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Hurling various contoiners
of liquid is a common tactic in dungeon adventures in particular.
For Game
purposes it is necessary to make certain assumptions regarding all such
missiles.
Acid -- | 1/2 pint (8 oz.) |
Holy/Unholy Water -- | 1/4 pint (4 oz.) |
Oil -- | 1 pint (16 oz.) |
Poison -- | 1/4 pint (4 oz.) |
Liquid Contents | Area of Effect | Splash | Direct Hit |
-- acid | 1' diameter | 1 h.p. <(Item Saves)> | 2-8 h.p. |
-- holy/unholy water | 1' diameter | 2 h.p. | 2-7 h.p. |
-- oil, alight | 3 diameter | 1-3 h.p. * | 2-12 h.p. + 1-6 h.p. ** |
-- poison | 1' diameter | special | special |
* Flaming oil splashed on a creature will burn for 1-3 segments, causing 1 hit point of damage per segment.
** Direct hit with flaming
oil causes 2-12 hit points of damage the first round,
and 1-6 additional hit points
of damage the second round, but then burns out.
Range:
The range of all such container missiles is 3.
Beyond 1 is medium, and
beyond 2 is long (-2 and -5 to hit respectively).
Hits:
When the die roll indicates the missile has hit, then it is necessary to
roll again to see if the
container shatters or not - use the BLOW, CRUSHING
column on the ITEM
SAVING THROW MATRIX - unless special procedures
were taken to weaken the
container, i.e. the container was specially scored, it is particularly
fragile, etc.
Damage occurs only if the
container breaks, except with regard to oil which must be alight (flaming)
to cause damage.
If oil has been specially
prepared by insertion of a rag into the opening of the container
(or wrapped around the neck
of the container) and set afire prior to hurling,
it will burst into flame
when the container breaks upon target impact;
otherwise, a torch or other
means of causing combustion must be brought into contact with the oil.
Poison
special is dependent upon whether or not the poison is a contact
poison or if the container
was hurled into the ingestive or respiratory
orifice on the target creature.
In the latter case, breakage is not necessary
if the container was unstoppered;
if stoppered check saving throw for
breakage using the BLOW,
NORMAL column of the
ITEM SAVING THROW MATRIX.
Splash Hits: All creatures within three feet of the impact and breaking point of the container missile must save versus poison or be splashed with the contents of the shattered container.
Boulders, for game purposes,
are considered to be 1 in diameter for giants,
2 in diameter for siege
engines.
Range and damage specifications
for siege machines are given in the appropriate section.
(See MM
for giants abilities.)
A dropped boulder (or any
heavy weight) will do damage as follows:
each 14 lbs. of weight will
inflict one point of damage per foot of distance
dropped between 10 and 60
(distances above 60 are treated as 60).
Alternately, each 14 Ibs.
of weight will inflict a flat 1-6 hit points of damage.
Tordek is unprepared for
an ogre's ambush.
Misses:
If the to hit die roll indicates a miss, roll 1d6 and 1d8.
The d6 indicates the distance
in feet the missile was off TARGET.
(If the target was large,
simply compute the distance
from the appropriote portion of the target,
i.e. the character aims
at a section of the floor which is 1 square,
and miss distance is measured
from the oppropriate edge as explained below.)
The d8 indicates the direction
in which the distance in feet of the miss is measured:
1 = long right
2 = right
3 = short right
4 = short (before)
5 = short left
6 = left
7 = long left
8 = long (over)
At short range you may optionally
use d4 to determine distance off TARGET,
but then use d8 for long
range distance determination.
If the missile is hurled
ot a plane such as a wall,
read long as high, short
as low,
measuring up the wall and
then along the ceiling or down and then along the floor.
<
A.
d6, for distance in feet
(optional: d4 for short range |or| d8 for long range)
B.
d8, for direction
8 | 1 | 2 |
7 | T | 3 |
6 | 5 | 4 |
>
<
>
If
a torch is used to attempt to light
spilled oil, use above procedures for misses,
as
it still could land in the puddle of oil or oil covered AREA.
A
lantern should be handled similarly, but also allow it a 2' diameter flaming
oil AREA.
Crossing
Flaming Oil: Leaping over a puddle of flaming oil will cause no damage,
unless
the creature so doing is highly inflammable.
Creatures
with garments of cloth must save versus FIRE, NORMAL on the ITEM
SAVING THROW MATRIX or have their garments catch fire.
Walking
through or standing in flaming oil will cause the creature to take 1-6
HP of damage per melee round.
Holy/Unholy
Water: All forms of undead,
as
well as creatures from the lower planes
(demons,
devils,
night
hags, nightmares,
nycadaemons,
etc.) are affected by HOLY WATER.
Paladins,
lammasu,
shedu,
ki-rin, and similar creatures of good alignment
(or
from the upper planes) are affected by UNHOLY WATER.
The
liquid causes the affected creature to suffer a burning as if struck by
acid.
Undead
in non-material form cannot be harmed by holy water,
i.e.
until a ghost takes on material form, it is unaffected,
and
a vampire in gaseous form cannot be harmed by holy water.
SIZE: 1/4 pint (4 oz.)
AREA OF EFFECT: 1' diameter
SPLASH: 2 h.p.
DIRECT HIT: 2-7 h.p.
Q:
Will unholy water harm a paladin?
A:
Yes. It is created by an evil ritual and is
harmful
to paladins and good creatures of
extraplanar
origin such as devas and solars.
(150.38)
Q.
Are Rangers affected by unholy water
in
the same way as Paladins?
A.
No. Paladins are affected by unholy
water
only because of their extreme
piety,
which grants them a number of
benefits.
This is one of the drawbacks.
Rangers,
although good, are nto so
extreme
in their powers or beliefs.
(Imagine
#5)
<>
Example: 140 lb. weight
Fall | 11' | 12' | 13' | 14' | 15' | 16' | 17' | 18' | 19' | 20' | 21' | 22' | 23' | 24' | 25' | 26' | 27' | 28' | 29' | 30' |
Damage | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 | 210 |
(theory)
damage starts at 11', not 10' (game school)
step1. (Altitude of falling object
or character) - (Height of the target) = Fall
ex. halfling(4') is
20'(hairy) above a stone giant(12'). total Fall = 8'. neither takes any
damage
in UA+, to keep things simple, the halfling
is on top of the stone giant like a hat.
if the stone giant moves 1 *or* 2 squares
in any direction, the halfling falls to the floor.
when the halfling gets the initiative, he can climb down the giant (if he is a thief or has mountaineering proficiency and tools!)
*stone giant size = 4 cubes, 2 stacked
atop one another (12' rounds to 10')*
halfling size = 1 cube (4' rounds to 5')
<>
<>
<move this to: climbing>
Climbing Monsters in
Combat
Remember, the first 10 feet
of a climb are always free. (No rolls are needed to go up and down a 10'
pit.)
(UA:
the default is ... you don't need to make a check to get 1 cube up (6-10'),
but you need to make a check to get 2 cubes up (11'-15')
The default is Cliff, smooth,
no ledges (most difficult). Some rare creatures, like stone giants, tridrones,
and earth elementals might classify as other surfaces.
For most
creatures, this equates to a climbing movement rate of 10', with a -20
to the climbing roll.
* The default is : "Climbing Monsters in Combat" can only be attempted by thieves, ninjas, those with mountaineering skill, etc..
Going back to the halfling
example, the halfling decides to climb down. In UA terms, the distance
is 2 cubes (10 rounded feet). No check needed.
Usually, the climbing movement
rate on other creatures is 10' per round.
However, let's say that
stone giants are cliff, rough, with ledges : 25' per round.
The halfling climbs down
10', remembers that he left his pipe on the brow-ledge of the stone giant,
and climbs back up 10'.
Then he climbs down the
back of the (2 cube high) stone giant. He is now 1 cube off the ground.
The stone giant has a +2
backscratcher, and, all things told, the halfling has 50% (the default
for a character on someone's back) cover : -4 AC.
The halfling has -2 to hit,
-2 damage, and -2 on all "reflex" saves (see PH).
If the halfling was attacking
from the front, there would be an altitude bonus (in this case : +2 to
hit for the giant, -2 to hit for the halfling).
Theory, game school (UA)
:
exact front square = take
altitude into account (if climber is 50% or less of the height of the "the
surface", then apply the altitude bonus.
exact back square = remember
the 50% cover bonus
Epilogue
Now, while the stone giant
has his hands occupied, the halfling's 23rd level gnome friend charges
from the front (move 6 x 2 = 12). He's 4 cubes away.
1, 2, 3, 4
{Running
broad jump, d6 + 15 - 2 = 15 (rounded 17).} + {High jump, d6 + 1 - 2 =
5 (rounded 3)}
5 (diagonal 1), 6 (diagonal
2)
the gnome is now standing
on top of the stone giant's head, wondering what to do next. He DELAYS.
Here's how it works (as usual,
try using a chess board to help visualize this).
When a character jumps,
2 numbers are generated : your broad, and your high.
if i get 15(3 cubes) on the
broad, i can move 3 "squares" in any horizontal (broad) direction (48
squares 'light up')
if i get 5(2 cubes) on the
high, another 98 (49 + 49) vertical
(high) squares 'light up')
146
squares in total!
(actually, 140,
at
the most, because of a gnome, a stone giant, and a halfling)
wuxia: there's gno rule that says that you have to jump in a straight line!
game school: don't count an extra square for the diagonals!
---- = <>