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Pathfinder 1E Leif's Questing Knights, Veluna, Greyhawk - L10 Pfdr Rpg [IC 01] [Full]

GM: Ruling: A miss cannot become a hit solely due to the miss-direction roll, the reason being that the attack remains insufficient to penetrate the monster's defenses. The grenade-like missile is moved additional squares in the same direction into the the first square not occupied by the target. If this result means that it would hit someone/something else, then we'll burn that bridge when we come to it, which probably won't be very long at all. But my initial leaning is to simply re-roll the miss diredction.
 
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OOC: Either way, the 10' splash will hit the worm and Ero's Precise Bomb discovery allows him to exclude 5 squares from that splash (so he doesn't hit his friends). So the worm should take the damage originally stated, making two DC20 Reflex Saves to reduce that by 5 points for each save and one DC20 Reflex save if it wants to take a full round action to put out the flames caused by the direct hit.
 



Hopeful that 80' of altitude will keep him out of reach of the worm, Yurei begins an incantation and gestures which quickly produce the magical result he desires. He ends by tossing a handful of fine sand into the air over the worm. A column of furnace hot air roars down from 60' up to sear the worm (20' radius centered at AF30).

[sblock=OOC]
Damage (4d6+9=23) and must make a DC19 Fort save for half damage and to avoid being knocked prone (which probably doesn't really hinder a worm I'm thinking). He is also Fatigued and the damage is ongoing for the next 9 rounds unless the worm moves out of the area of effect.

A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone. Flying creatures forced into the ground by the powerful downdraft take damage as if they fell unless they make a DC 15 Fly check, in which case they remain at their original altitude.

Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to a sirocco spell). Creatures with the water subtype take a -4 penalty on all saving throws against this spell and take double normal damage.

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.[/sblock]
 

Thinking back on the words of wisdom taught to him by his mentors, Hraln recalls that when confronted with a creature whose nature is uncertain it is almost always best to test if it is the less exotic possibility first. The inquisitor plants his feet in the ground and draws five arrows from his enchanted quiver. Invoking his baneful powers to rend the flesh of magical beasts, he nocks two on the first shot like Eldran and then fires three more in quick succession. All but the last sink deep into the chitinous plating of the worms body.

[sblock=OOC]Manyshot Attack: 1d20+15=34, 2d8+4d6+8=29
Other Three Attacks: 1d20+15=35, 1d8+2d6+4=12, 1d20+15=29, 1d8+2d6+4=16, 1d20+10=19, 1d8+2d6+4=12
Critical Threat: 1d20+15=32, 2d8+8=12
The realization after rolling all that that I forgot to add the +2 enhancement bonus to damage from Hraln's bane special ability: priceless.

So: 29 + 12 + 16 + 12 + 12 (4 arrows x2 + 2x2 for crit) = 81 damage, :) .

I actually went through and figured out how many attacks and the damage dice yesterday (as best I could, which still left out that added bonus) because I knew what I wanted to do any that it could be tricky. It is a normal full round attack at +13/+8 w/ 1d8+3 damage per arrow augmented by point blank shot, rapid shot, manyshot, bane, and haste.

Also, does Hraln take any of the 19 damage done to Sir Pavel because of shield other?[/sblock]
 

OOC: Helfdan, you are correct - the 15 misses, but the second attack hits.

OOC: Scotley, You can't roll your damage on IC?

OOC: Kaodi, The way I read your post, your last attack is a 19 and that does not hit. Your damage seems to be off by 12 hp then.
 

OOC: 29 damage for first two arrows, 12 for third, 16 for fourth, 0 for 5th, 12 for critical hit on third arrow, and the final 12 for +2 enhancement bonus to damage I forgot to include in the rolls: standard attack 1d8+3 damage, each arrow should have been 1d8+2d6+6 from point blank shot and bane, but I only included the +2 attack and +2d6 damage from bane in the rolls, not the straight +2 damage it gives as well. If that were included in the rolls properly it should be 33 for first two arrows, 14 for third, 18 for fourth, 0 for 5th, and 16 for critical hit on third, which adds up to 81.
 

OOC: About the +2 enhancement bonus that you forgot -- how does +2 for each of four arrows that hit give +12? Shouldn't it be +8? So, 77 total damage?
 
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OOC: One of the arrows was a critical hit. Since bows do x3 critical hits, it is effective +2 x 3 arrows plus +2 x 1 arrow x 3 critical, or in other words, +2 x 6 = 12.
 

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