis will move through the door way, squeezing as he goes. I don't think it's so narrow that he needs to make an Escape Artist/Dex Check, but let me know if he does.

    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'.

    Then his turn is done.

    Spells used:
    1st 2/8
    3rd 1/8
    4th 1/8
    7th 1/6
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    Post  Chirs2 Wed Jul 02, 2014 10:38 pm

    MAS wrote:
    They both failed.

    Ill Humor - Page 3 Excell10

    per the Dazing metamagic effect, both Corpse Guards are now Dazed for 3 rounds and cannot take any actions.  Same for any others along the wall that took damage and failed their saves.

    Dazing Spell (Metamagic)
    You can daze creatures with the power of your spells.
    Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.


    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'.

    crazy move!

    Igniss has a Fly speed of 10' + 50' sunny from Mythic Haste
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    Post  Robyo Thu Jul 03, 2014 6:46 am

    Chirs2 wrote:

    crazy move!

    Igniss has a Fly speed of 10' + 50'   sunny  from Mythic Haste

    Thanks! And thanks for the Haste, wasn't sure if that was still active.
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    Post  Chirs2 Thu Jul 03, 2014 9:04 am

    Robyo wrote:Thanks! And thanks for the Haste, wasn't sure if that was still active.

    thankfully it is counted in rounds\lvl and not real life days

    this is only Rasso's 3rd action of the fight, so there are still 13\16 rds remaining  Cool
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    Post  MAS Thu Jul 03, 2014 11:41 am

    The two Corpse Guards are rocked by the concussion of the magical blast, leaving them dazed.

    The PRD states the Undead are immune to several types of effects, including stun - but it did not state daze specifically, so we'll allow it. For the record, it also states that "Undead are not at risk of death from massive damage."

    Resolving Igniss move and additional play currently.
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    Post  MAS Thu Jul 03, 2014 12:09 pm

    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.
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    Post  whit10 Thu Jul 03, 2014 1:34 pm

    yeah, the massive damage and undead thing makes sense.
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    Post  Robyo Thu Jul 03, 2014 5:56 pm

    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.

    15
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    Post  MAS Sun Jul 06, 2014 1:50 pm

    Igniss completes his transformation and comes to a halt. He notices nothing amiss.




    And then suddenly....in his peripheral vision, he sees movement on the phylactery storage pillars. The section facing the 14 axis drops quickly and silently downwards...and a Corpse Guard emerges from each!




    Initiative count 17 =

    Corpse Guard #7: Emerges from the pillar at I-15 and reaches to grab Igniss with his cold, evil hands...

    Touch attack
    Result of the throw of dice "1d20 +5" :

    13 + 5 = 18

    Damage:
    Result of the throw of dice "1d8 +5" :

    2 + 5 = 7

    Igniss takes 7 Negative Energy dmg, requires FORT save.



    Ill Humor - Page 3 R2h10

    Next action pending saving rolls


    Last edited by MAS on Sun Jul 06, 2014 2:04 pm; edited 1 time in total
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    Post  MAS Sun Jul 06, 2014 2:04 pm

    I just remembered that Rasso is floating 10 ft off the ground, so the Corpse Guard cannot target him.

    The Second attack is then also against Igniss -


    Corpse Guard #8: Emerges from pillar at D-15 and seeks to grab Igniss in its skeletal grip =


    Touch attack
    Result of the throw of dice "1d20 +5" :

    19 + 5 = 24

    Damage:
    Result of the throw of dice "1d8 +5" :

    1 + 5 = 6
    Igniss takes 6 Negative Energy dmg, requires FORT save.


    Igniss requires 2 FORT saves.

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    Post  Chirs2 Sun Jul 06, 2014 5:21 pm

    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
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    Post  MAS Sun Jul 06, 2014 5:43 pm

    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

    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.
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    Post  MAS Sun Jul 06, 2014 5:50 pm

    Additionally - we see that the DR rules state that DR only works against WEAPONS. Here is the complete breakdown of DR from the source.

    "Damage Reduction
    Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.

    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). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

    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. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

    Attacks that deal no damage because of the target's damage reduction do not disrupt spells.

    Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.

    Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.

    If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

    Overcoming DR: Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

    Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

    Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

    cold iron/silver +3
    adamantine* +4
    alignment-based +5
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    Post  Chirs2 Sun Jul 06, 2014 5:56 pm

    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.


    Last edited by Chirs2 on Sun Jul 06, 2014 6:08 pm; edited 2 times in total
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    Post  Chirs2 Sun Jul 06, 2014 5:58 pm

    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.  

    Actually, it does not say that.  It says it applies to "attacks".  

    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).

    This includes all monster natural attacks of claw\bite\etc.  Sometimes, through storytelling, it is hard to tell if the "skeletal hand" is a claw attack or if it cast a spell to make a magical touch attack or what is happening.

    You are correct that a Touch attack, via a spell, does not count for DR, but it does provoke AoO when cast in someone else's threat zone and casters with counterspell ability get a Spellcraft check to determine what spell is being cast.
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    Post  MAS Sun Jul 06, 2014 6:06 pm

    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.

    Roger - It's a good idea to write the narrative "descriptive flavor" separate from the rule/mechanic being used, just to be sure. As illustrated in the entry above, where the narrative says they are trying to grab him, and the mechanic description says "touch attack". You'll note that my entries (or the majority of them) say things in the mechanical description like "cast spell, X" when there is a spell being cast.

    To reiterate - they are touch attacks. Not spells.
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    Post  Arcturus2 Sun Jul 06, 2014 6:33 pm


    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?
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    Post  MAS Sun Jul 06, 2014 6:37 pm

    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?

    This does not classify the ability as DR, and its description suggests to me more of a resistance effect. Therefore, No. I am not saying that.
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    Post  Robyo Sun Jul 06, 2014 6:59 pm

    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  sunny 

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    Post  whit10 Sun Jul 06, 2014 7:05 pm

    DR applies in all cases unless something says otherwise or if it is negated - DR 5/magic for example would not work against spells but DR 3/- functions period, as long as the item is worn or power is in use, yadda yadda.
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    Post  MAS Sun Jul 06, 2014 7:23 pm

    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  sunny 


    That was 2 touch attacks for a total of 13 Negative energy damage.

    Igniss saves are SUCCESS.

    Your FORT save is listed on your character sheet as +9 - I know there have been buffs cast, can you please refresh my memory where the other +7 are from?

    Stoneskin does not apply to a fireball blast - "The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

    From the DR rules, posted above = "Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction."

    Moving on -
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    Post  MAS Sun Jul 06, 2014 8:17 pm

    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)

    Result of the throw of dice "11d6" :

    1 + 6 + 5 + 6 + 4 + 2 + 6 + 2 + 1 + 2 + 5 = 40

    40 Cold damage, All CHampions REF save for half




    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)

    Result of the throw of dice "11d6" :

    4 + 2 + 2 + 4 + 2 + 6 + 2 + 5 + 4 + 1 + 4 = 36

    36 Cold damage, REF save for half

    Ill Humor - Page 3 R2i10

    After resolution:
    Initiative count 9 is next, Grizzle is on deck.
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    Post  Arcturus2 Sun Jul 06, 2014 8:31 pm

    Garth saves:

    1st: 1d20+18 (14+18)= 32

    2nd: 1d20+18 (15+18)=33
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    Post  navyik Sun Jul 06, 2014 9:45 pm

    10+13=26 ref
    3+13=16 ref
    SR 21
    Resist cold 15

    Hp 171


    Last edited by navyik on Mon Jul 07, 2014 2:49 pm; edited 2 times in total
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    Post  whit10 Sun Jul 06, 2014 11:05 pm

    Reflex Save 1:

    Roll(1d20)+22:
    18,+22
    Total:40

    Reflex Save 2:

    Roll(1d20)+22:
    14,+22
    Total:36

    If either save, no damage for Jules (evasion)
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    Post  Chirs2 Mon Jul 07, 2014 1:40 pm

    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.

    Spellcraft check DC 15 +5 = 20
    Result of the throw of dice "1d20 +27" :

    7 + 27 = 34



    Rasso had a readied Counterspell waiting - he knows Cone of Cold and can use the same spell to counter.

    Cone (white) is countered

    Rasso will use 1 Mythic Power to power:
    Flexible Counterspell (Su): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.

    again using Cone of Cold to counter, Cone (blue) is countered

    Mythic uses 3\5
    5th lvl spells 3\8


    Rasso recognizes the familiar incantation for one his favorite spells.  Dr. Peabody taps his shoulder to indicate the other Corpse caster.  Rasso uses his right hand to begin his counterspell weave for white cone and his left hand to weave the blue cone counterspell.  To any who can see Rasso, it is as if a Savant Conductor was simultaneously directing 2 different orchestras to play at the same time.  The tempo and rhythm of his movements matching the incantations and gestures of the Corpse Guards.  Initially, Rasso is reacting to their gestures and verbalizations, but he gets ahead of their timing and then appears to be the leader, they follow his queues as he synchronizes the casting of both spells.  The symphony builds to a climax and explodes into a harmless snow shower all about the chamber.

    Dr. Peabody catches the falling snowflakes on his tongue, as blissful as a child during autumn's first snow.  

    Rasso hangs his head, exhausted from the performance. He whispers under his breath, "Yes, the newspapers were right: snow was general all over Ireland.... It lay thickly drifted on the crooked crosses and headstones, on the spears of the little gate, on the barren thorns....."
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    Post  MAS Mon Jul 07, 2014 3:53 pm

    Shocked 

    Well. Ok then. The Champions take no damage.




    Initiative count 9 -

    The secret doors on the pillars at I-5 and D-5 each slide upwards, and each produce an additional corpse guard.

    Corpse Guad #11 =

    Move to H-4  (Move action)

    Cast spell, dispel magic vs Brightstone located G-12 (Standard action)
    Dispel roll:
    Result of the throw of dice "1d20 +11" :

    13 + 11 = 24

    Duration roll:
    Result of the throw of dice "1d4" :

    2

    Success, magic item suppressed for 2 rounds.

    Corpse Guard #12

    Move to E-4 (move action)

    Cast spell, dispel magic vs Brightstone located E-15 (Standard action)

    Dispel roll:
    Result of the throw of dice "1d20 +11" :

    19 + 11 = 30

    Duration roll:
    Result of the throw of dice "1d4" :

    3

    Success, magic item suppressed for 3 rounds






    Ill Humor - Page 3 R2j10


    Intentional pause to allow for the inevitable barrage of counterspells.
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    Post  Chirs2 Mon Jul 07, 2014 6:32 pm

    MAS wrote:Shocked 

    Well. Ok then. The Champions take no damage.

    Intentional pause to allow for the inevitable barrage of counterspells.

    Rasso is wiped out, carry on


    I told you guys this was the video game "Gauntlet"

    edit - holding item doesn't matter, nevermind


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    Post  Arcturus2 Mon Jul 07, 2014 6:36 pm

    The rock in G-12 shouldn't matter anymore- it's already burned for 1 round.

    We need to keep the other one lit.
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    Post  Chirs2 Mon Jul 07, 2014 6:49 pm

    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.

    I can't counterspell everything, they could all cast it next round.  We need the DPS guys to start reducing the # of casters or get into melee range with them to AoO & interrupt their ability to cast spells

    the Sunstones are just suppressed, so if we get another one lit, in each of the next 2 rds, by the time they are done, the first ones will turn back on.

    **Actually, I have an idea that just might work...... we need to get the next Sunstone into a safe corner. I will take care of the rest
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    Post  Arcturus2 Mon Jul 07, 2014 8:30 pm

    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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    Post  MAS Mon Jul 07, 2014 8:49 pm

    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.

    This is initiative count 9 - and the first BrightStone was lit on initiative count 5 of last round.

    So far, the party has not generated a full round of "daylight".




    The room is plunged back into darkness as the BrightStones are quenched.

    Grizzle is up!
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    Post  Chirs2 Mon Jul 07, 2014 10:09 pm

    I am not sure about the numbers you are using, but I think Grizzle turned on the first Brightstone on his action during first turn (t1), didn't he?  

    I would call that t1i5  (turn 1, initiative 5)

    INTIATIVE ORDER -

    Garth - 31
    Jules - 24
    Rasso - 24
    L1 - 22
    Igniss - 20
    L2 - 10
    Grizzle - 5

    The 2nd stone was activated on Rasso's action of this turn (t2)  or t2i24

    We are now on t2i5 again, or 1 full turn after Grizz first activated his, which burned from t1i5 to t2i9, just short of 1 full turn, I agree.  

    Perhaps we are not understanding how you want the mechanics of the Brightstone to work.  Each stone needs to burn for 1 full turn, if I understand you.  So Griz's stone only needs to burn from t4i9 to t4i5, to complete it's full turn, which it will do when the suppression effect wears off.

    Rasso's Brightstone is on it's own timer, as I understand it.  It only burned from t2i24 to t2i9, so when it regains its power, at t5i9, it neesd to round the corner and burn until t6i24, to complete its burn.

    Or am I misunderstanding how you are envisioning these Brightstones working?

    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.

    the 2 by Garth are dazed for 3 turns, so since they just acted right before Rasso in t2, they are out of action t3, t4 and t5.  They don't get to act again until t6.  I hope the fight is over by then.  Just ignore them.

    maybe consider dropping your Brightstone in the corner and then moving to another guard?  Don't worry about igniting it.

    I have an idea about a corner, depending on what GM says about how the Brightstones function.... I am not sure I understand how they are supposed to work

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