Goldfish
Friendly Spider-Fish Abomination
- Location
- Formerly of the Far Realm
Breolia's Blink spell makes everything more difficult, at least until it's duration elapses or it's Dispelled. Thankfully, it's a short duration spell, and Sirim has a Dispel Magic spell prepared. Next combat round, he'll probably be targeting her with a Dispel. It might not work, but it has a good chance.Ah, and there's the answer why Breolia didn't run away.
We have 10d6 damage sitting there in Bone Burn potions. No save, as far as I can see? If someone can't inflict direct damage in other ways, they can always sling one.
Can Sirim's Lesser Angelic Aspect be useful here? It grants deflection and DR against evil, makes your weapons good aligned, and perhaps more importantly (for Cob, at least) it grants flying. Wait, is his loadout on the 1st page correct?
Can I get a primer on how DR works in Pathfinder? I want to see how it interacts with alignments and enchanted weapons.
Anything we target her with, like a Bone Burn flask, has a 50% chance of missing, and since it's an area attack, will only inflict half damage. Even without the Blink spell, however, she will be a tough opponent. We need to get her Devil helper taken care of so that everyone can focus on her before she has a chance to make this even more difficult.
Sirim is already using his Lesser Angelic Aspect spell, since it provides the same effects as Protection from Evil, which prevents mind control. Between his spell and the PfE spells Kori cast on everyone else, they should have somewhere around 1 to 2 minutes of protection left from Charm, Suggestion, and similar spells, along with the bonuses to AC and saving throws.
Here's a short primer on Damage Reduction:
Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.
The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target's damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.
Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does.
Damage Reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.
The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction (see Overcoming DR). This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target's damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.
Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
Overcoming DR
DR Type | Weapon Enhancement Bonus Equivalent |
---|---|
Cold iron / silver | +3 |
Adamantine* | +4 |
Alignment-based | +5 |
Damage Reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.
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