Island Empire, Part III, The Lich's Curse

Zurrik Odeil AC 25 HP 66/66

Zurrik leans over the rail of the ship and dips Warlock's Edge into the water. A bolt of eldritch energy streaks towards the shark.

[sblock=OOC and rolls]
Scotley--I cannot find anything about the effect of water on an eldritch blast. What's your ruling?

Attack is assumed to be between 20 and 30 feet away. Please correct me if wrong and subtract 1 from the attack roll.

Attack roll [9,13] = 22 link

Damage: 26 [2,2,4,5,6,3,4] = (26) link

If it hits, beast must make a ST: Sickening Blast (DC 14, FortNeg, sickened 1 min; L2)
[/sblock]
 

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[sblock=From the DMG]Underwater Combat Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature’s Armor Class, attack rolls, damage, and movement. In some cases a creature’s opponents may get a bonus on attacks. The effects are summarized in the accompanying table. They apply whenever a character
is swimming, walking in chestdeep water, or walking along the bottom.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2
penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound
opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect
is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect. For example, a fireball cast underwater cannot be targeted at creatures above the surface.[/sblock]

OOC: I hope that will help you choose your actions. I read this as saying magic missile will work (no attack roll) while Eldritch Blast will not (since you have to roll to hit, the enemy is considered to have total cover, which precludes attack.) Feel free to correct my reading of the rules if you see it differently.
 

underwater combat discussion

[sblock=From the DMG]Underwater Combat Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature’s Armor Class, attack rolls, damage, and movement. In some cases a creature’s opponents may get a bonus on attacks. The effects are summarized in the accompanying table. They apply whenever a character
is swimming, walking in chestdeep water, or walking along the bottom.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2
penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound
opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect
is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect. For example, a fireball cast underwater cannot be targeted at creatures above the surface.[/sblock]

OOC: I hope that will help you choose your actions. I read this as saying magic missile will work (no attack roll) while Eldritch Blast will not (since you have to roll to hit, the enemy is considered to have total cover, which precludes attack.) Feel free to correct my reading of the rules if you see it differently.

OOC: :erm:

It looks like Magic Missile cast from above the water against a completely submerged opponent would hit, even though the underwater foe is considered to have complete cover, the one thing that stops a magic missile. An interesting situation. Being submerged provides complete cover for everything except line-of-sight magical effects that do not require an attack roll. Cast underwater, the magic missiles clearly all hit.

Cast from above the surface against a completely submerged foe, I agree with you that an Eldritch Blast fails for complete cover. I suppose the interface effects cause the ray to not travel in the straight line expected. Cast underwater, I read that an E.B. is a magical (non-fire) ranged touch attack that suffers the standard -2 per 5 ft of water.

So Gnurl can cast from the deck or lean over the edge of the ship and dip the end of his wand into the water, his magic missiles should all hit either way. Zurrik leaned over the edge of the ship and dipped Warlock's Edge into the water, so his E.B. would have a chance to hit at -8 for a 20 ft distant target, unless you rule that situation still calls for complete cover for the underwater foes. In that case, I would ask how wet Zurrik needs to be to try his E.B.?
 

OOC: :erm:

It looks like Magic Missile cast from above the water against a completely submerged opponent would hit, even though the underwater foe is considered to have complete cover, the one thing that stops a magic missile. An interesting situation. Being submerged provides complete cover for everything except line-of-sight magical effects that do not require an attack roll. Cast underwater, the magic missiles clearly all hit.

Cast from above the surface against a completely submerged foe, I agree with you that an Eldritch Blast fails for complete cover. I suppose the interface effects cause the ray to not travel in the straight line expected. Cast underwater, I read that an E.B. is a magical (non-fire) ranged touch attack that suffers the standard -2 per 5 ft of water.

So Gnurl can cast from the deck or lean over the edge of the ship and dip the end of his wand into the water, his magic missiles should all hit either way. Zurrik leaned over the edge of the ship and dipped Warlock's Edge into the water, so his E.B. would have a chance to hit at -8 for a 20 ft distant target, unless you rule that situation still calls for complete cover for the underwater foes. In that case, I would ask how wet Zurrik needs to be to try his E.B.?

OOC: Well, I think this is one of those times when having fun playing the game is more important the letter of the rules. I'm willing let you just put Warlock's Edge into the water to get the shot. Now it would be more fun for the DM if Zurrik jumped into the water with the sharky thing and the tentaclee thing...
 

Seeing Hroosh engaged in combat Geoffrey will extend his hand and a pale ray of light sprigs forth and centers on Hroosh chest.

For Hroosh and the DM
[sblock]To hit with ray 25 treated as a ranged touch attack...Hroosh now has the benefit of bull's strength which gives him a +4 to his strength.[/sblock]
 



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