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[e20 PF] And with strange aeons...
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<blockquote data-quote="fireinthedust" data-source="post: 5410266" data-attributes="member: 51930"><p>[OOC]Enervation... well, you hit him with it, let's leave it at that.</p><p></p><p></p><p>Thadeius and others who took actions: that was its action this round. Unless you have an ability to make attacks during a Saving Throw, those will need to be part of your actions next round. I'll let you save the rolls, though. (I get the feeling Thaddeius' disintegrate spells are going to be, erm, pretty intense with all those damage dice. Wow, I am worried about the villains in this high-level game! </p><p></p><p></p><p>I'd like all spellcasters to please roll Spell Resistance on every single spell cast during this campaign. Just assume it's something every creature could possibly have. You don't need to roll for each creature in a group or a swarm (yikes) but you do need to roll once per spell.</p><p></p><p>That's what, a caster level check? 1d20+CL? Or 1d20+spell level +int?</p><p></p><p></p><p>Also: I don't understand negative levels in a way that's useful. Like, um, my house rule up until now has always been a temporary or permanent (until removed) -1 per level to all checks (so for the enervation he'd lose 1d4 levels, which translates to -1d4 to all checks until the penalty is removed somehow). I played a cleric at GenCon 2005 (with the Necromancer Games guys), and got hit by some undead, and from then on I couldn't cast restoration as they had negative levels mean "you are now lower level". While that works for characters (and one of the reasons I ask players to keep each of their character sheets as we game), it doesn't make sense for monsters, especially ones I make. (What do I do to a templated fiendish minotaur, scrap the template? What, he stops having had a succubus mother?!)</p><p></p><p>I ask you, gentle players, for help with these rules/clarification. 100xp to the first to post! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>[/OOC]</p><p></p><p></p><p>The creature expands, growing exponentially. The walls surrounding it crumble like so much gingerbread, chunks flying over the fortress walls and over the edges of the flying island. </p><p></p><p>Several of the party, including Malacarus, are caught by the expanding body. Luckily none are slain outright, but the force of the impact is enough to seriously injure them. Once shoved through the shattering stone (broken up by the thing first, so the party is not killed), they are unceremoniously dumped off the sides of the shattered tower to fall to the courtyards 100 feet below.</p><p></p><p>[OOC]The DC was 33 to avoid its growth attack, so that means Malacarus and ... and ... are affected.</p><p></p><p>34 Damage each +10d6 falling (roll: 42! so 34+42 = 76 damage this round! I don't use sudden death rules on player characters, no worries).</p><p></p><p>Unless they get rescued or have something to make them fly/reduce falling damage.[/OOC]</p><p></p><p>Now the Emissary is truly colossal in size, with a sea of waving tentacles holding it up made of some sort of supple metal or stone; the tentacles are grappling the tower, breaking chunks of stone, and threatening all how approach the creature.</p><p> It is perched upon the very top of the tower, roaring and wild, its three fanged mouths dripping gore. As well, each of the mouths have glowing runes floating at the backs of their throats. The spell-casters recognize this, as clearly the creature is able to cast spells!</p><p></p><p></p><p>NEXT ROUND!</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5410266, member: 51930"] [OOC]Enervation... well, you hit him with it, let's leave it at that. Thadeius and others who took actions: that was its action this round. Unless you have an ability to make attacks during a Saving Throw, those will need to be part of your actions next round. I'll let you save the rolls, though. (I get the feeling Thaddeius' disintegrate spells are going to be, erm, pretty intense with all those damage dice. Wow, I am worried about the villains in this high-level game! I'd like all spellcasters to please roll Spell Resistance on every single spell cast during this campaign. Just assume it's something every creature could possibly have. You don't need to roll for each creature in a group or a swarm (yikes) but you do need to roll once per spell. That's what, a caster level check? 1d20+CL? Or 1d20+spell level +int? Also: I don't understand negative levels in a way that's useful. Like, um, my house rule up until now has always been a temporary or permanent (until removed) -1 per level to all checks (so for the enervation he'd lose 1d4 levels, which translates to -1d4 to all checks until the penalty is removed somehow). I played a cleric at GenCon 2005 (with the Necromancer Games guys), and got hit by some undead, and from then on I couldn't cast restoration as they had negative levels mean "you are now lower level". While that works for characters (and one of the reasons I ask players to keep each of their character sheets as we game), it doesn't make sense for monsters, especially ones I make. (What do I do to a templated fiendish minotaur, scrap the template? What, he stops having had a succubus mother?!) I ask you, gentle players, for help with these rules/clarification. 100xp to the first to post! :D [/OOC] The creature expands, growing exponentially. The walls surrounding it crumble like so much gingerbread, chunks flying over the fortress walls and over the edges of the flying island. Several of the party, including Malacarus, are caught by the expanding body. Luckily none are slain outright, but the force of the impact is enough to seriously injure them. Once shoved through the shattering stone (broken up by the thing first, so the party is not killed), they are unceremoniously dumped off the sides of the shattered tower to fall to the courtyards 100 feet below. [OOC]The DC was 33 to avoid its growth attack, so that means Malacarus and ... and ... are affected. 34 Damage each +10d6 falling (roll: 42! so 34+42 = 76 damage this round! I don't use sudden death rules on player characters, no worries). Unless they get rescued or have something to make them fly/reduce falling damage.[/OOC] Now the Emissary is truly colossal in size, with a sea of waving tentacles holding it up made of some sort of supple metal or stone; the tentacles are grappling the tower, breaking chunks of stone, and threatening all how approach the creature. It is perched upon the very top of the tower, roaring and wild, its three fanged mouths dripping gore. As well, each of the mouths have glowing runes floating at the backs of their throats. The spell-casters recognize this, as clearly the creature is able to cast spells! NEXT ROUND! [/QUOTE]
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