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Kulan: Knightfall's Aerie of the Crow God Game [OOC]


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Knightfall

World of Kulan DM
Battle Against the Undead Horde_Round Nine.png
 


JustinCase

the magical equivalent to the number zero
So, here's a question... does a spell like spiritjaws automatically move with its target or can the target move away from it and have a chance to dispel it using the area version of dispel magic? :unsure:

And just in case Tarrak can target the spiritjaws...

Tarrak - Dispel Check vs. Spirtjaws (DC 20): 1D20+9 = [20]+9 = 29 (success)

So, I need to look at the spiritjaws spell again because it might now be gone. :unsure:

The spell description doesn't explicitly say anything about either. It does say this:

Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys it's effect.

In effect, they work similar to the Spiritual Weapon spell (a level 2 spell), which can be dispelled, but which again says nothing about moving with the target. FYI Spiritjaws is a level 3 spell.
 


Neurotic

I plan on living forever. Or die trying.
The spell description doesn't explicitly say anything about either. It does say this:

Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys it's effect.

In effect, they work similar to the Spiritual Weapon spell (a level 2 spell), which can be dispelled, but which again says nothing about moving with the target. FYI Spiritjaws is a level 3 spell.
I would say it is dispelled si maybe this is moot, but here are my 2c.

Ir would only move with the target if the target is grappled (but then, how would it move?! Teleport?)

Otherwise it would have to move and attack next round, but it would not require any action from the caster (since it says it attacks the original target) in effect not moving with the target, but staying ON the target :)
 

Knightfall

World of Kulan DM
is the Lady still in need of help? it does not look like she is on the edge, unless I am looking at the wrong token?
Lady Pendour moved away from the edge, so she's no longer in danger of falling. Phar cast feather fall on her, so even if she does fall, she won't be killed by the fall. She is currently hiding by the palisade next to Aureus and Phar.
 

Knightfall

World of Kulan DM
The spell description doesn't explicitly say anything about either. It does say this:

Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys it's effect.

In effect, they work similar to the Spiritual Weapon spell (a level 2 spell), which can be dispelled, but which again says nothing about moving with the target. FYI Spiritjaws is a level 3 spell.
Yeah, the spell's description was no help.

I would say it is dispelled si maybe this is moot, but here are my 2c.

Ir would only move with the target if the target is grappled (but then, how would it move?! Teleport?)

Otherwise it would have to move and attack next round, but it would not require any action from the caster (since it says it attacks the original target) in effect not moving with the target, but staying ON the target :)
Agreed. I'm going to say the spiritjaws is gone.
 







Knightfall

World of Kulan DM
BTW, @ScottDeWar_jr, did I miss a post from you for your actions for Quinn for the current round? I don't think I did, but I'm pretty tired and overheated, so I'm a little out of it.

(Either I have a sinus infection again or my allergies are getting slammed by the pollen and smoke in the air.)

@Neurotic, if you want, I can roll your AoO against Tarrak. I can wait for your action for this round until after the weekend. Your next post for Maur will be a pivotal choice. (Well, I think it will.)

I'm heading back to bed before it gets hot again today. The forecast says it will feel like 34°C / 93°F this afternoon.
 


Neurotic

I plan on living forever. Or die trying.
Maur rolled oa against the ghast. Is this a new round?

Maurs round if he can full attack will be something like
Swift: divine favor luck bonus +2
Full Attack: +19/+19/+14 (20/×3)
1d8+14 magic bludgeoning per hit
 
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Knightfall

World of Kulan DM
Maur rolled oa against the ghast. Is this a new round?
Yes, this is a new round. So...

Maur - AoO vs. Tarrak: 1D20+17 = [17]+17 = 34 (hit)

I think I ruled (or we agreed) that intelligent undead only have to save vs. Maur's hammer once, but after more research, I've discovered that's not the way the disruption ability is supposed to work. At the very least, nonintelligent (lesser) undead will have to save against it for every hit.
(I'm glad Moradin didn't make that a permanent enhancement to Maur's weapon. Heh.)

I'll look back in this thread to see if we came to a consensus. But, I'll roll for the AoO on Tarrak: Tarrak - Will save vs Maur's AoO: 1D20+23 = [4]+23 = 27 (saves)

That was close to a critical failure.

Maur - AoO Damage vs. Tarrak: 1D8+8+4 = [1]+8+4 = 13

Neurotic said:
Maurs round if he can full attack will be something like
Swift: divine favor luck bonus +2
Full Attack: +19/+19/+14
He can't make a full attack, as he has to move up the slope, which costs at least two squares. Phre is his closest target after Tarrak moves away from Maur, so I'm going to have Maur target the female monstrous ghast (unless you say otherwise).

Maur - Full Attack vs. Phre: 1D20+19 = [13]+19 = 32
1D20+19 = [7]+19 = 26
1D20+14 = [18]+14 = 32
(hit)
(Initially, I thought he could make a Full attack before I looked at the map again.)

Maur - Damage vs. Phre: 1D8+8+4 = [6]+8+4 = 18

Phre - Will save vs. Maur's hammer: 1D20+9 = [16]+9 = 25 (saves)

If Maur does go after Tarrak (again) or Crisenth, he will have to move past Phre, which will give her an AoO, and he'll end in a spot where Phre and Tarrak are flanking him. For now, I'm assuming you wouldn't have Maur move into such an obvious trap.
 

Knightfall

World of Kulan DM
@ScottDeWar_jr, I forgot to remind/mention to you that the cave is now pitch back, so Quinn is effectively blinded beyond the first 5 ft. The celestial brilliance was the only light, so when Tarrak dispelled it, the cave become lit only by moonlight. Maur's holy storm put out the torches that were lit by the militia.

Now, Cruel Justice does shed bright light in a 10 foot radius (plus another 10 feet of shadowy illumination) but only when the blade is being actively wielded.

Even with light, if Quinn ends his movement next to the rook, along the edge of the crevasse, he must make a DC 5 Balance Check, or fall over the edge of the crevasse. If he tries this while blinded, he won't have his Dexterity bonus for the roll and will take a -4 penalty on the check. I'm going to assume you don't want to risk Quinn falling, although he does have feather fall cast on him now (from Phar).

Blinded
The character cannot see. He takes a –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
 

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