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Strahd's "The lost Caverns of Tsojcanth" - Game Ended successfully!

OOC: Why not simply use the current rules for gaze attacks?

[SBLOCK=Gaze Attacks]Gaze (Su): A gaze special attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrification, death, charm, and so on. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, and so on. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The opponent cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted.

Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature also can veil its eyes, thus negating its gaze ability.[/SBLOCK]
 

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OOC: Without any special reason I decided to use the AD&D rules. It is a matter of luck to meet the gaze. If you do meet the gaze Fort save DC:14 to avoid turning to to stone permanently.


Here is a map.
 

Attachments



Allyra

Allyra keeps her eyes away from the beast's gaze as much as possible, while blasting it with fire conjured by her arcane magic.

OOC: Blast of Flame on the Dracolisk (Reflex 19 for half damage).
 

Toman

Not expecting the beast to close on him, Toman switches tactics and just hacks away at the thing.

OOC: Not sure Toman is still enlarged or not, so will assume no. Full attack 3 pt PA, +11/+6, 2d4+18+1d6

Edit to add - forgot to subtract 4 from to hit rolls for avoiding gaze. So, Attack #1 is a 27, attack #2 is a 22, with crit confirmations of 20 and 21, respectively.
 
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OOC: Nice rolls! -- About Enlarge Person, it has a duration of 8 minutes from where Allyra cast it... not sure how long we were walking about since then.

BTW, you totally forgot the Haste spell, Allyra cast last round!!
 

A white bison, with silver mane and tail, appears on the far side of the dragon-like beast and charges, its horns lowered to gore.

Meanwhile Turo, his head turned away from the creature, casts another spell to protect himself and his comrades from any evil.

- Turo: Not looking at creature, casts Magic Circle of Protection vrs Evil

- Bison: Appears in J55, charges to J57 (should be flanking with Toman), charge attack vrs Dracolisk + smite evil (+12 attack, AC drops to 11 this round, damage 1d8+14)

[sblock=Spell Information]
Domains
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level

Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
4th level: Tongues, Holy Smite, Discern Lies, Commune, Cure Critical Wounds

Spells Readied
Current Spells
Orisons (DC 14): Create Water, Detect Magic x2, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor + Bless
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence + Aid
3rd (DC 17): Stone Shape, Dispel Magic, Summon Monster III, Searing Light + Magic Circle vrs Evil
4th (DC18): Divine Power, Summon Monster IV, Dismissal + Holy Smite[/sblock]

[sblock=Celestial Bison]
Size/Type: Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+9)
Full Attack: Gore +8 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil 1/day (+5 damage vrs evil)
Special Qualities: Low-light vision, scent, darkvision 60', damage reduction 5/magic, resistance 5 to acid, cold and electricity, spell resistance 10
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance[/sblock]
 


Into the Woods

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