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Palace of the Vampire Queen

Game Master Terquem

On the Dwarven Island of Karrita Morianna the daughter of the King has been taken by an undead horde, and her whereabouts are unknown. | Level 1 | Level 2 | Level 3 | Current Map


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Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Hrmmm... a thought.
Were one to skin a rock troll and shape its flesh into leather "full plate" then on walking outside would one get stone plate?
I wonder how many times you can skin a rock troll before overtaxing its regeneration.


Male Goblin Sorcerer (Draconic) lvl.5, (Hp. 27/27, Ac.20, Touch. Ac. 15, Flat Footed Ac. 17, Fort. +1, Refl. +4, Will. +5, Perception +7)
Active Spells:
Mage Armor 3 hours,

Wow, that is some dark and yet intriguingly efficient thought process. Leave it to a Gnome character to come up with that.

Along those lines, I wonder what sort of effects a Soften earth and stone, Stone to Flesh, Stone shape, and Transmute rock to mud spell would have on a rock Troll.


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male

I understand that a Rock troll can be banished, fleeing for 2d12 rounds, with the application of an Audible Glamour spell in the style of Kenny G.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Bahahahaha! Awesome.


male

I've been searching around the message boards for some guidance on how to handle continuing to do damage to a dead troll and coming up empty. I feel that the blw that takes it to negative HP should be were the counting negative stops, otherwise it becomes sort of an accounting nightmare, unless you do the right kind of damage


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

This is not discouraging me from thinking that I could repeatedly skin this rock troll and use its cured skin to outfit the party in the most brutal armor this side of abandon.
There is established history to using repeated damange to keep a creature down for as long as you can in the form of the tarrasque. Now I would say that a troll seems to almost demand the Diehard feat to take advantage of its natural unkillable nature. Seems weird it doesnt.
Though putting the same on the tarrasque would just be unfair.


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

There's no maximum negative hit points. There's just dead and not dead. As I understand it, things that don't die when they reach the usual death threshold can just keep taking damage into the negatives forever.

At some point the darn thing's head has to come off though. I'd imagine that will kill it pretty good.

As a note, Coup de Grace might not kill regenerating things with Damage, but I think they still need to make the usual save vs. death (unless they are immune to death effects).


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

*shrug*
I'd argue that CDG deals physical damage and has nothing to do with 'Death' effects.
I mean unless you are suggesting the cleric spell Deathward would render the caster immune to CDG attempts?

Point is moot in this instance though, once it becomes apparent that fire isn't working to Double kill the troll Stephanie has got acid splash as a cantrip. so we are good in this instance.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

I think the regen makes it immune to the death effect. I agree there is no max number of negative HPs, it will eventually regen unless we hit it with the specific method to stop the process - Acid in this case.

Regeneration (Ex):

A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.

Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Fairly sure what Hallister is getting at is that CDG's deal hp damage but also force a fort save or die. technically not damage based death.


male

I haven't gone away, just dropped the ball and didn't treat everyone's participation with the respect it deserves (and got into some trouble at home) I'll try to update tonight or early tomorrow.


Male Goblin Sorcerer (Draconic) lvl.5, (Hp. 27/27, Ac.20, Touch. Ac. 15, Flat Footed Ac. 17, Fort. +1, Refl. +4, Will. +5, Perception +7)
Active Spells:
Mage Armor 3 hours,
Terquem wrote:
I've been searching around the message boards for some guidance on how to handle continuing to do damage to a dead troll and coming up empty. I feel that the blw that takes it to negative HP should be were the counting negative stops, otherwise it becomes sort of an accounting nightmare, unless you do the right kind of damage

Huh, that is a really interesting interpretation on Regeneration. I've always run it so that the more damage it took it would just take that much longer to regenerate, if the Pc's said that they spend an hour chopping it into little bit I would just give it a 24 hour timer. I do prefer your method though, it makes regenerating creature far more terrifying.


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Its a weekend, I don't expect much in the way of updates on weekends. People have lives to live after all. I feel you respect us quite well, proof being that you went ahead and let us know of the delay in your life rather than just leaving the game to hang.

As to making regeneration creatures scary I often swap out the feats and give such critters Diehard. Makes it a fun exercise to actually kill them.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

i injured my thumb today and its super hard to type. its bundled in ice right now.


Female Gnome (Dwarf/goblin half blood) Wizard/5, HP 26/26 (2 NL), AC 12 (T-12, FF-11), Fort +0 Ref +4 Will +4 ---- Init. +6, Perc. +2

Blah, that always sucks.


male

you can move on when ever you are ready, just tell me what direction you want to go


Male Goblin Sorcerer (Draconic) lvl.5, (Hp. 27/27, Ac.20, Touch. Ac. 15, Flat Footed Ac. 17, Fort. +1, Refl. +4, Will. +5, Perception +7)
Active Spells:
Mage Armor 3 hours,

So folks, now that we know where the area around the bend goes to, do we retreat with our very broken Dwarf? Or do we leave him here and continue our investigation?


Female Goblin Barbarian 5; HP 58/58/ 68/68; AC 19 T 15 FF 15; Fort +6; Ref +5; Will +1/+3; Init +6; Per +10; CMB +6; CMD 20; Spd 40 ft.

Mae would want to help Dwarbon. He has cracked her royal exterior with his "tale of woe".

Additionally, Mae wants to find the mercenaries who sold Dwarbon out, and to face, fight and defeat the demons. Then again she is quite an unreasonable personage. Especially when she is not raging.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Both Rownig and Windel will go the way the party desires. Although they would mention the need for some better spells and gear for what lies ahead.

Windel needs about a week to write some back-up scrolls, so he doesn't deplete his resources as fast. A healing wand would be a boon, or even some healing potions for players.

I do suspect with a chest full of gold we are going to taxed heavily by the Lords and King. Because of the wealth conversion, we may be some of the wealthiest people on the island.


HP 37/37, AC 18/21, CMD 13, Fort +5, Ref +10, Will +6, Init +5, Per +8, Charmed Life 3/3, Panache 2/2

I think it's time to head out, rescue this guy, haul back the chest of gold, and get set to face demons.


Male Goblin Sorcerer (Draconic) lvl.5, (Hp. 27/27, Ac.20, Touch. Ac. 15, Flat Footed Ac. 17, Fort. +1, Refl. +4, Will. +5, Perception +7)
Active Spells:
Mage Armor 3 hours,

2 for heading back, 2 for amiable decisions. I'm also throwing in my lot for getting out of here with this guy.

All right Terquem. We are heading back out to get this guy home, resupply, and prepare for the much more intense dungeon level 2.


male

Maelodakh - yes there is an answer to your question, sorry I didn't get it up before the joke about the boot.

been swamped by a sudden intense plant maintenance outage at work so I haven't been able to update all my games as I would have liked to yesterday. Hopefully after today things will be back to normal


male

Been a pretty rough week, but I hope to update tomorrow

Sorry


Male Goblin Sorcerer (Draconic) lvl.5, (Hp. 27/27, Ac.20, Touch. Ac. 15, Flat Footed Ac. 17, Fort. +1, Refl. +4, Will. +5, Perception +7)
Active Spells:
Mage Armor 3 hours,

We all have our rough patches here and there, don't worry about it too much. Everyone's still in this.


male

Got volunteered to drive two of my sons to an In Flames concert tomorrow, so I will be off line for the next two days (I’ll have my touch pad and can make posts if I need to, just won’t have access to my mapping software and other resources)


Male Goblin Sorcerer (Draconic) lvl.5, (Hp. 27/27, Ac.20, Touch. Ac. 15, Flat Footed Ac. 17, Fort. +1, Refl. +4, Will. +5, Perception +7)
Active Spells:
Mage Armor 3 hours,

As a note, today happens to be International GM's day. Thank you again Terquem, for all your hard work on this wonderful game you've been running for us. Also for dealing with our general shenanigans.

Have fun with at the concert.


M Dwarf Rogue 5, Init 5(7), P10(12traps), HP 35/35, AC 15(16), 13 T, 10 FF, Save F: 3(5 pos/sp), R: 7, W: 3

Yes happy GM/DM day.

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