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Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.
Bad Jus: Hit AC: 50, Damage: (padded tip, no normal damage) + 7 sonic (s) + 6 holy (h) = 13 hp damage,
(-2 attack, -4 dex, 1/2 speed; Reflex save DC 15 for 1/2 speed only).
Vampire: Hit AC: 38, Damage: 0 + 6 s + 3 h = 9 hp damage
(-2 attack, -4 dex, 1/2 speed; Reflex save DC 15 for 1/2 speed only).
Hit AC: 33 (Thunderstone; only had to hit AC 5 as per description)
Onrad, Vampire, and Bad Jus: fortification save DC 15 or deafened for 1 hour, and 20% chance of verbal spell miscasts (let's hope for fumble saves)
Hit AC: 25 (Thunderstone)
Gareth and Abbot: fortification save DC 15 or deafened for 1 hour, and 20% chance of verbal spell miscasts (again, let's hope for 1 on the abbot's save)
Hit AC: 46 (Cure Critical), Healing: (padded tip, no normal damage) + 19 - 1 sonic = 18 hp healed
Hit AC: 49 (Cure Critical), Healing: (padded tip, no normal damage) + 18 - 6 sonic = 12 hp healed
Total = 30 hp healing to Onrad.
Hit AC: 57, Damage: (padded tip, no normal damage) + 20 healing + 10 sonic + 8 holy = 38 hp damage
Critical Hit AC: 43, Damage: 0 normal + 22 healing + 8 sonic + 9 holy = 32 hp damage
Total Damage = 42 healing + 18 sonic + 17 holy = 77 hp
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