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Ogre Cave, Ogre Chieftain - Spell DC - Save Weirdness
Posted: Wed Sep 13, 2017 4:43 pm
by Sun Wukong
Re: Ogre Cave, Ogre Chieftain - Spell DC - Save Weirdness
Posted: Wed Sep 13, 2017 9:11 pm
by Valefort
It's a normal spell, 10 + 8 (wis mod) + 7 (spell level) = 25, I couldn't see anything particular with the Goristro and the Ogre has no aura either, however he has energy drain. Weren't you hit by that spell before ?
Re: Ogre Cave, Ogre Chieftain - Spell DC - Save Weirdness
Posted: Wed Sep 13, 2017 11:48 pm
by Sun Wukong
Well, if he somehow managed to throw Energy Drain and that took away 7-8 levels, then yeah, the fortitude save makes sense. But even then it should have left me with enough spellcraft to have +3 against spells. But then again, I do not think that I have ever gotten spellcraft against that ogre...
As for spells, usually it just casts these: Earthquake, Gate, Destruction before switching to the harm type of spells. (The last time I died to this boss, the destruction spell DC was 22, and I rolled one...)
Re: Ogre Cave, Ogre Chieftain - Spell DC - Save Weirdness
Posted: Thu Sep 14, 2017 4:35 am
by Valefort
Energy drain could have critted as well, from the combat log your character made two attacks at 16 and 11 AB. Maybe you can deduce what happened from just that ?
Re: Ogre Cave, Ogre Chieftain - Spell DC - Save Weirdness
Posted: Thu Sep 14, 2017 7:33 am
by Sun Wukong
I think I had Northlander Hewing on alongside with rage. So yeah, if the spell did crit and took away 15 levels, then my current AB would drop down to those numbers. But the initial Energy Drain roll would need to be 7.5 to get that right?
Other explanation is that those were just tail end of a regular attack flurry, if I forgot to turn on the Northlander Hewing. (Those ogres have low DR, so I do not have it on by default... I only tend to turn it on against the casters to increase my chances of disrupting their spells, as more damage makes it harder to roll concentrate.)