Hmmm, I'm going to rule that in general you can't. If you have a weapon that explicitly deals non-lethal damage (like a sap) then you can (this would include an unarmed strike of course). Although, with the zombie there, you can't right now. If the zombie drops then you can use a coup de grace.
Last edited by SanguinePenguin : 03-03-2011 at 02:56 PM.
Hmmm, I'm going to rule that in general you can't. If you have a weapon that explicitly deals non-lethal damage (like a sap) then you can (this would include an unarmed strike of course). Although, with the zombie there, you can't right now. If the zombie drops then you can use a coup de grace.
Why can't one Coup de Grace with an enemy in range? I thought it just provoked an AoO then?
Looked at the map.
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Quote:
Originally Posted by Ertier
A good background is like a skirt. Short enough to keep my interest, but long enough to cover the important bits.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
At first, I assumed it was minutes too (which is why I was like 'there goes the big fight'). After reading it again, even though it has a much shorter range and a much shorter duration, the power is still extremely effective. In combination with a coup-de-grace, it is almost a save-or-die. The fact that it can be used limitless times per day (but only once per creature), can affect any strength of creature, can be used without provoking AoOs and has the same save DC as the character's most powerful spells make it still ludicrously powerful. If anything, I'd think slumber hex should be limited severely (but I'll let it stand unless it starts to become a detriment to the game).
I figure the normal limitation is that it's a mind affecting compulsion, but in a city-oriented campaign that won't necessarily come up all that often.
Anyone with some spellcraft can attempt a spellcraft check to identify the spell she cast on Beriadan and realize he's charmed, right?
Also, I don't know how SP handles it, but the fact that Beriadan is magically compelled to like her might be a strike against the whole "falling" business. Or maybe you're using the fact that he hasn't fallen to deduce that he's been charmed... hm...
The latter. Basically, to Vanalya's mind, there's no way a paladin is randomly changing his mind and siding with a lady who we know is willing to charm others into desecrating graveyards and has an evil deity tattooed on her (kinda like a holy symbol except worse).
All true. I figure it'll be an interesting conversation once the undead are gone and y'all realize Beriadan's being magically messed with.
And I have this feeling I've been making a lot of attacks, but I figure if I'm getting ahead of the initiative count SP can just delay when the attack happens.
What the bluff was for was that her brother would never hurt him and that they were allies. (I don't expect it to convince everyone else that anything true is false, that was a joke because she rolled a 20). Nothing which Beriadan has witnessed would confirm that either she or her brother had done anything to harm him - or anyone else.
"Isn't it a pretty funny coincidence that my friend Corrin is at the same place the evil enchantress Corrin was supposed to be? What a zany turn of events! Oh no, my allies don't know that she's not the evil enchantress."
Tattoo of evil deity? Must be a perfectly logical explanation, maybe she didn't know it was evil. Maybe it was put on her, she's the victim! Surrounded by zombies which aren't attacking her? We arrived just in time to help, I'm the bigger threat anyway! Attacking your allies, well... they are attacking her.
Registering as evil from detect evil? Many people are evil. That she just means that a) he should not "ally" with her, b) he should, at a convenient time, try to steer his dear friend onto the path of righteousness, it would be unjust for him, as her friend, not to try and redeem her. If paladins went around decapitating every sinister merchant because they were evil, they would very quickly lose status as a paladin.
Charms are very powerful. As long as she doesn't ask him to do anything against his principles, he should see no reason not to trust her. If she says, kill your friends, it would break the charm. All that she asked was for him to protect her. If there is anything a paladin would do, it would be protect.
Okay, so Evin is laughing hysterically at the worst joke ever... I didn't really think of how to handle per round saves. I guess it would make the most sense To use the standard save rules for that (i.e. a normal save vs DC 17 in this case).
The final zombie misses Beriadan (and he just barely misses it) and Corrin is headed up the rickety staircase. The "tower" group heard noise and can now enter the fight. I'll assume that all of the actions upstairs earlier after the guy fell only took one round somehow. Just realistically guess how close your character would be to the top of the stairs.
Details on the stairs:
The stairs are a bit precarious, they wrap more than halfway around the tower and traverse 50 vertical feet. Movement on the staircase is slowed to 2/3 (round down) normal speed (basically 20 ft for everyone) - there is no diagonal movement allowed. The stairs go from F8->B8, B8->B2 and B2->F2. If you try to move more than a standard move (i.e. run, charge, etc.) you will risk falling (only Acrobatics DC 12, but the fall will happen at the HIGHEST point of your intended motion (for drama's sake!), i.e. going up, you fall at the end of motion, going down, you fall at the beginning of motion). Where they are on the stairs indicates the damage your character will take in general if they fall, closer to B2, means more like 50ft closer to F2, no damage. The 6 stair cases are basically tracing that out.
Also, no passing through other player on the stairs, if you want to do that, it is going to be a DC 20 acrobatics or you fall. I guess you can opt to just push them off, but then you might as well just traumatize a poor gravedigger by making a giant badger's skull into a hat.
I will again remind everyone of of the optional rules variants: Raising the Stakes. If there is something you think your character would try to do that the rules don't cover, then make a raise.
Map is up.
Last edited by SanguinePenguin : 03-04-2011 at 11:21 PM.
Okay, so Evin is laughing hysterically at the worst joke ever... I didn't really think of how to handle per round saves. I guess it would make the most sense To use the standard save rules for that (i.e. a normal save vs DC 17 in this case).
Ouch. Er....may I roll? If it's not this round, I'll use it for the next will - (1d20+4)[5]. (Will save, right?) Edit: ouch x2.
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Moving house. Posting schedule and PM replies may be erratic for a while. Pokes are very appreciated if I forget to post somewhere.
@Strawberries: Ouch, indeed! The die roller seems like it is mad at you or something! Feel free to roll to be rid of the affliction whenever after my posts. When Evin is rid of it, remember that turn is treated as if Evin spent a full round action on his turn (i.e. he won't really be able to do anything).
@Cardea: You know that Sulet can enter the action this round, right? Sorry if that wasn't clear.
Last edited by SanguinePenguin : 03-05-2011 at 03:21 AM.