conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Adumbration: Participants:
  
  Company of fighters
  - Skie the Vengeful , the fighting savant crusader.
  - Deharius , the Favored Soul of Iborighu.
  - Traeth Dred , the Kenku Warlock.
  - Caleb Vestrit  another fighting savant. Noticing a pattern here?
  
  Versus
  
   Polytrotos Lamente .
  
  Initiative:
  Caleb:  (1d20+4)[ 14 ] 
  Deharius:  (1d20+3)[ 17 ] 
  Traeth Dred:  (1d20+5)[ 19 ] 
  Skie the Vengeful:  (1d20)[ 12 ] 
  
  Polytrotos Lamente:  (1d20)[ 17 ] 
conversations.from: human
conversations.value: Adumbration: Damnit, lag ate the rolls.
  
  Initiative:
  Caleb:  (1d20+4)[ 10 ] 
  Deharius:  (1d20+3)[ 4 ] 
  Traeth Dred:  (1d20+5)[ 8 ] 
  Skie the Vengeful:  (1d20)[ 15 ] 
  
  Polytrotos Lamente:  (1d20)[ 13 ] 
  
  The order:
  Skie
  Polytrotos
  Caleb
  Traeth
  Deharius
  
  Skie starts by Delaying to go after Caleb. Modified sequence:
  Polytrotos
  Caleb
  Skie
  Traeth
  Deharius
conversations.from: human
conversations.value: Adumbration: Map:
  
   {table=head] A | B | C | D | E | F | G | H | I | J | K | L | M | N | O 
  ||||||||||||||
  |||||||  X  |||||||
  ||||||||||||||
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  ||||||||||||||
  ||||||||||||||
  ||||||||||||||
  ||||||||||||||
  |||||| S | D | T | C |||||
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  [/table] 
  X is the monster, S is Skie, D is Deharius, T is Traeth and C is Caleb.
  
  Polytrotos starts by attempting to summon it's kin.
   (1d100)[ 61 ]  1-30, it succeeds, 31-100, it fails.
conversations.from: human
conversations.value: Adumbration: And now it's my group's turn.
  
  Caleb starts by moving next to the monster, after activating Travel Devotion, Whirling Frenzy and Longstrider. Then he proceeds to attack it, swinging his greatsword twice in a quick succession.
  
   
   Spoiler 
  
  Attack #1:
   (1d20+5)[ 25 ] 
  Damage #1:
   (2d6+9)[ 16 ] 
  If critical, confirm:
   (1d20+5)[ 11 ] 
  Critical damage:
   (2d6+9)[ 16 ] 
  
  Attack #2:
   (1d20+5)[ 11 ] 
  Damage #2:
   (2d6+9)[ 19 ] 
  If critical, confirm:
   (1d20+5)[ 21 ] 
  Critical damage:
   (2d6+9)[ 18 ] 
   
  
  
  Caleb's battle-stats:
   
   Spoiler 
  HP: 15/15
  AC: Full 21, Touch 17, Flat 14.
  Rage x/6.
  Longstrider x/8.
  Weapon: +5/+5, 2d6+9/2d6+9
  Saves: Fort +4, Ref +5, Will +0.
  Landspeed: 70 feet.
   
  
  
  Skie's turn. He uses the Run action to move 60 feet forward.
  
  Traeth moves 30 feet forward and uses Eldritch Blast on the monster.
  Ranged touch attack:
   (1d20+5)[ 18 ] 
  Damage:
   (1d6)[ 1 ] 
  If this hits, Polytrotos must make a DC 16 will save or be shaken, and Traeth may no longer use Eldritch blast due to his CL being lowered to 0.
  
  Deharius replicates Skie's move and runs 60 feet forward.
  
  Map:
   {table=head] A | B | C | D | E | F | G | H | I | J | K | L | M | N | O 
  ||||||||||||||
  |||||||  X  |||||||
  ||||||| C |||||||
  ||||||||||||||
  ||||||||||||||
  ||||| S | D ||||||||
  ||||||||||||||
  ||||||||||||||
  ||||||||||||||
  ||||||||||||||
  |||||||| T ||||||
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  [/table] 
conversations.from: human
conversations.value: Adumbration: Polytrotos' turn. It regenerates 50 points of non-lethal damage, leaving it with 1 point of non-lethal and 1 point of lethal damage. It's save against the Eldritch blast:  (1d20+2)[ 21 ] . DC 16, if it fails it takes -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
  
  Then it attacks the only enemy in reach, Caleb, against AC of 21. Apply the shaken penalties if necessary.
   (1d20+5)[ 21 ] 
  Damage:
   (1d4)[ 4 ]  +  (1d6)[ 1 ]  acid.
conversations.from: human
conversations.value: Adumbration: Caleb launches another volley of attacks:
   
   Spoiler 
  
  Attack #1:
   (1d20+5)[ 19 ] 
  Damage #1:
   (2d6+9)[ 16 ] 
  If critical, confirm:
   (1d20+5)[ 24 ] 
  Critical damage:
   (2d6+9)[ 19 ] 
  
  Attack #2:
   (1d20+5)[ 16 ] 
  Damage #2:
   (2d6+9)[ 13 ] 
  If critical, confirm:
   (1d20+5)[ 15 ] 
  Critical damage:
   (2d6+9)[ 20 ] 
   
  
  
  Skie joins Caleb in the pounding by moving next to the Polytrotos, and attacks with his trident
  Attack:
   (1d20+7)[ 21 ] 
  Damage:
   (1d8+6)[ 7 ] 
  
  Deharius moves adjacent to the polytrotos; he too wants a piece of the action.
  Attack:
   (1d20+3)[ 21 ] 
  Damage:
   (2d4+3)[ 8 ] 
  
  Since I can't be bothered to draw the map, and becouse he's useless anyway now, Traeth stays where he is.
conversations.from: human
conversations.value: Adumbration: Polytrotos' turn again. It regenerates all of the non-lethal damage dealt, and attacks Caleb, the most formidable opponent.
  Attack:
   (1d20+5)[ 15 ] 
  Damage:
   (1d4)[ 1 ]  +  (1d6)[ 4 ]  Acid. AC 21.
conversations.from: human
conversations.value: Adumbration: Now for the hopefully final round.
  
  Caleb, sensing that end is nigh, takes a 5-foot-step to flank the little sod with Skie and attacks:
   
   Spoiler 
  Attack #1:
   (1d20+7)[ 9 ] 
  Damage #1:
   (2d6+9)[ 14 ] 
  If critical, confirm:
   (1d20+7)[ 9 ] 
  Critical damage:
   (2d6+9)[ 15 ] 
  
  Attack #2:
   (1d20+7)[ 15 ] 
  Damage #2:
   (2d6+9)[ 15 ] 
  If critical, confirm:
   (1d20+7)[ 17 ] 
  Critical damage:
   (2d6+9)[ 15 ] 
   
  
  
  Skie takes another stab at the foul creature:
  Attack:
   (1d20+9)[ 11 ] 
  Damage:
   (1d8+6)[ 11 ] 
conversations.from: human
conversations.value: Adumbration: Polytrotos takes 26 non-lethal damage, and goes unconscious. Deharius takes a full-round action to attempt to finish it out with a Coup de Grace.
  
  Damage:
   (8d4+12)[ 34 ] 
  
  The polytrotos must then attempt a Fortitude save DC 10 + damage dealt or die.
  
  Save:
   (1d20+2)[ 21 ] 
conversations.from: human
conversations.value: Adumbration: That's not quite enough. If it had rolled 1 higher, it would be alive... 😁
  
  But now, I believe it's dead.
conversations.from: human
conversations.value: afroakuma: Guess again.
  
  Coup de grace to kill a regenerating opponent must be done with an attack form that normally deals lethal damage to it. So if you'd saved the eldritch blast, you could have killed it.
  
  The little sod gets back up. Chances are it'll give up on Caleb and go after the next most dangerous, since he's too scary to fight.
conversations.from: human
conversations.value: Adumbration: In that case, I give up. You have designed a creature that is impossible to kill with my group or any group not specifically designed to kill it. You can't coup with an eldritch blast, and a mage loses all his casting abilities after a maximum of three offensive spells. Most level 1 spells deal only 1d6 damage, and even if you rolled maximum damage three times in a row, you would still fail to kill it.
  
  Theoretically I could get a bucket of water, pin it and drown it, but I guess it's a moot point.
conversations.from: human
conversations.value: afroakuma: If it was brought low by nonlethal damage, you could kill it with even one point of lethal.
  
  That's the winning strategy.
conversations.from: human
conversations.value: Adumbration: Originally Posted by afroakuma 
   If it was brought low by nonlethal damage, you could kill it with even one point of lethal.
  
  That's the winning strategy. 
   
  
  No, you still need to deal 20 lethal damage. The differences between lethal and non-lethal are quite distinct.