Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


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Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

How many rounds of buff spells do we have?


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

My round/level buff is the last one I'm casting. 7 rounds.


Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

I mean, how many rounds of casting buff spells do we have?


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

GM this is a tent, yes? So are there any little bits of grass or other vegetation around the edges or poking up anywhere? The map makes the tent look like it has amazing wood flooring or something, which is cool, but seems kind of unlikely for crazy orcs. So I figured I'd ask!

What we need as much as anything right now is for Dvalin to entangle the majority of the orcs so we can come at them piecemeal.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Yes- hard to get a perfect map, but the floor except the "stage" area up the steps is dirt and grass.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Thanks!


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)
Rubius Halfbeard wrote:

Good to have you back, buddy! I tried botting you a bit but you're build is certainly funkier and has different moving pieces than my witch. I even forgot to summon something for you before this big fight!

Let's say that you summoned something. I just don't know what... Oh and you used the flight hex on yourself too.

Hehe, yeah, different moving pieces is a nice way to put it, I wanted to try a very different kind of approach, there, for a combinatory melee/witch (because a Dwarf has to be able to hold their own in combat :P). But I think it'll be one or two more levels before it really works out the way imagined.

That said, do we want the area entanglement or the wall of blindness?
I think entangle first to try and annoy their casters, then wall if tactically still valid.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

I wholeheartedly agree with the thorny entanglement. Multiple chances to derail their casters and slow their melee from closing.

Question about thorny entanglement: Does it count as ongoing damage for the purpose of forcing concentration checks? Burning entanglement certainly seems to but thorny seems less clear.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Just for clarity's sake- the Blood Chief has Resist 10 to cold and electricity- so he gained 10 temp, took 16.

Then on Durnim's action he took 22 (ignored cold) but he has DR 10 magic and silver so 12.

He also has DR 5/- so attacks against him will either be at -10 or if you have silver magic or +3 or better weapon -5 damage from DR.


Kineticist (7) Burn/NL (9/63) Wounds (16) HP (87) Saves (11/11/7, +2 Hardy) AC (26/16/20) CMD (22, +4 Stability) DR Adamantine (4) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Ouch. Well my blasts are all -10 damage. I think I’ll focus on everyone else in the room.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

I had to look up how stacking two different DRs worked because it's not something that comes up often- it's good for you guys that they don't both apply at least!


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Is Tawny really behind enemy lines?
Do you have some way to get her out?

I am not certain of her position because I feel she should have gotten an AoO on something moving past her if she's really there?


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Yes- I missed that as I was futzing with moving figures on my phone. Tawny would have had an AOO against the Blood Chief, but Tawny is not able to overcome the DR I believe.


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Ah, 2 of those are the lantern archons. I feared Tawny was cut off from retreat. My mistake, there.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Oh tawny can definitely overcome DR now. He's a different beast than he was since he got his size advancement.


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Not sure if you WANT to stop the charging chief, though...considering he'll unleash his wrath elsewhere.

Then again, Tawny may have refused to attack him because she only knows basic "Attack", not 2x"Attack" which lets her attack all creatures (including such unnatural creatures as undead and aberrations)...

She may have attacked out of reflex, but then omitted the grab when she realized her mark was unnatural.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

1. Tawny is male.

2. I forgot to pick my bonus trick for this level but it's definitely attack x 2 based on what we've been facing.

3. He's gonna grapple if he lands the bite. That's just what he'll do. That means those hits will be against him, which is bad, but it is what it is.

Dvalin, can you 5 ft back a little so I have room to 5 ft back, assuming the chief wasn't hit and grappled by Tawny?


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

I can certainly go further back - should not have blocked you previously but I moved another 5 feet.

That said, depending on how things go with Tawny, I would have placed the spell center 5-10 feet closer to us so the chief starts in difficult terrain and the others can't bypass it.
I'll chip in on the raise.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Kragg: I do think we need to focus fire on the chief, even though he's hard to hit. He's right here, literally asking for it, he's the quest objective, and he deals way too much damage and negative levels to ignore. I'm going to launch a last-ditch volley at him when I can because we just gotta hit him.


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)
Rubius Halfbeard wrote:
Kragg: I do think we need to focus fire on the chief, even though he's hard to hit. He's right here, literally asking for it, he's the quest objective, and he deals way too much damage and negative levels to ignore. I'm going to launch a last-ditch volley at him when I can because we just gotta hit him.

Not only that, you got silver arrows and a magical weapon, that means you bypass the stronger of his DR's. So you should definitely stick to targetting him :)


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

Its only like a 20% chance, but if he fails the Burst of Radiance save he is blind for up to 4 rounds which should drop his AC right down for people to focus on him.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

That fireball was a rough time for a natural 3 on my weak save... Would have barely made it if not for negative levels...


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

I'm not sure that's the correct ruling on Entangle- it strikes me wrong because it makes the 1st level spell more powerful than higher level spells so I doubt it that's what is really intended, but I'll let it stand for now- if it becomes an issue where it routinely dominates combats I'll have to revisit it- I am certain that a 1st level spell is not intended to be a total party save or die effectively.

As to the back guards- they were moving to the walls to avoid the visible effects of the spell and happened to run out of movement just short of the extended effect.


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

@Entangle - I think 2 factors are that it does need pre-existing vegetation, which limits heavily when it can be used - and that it affects friend and foe alike. The first-level version also does no damage, and does no more than inconvenience foes - who could still perform ranged attacks(albeit at a penalty), cast(with concentration checks), or simply power through with strength(a lot in the bestiary won't even need to roll to do that.).

But to further reinforce the interpretation:
Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition.
So if you start moving just outside the area, opting to move through the field, failing the safe and getting entangled spells out you must end the movement - regardless of how much spell area you had to pass or what your remaining movement was - full stop and be entangled.

That said, the version I use is the Level 3 one. It is on par with Fireball and should have some impact on the combat, certainly(especially since it comes with the same drawbacks - needing pre-existing vegetation, and attacking allies as well).
A well-timed fireball could also routinely dominate combat, after all ;)
And a well-placed spiked pit can very much be a party save-or-die.

@Back Guards: Fair enough. Apologies, it seemed to me that they kept their distance with intent, not by chance. Therefore I was curious if they were lucky or in some form knowledgeable about what they faced, which would have been important tactical information.
Thanks for clarifying.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Wait! I did make my save because the fireball came before the negative levels! Sorry there are a lot of situational modifiers and I barely made it. Will post a correction in gameplay.


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

@Rubius: Scraping in being positive with the -10 max hp of the two level drains. Hopefully you are still up when it comes through to Vargas' turn.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Yeah the neg levels are really hurting. I'd be at 13 hp otherwise.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

See this situation of requiring a move action to attempt to break free, leaving only a single move which nets only 15 feet with the difficult terrain and then requiring a recurring save is what really makes me lean towards this spell NOT full stopping movement-- it should be possible to get out of an entangle when you then do make a save/check.


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Aye, but on the other hand, if halved for being entangled and on difficult terrain, it would actually be only 5 feet per move action for a total of 10 feet for a double move per your ruling.
((30/2)/2=15/2=7.5 feet, rounded down to 5 feet).

I do understand your point, but I believe I had the spell prepared since I joined, and this is the first time we had a chance to use it, as previously we were in barren caves, frozen terrains, or indoor corridors.
It is as niche in application as the original entanglement - better for wilderness adventure and less so for urban intrigue or dungeon delving.

I would offer to find rules clarifications on the spell, but it is your table and your ruling. I willingly accept it either way, I simply wanted to present my point of view.(and why I did not place it closer to the entrance.)


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

For the record, I'm pretty sure that being entangled stops all movement with this spell. But I agree it would be 1/4 speed if ruled that it didn't.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

It just seems like when someone makes the check they should be able to get out, not be required to make multiple checks before getting out- it seems like Paizo intended to nerd it in the switch from 3.5 to Path, but if you read all the rules this way they actually buffed it instead.

It's fine, just don't expect me to also take a lenient rule on where it's usable with it being so incredibly powerful for the level.


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

I do see where you are coming from, but there are plenty of spells where a single check won't cut it.
Another favorite of mine for crowd control is the pit line of spells. Again, certain drawbacks(like not working for airborne enemies), but if you fall into the pit, a single climb check will not be sufficient to get back out.
Stinking Cloud disables any character failing their saves for 1d4+1 rounds even after they exit the area.
Worse yet, it can be combined with other spells like Black Tentacles.(where you need to break a grapple- something you cannot do while limited to a move action from Nausea)

A lot of crowd control is set up in a way that impairs targets for more than a round(especially those creating difficult terrain - preventing 5-foot stepping, running and charging and often ensuring a target remains out of reach), which i suspect is to guarantee they are solid and reliable choices regardless of dice luck.

You did use Save-or-Suck and Save-or-Die spells previously(Baleful Polymorph and Phantasmal Killer). They operate the exact opposite way - gambling on dice luck, with a much greater impact if they go through.

That said, I never even tried to use it before because the terrain never seemed to support it - I did not expect leniency there. But if you personally feel that the spell is overpowered, I would rather prefer we find a compromise.
Otherwise every time I feel the terrain should support it and you rule it doesn't, I may feel bitter, and every time I use it and you feel it's gamey, you may feel bitter. And we're all here to have fun.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Yikes this is a problem. Kragg and Tawny out of commission and we'll need to find the blood chief's coffin... Dicey indeed...


Kineticist (7) Burn/NL (9/63) Wounds (16) HP (87) Saves (11/11/7, +2 Hardy) AC (26/16/20) CMD (22, +4 Stability) DR Adamantine (4) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Avenge...me...blargh!

<cue dramatic fall>

Actually, wait. I have 15% critical hit Resistance

1d100 ⇒ 99

Is high or low good?


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

I usually run trying to get under the percent (low succeeds) unless I specify as I roll.


Kineticist (7) Burn/NL (9/63) Wounds (16) HP (87) Saves (11/11/7, +2 Hardy) AC (26/16/20) CMD (22, +4 Stability) DR Adamantine (4) Init (+6) Cold Resist (5) Crit/Sneak Attack Resist (15%)

Well then, avenge me!


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Also- they are fire giant skeletons, but skeletons do not retain the giant subtype when animated.


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)
Oxnard Kettlebeak wrote:
I usually run trying to get under the percent (low succeeds) unless I specify as I roll.

That is good to know! I will try and keep it in mind.

I usually handle it the other way round (high=beneficial) but will try and remember to do it your way for this game.

Thurgrom, you forgot the +4 Strength you got extra, I think, during your attack. I drained the Magus and gifted the extra strength to you.

Also, if I understand right, Thurgrom already used his AoO and Kragg does not actually threaten?
Because I am pondering my options right now and nothing really stands out as a great idea considering 2 more of those guys are incoming - not to speak of all the others.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Well Rubius will focus fire to try to pick off one per round. Or I'll summon SM IV bodies to get in the way and protect us for a little bit. I just don't think those bodies will last long at all.

Or I could summon a couple of dretches to pile on stinking clouds but the DC is very, very low... DC 13... I'll probably keep firing until my haste and bane rounds are over at least.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Yah- I'll default to "low is good" on d100 rolls, but as long as you declare low or high before you roll it's ok; that's the old 2nd ed thieves skills thing there.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

point of order- when the Blood Chief missed, his rage automatically ended, but since he's undead he is immune to fatigue and can after reconstituting can rage again if healed above 1 HP and therefore awake.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Sure but he doesn't heal 1 hp for 1 hour, right? Then his fast healing kicks back in. The rules don't seem clear about whether or not someone else can come heal the vampire with negative energy while they are stuck in their coffin or whether it just takes an hour to reconstitute after being destroyed. GM call.

Of course, Rubius doesn't know anything about any of this.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

You could infer from the way the witch, shaman, and the back two guards are moving that they plan to heal him using negative energy, and that his coffin is under that stone slab on the stage.


Cloud Dwarf | HP 72/90 | Rage 6/13 | Windsight 4/4 | Flex 3/5 | 1st 3/6 | 2nd 0/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition: Resist 20 Fire and Electricity, Protection from Evil, Shield of Faith, Divine Favor, Dodge

Anyone have Stone Shape?


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Wow, that is a significant power-up for vampires.
Considering the only 3 regular means to destroy them are sunlight, submersion in running water, and staking them while helpless.
(And helpless is exactly the state they assume for an hour after they gas back to their coffin. The fact their fast healing does not kick in until after that hour has passed seemed to indicate they could not heal in some other way, either.(e.g. by wearing a Ring of Regeneration, or having an undead monkey familiar with UMD and a wand of inflict wounds in the coffin.)) :)
For clarity: Not complaining.
But the fight just got even more harsh than it seemed before - because essentially the Boss can rush at us again and again, then fall back, get healed, let fast healing do its thing and come at us again.
So after(if?) we manage to take out guards and skeletons, we'll have to push on against his leutnants and those guards hanging back, or he'll just keep coming at us seeing how we can't take him out of the fight...

I cannot summon any, but would e.g. Earth Elementals in his coffin be able to disturb him from reforming properly? That is, keep him Gaseous and unhealable while they remain? *looks at Rubius*


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

Also they could start attcking the object from inside or under it with earth glide.


HP: 34/58 | 3/3 Cryptic Omens | AC: 22 / T: 13 / FF: 19 | F: +6, R: +4, W: +4 all +5 vs Spells/SLA | CMB: +4, CMD: 15(+4 vs bull rush/trip) | Init: +1, Perception: +7 (Darkvision 60ft)

Yeah, that was the idea, Earth Glide there, disrupt the Vampire reforming, and trash the Coffin, or something along that. If he keeps popping back up right after we down him, this will be a short assault...
Or, as a Calamari would put it :"It's a trap!"
Rubius monster Tactician gives him minute/level duration, so long enough to be meaningful, if it works that way.


AC 18 T 14 FF 14 | HP 59/59 | F 7 R 6 W 8 | Init: +9 (+11 if I act in surprise round) | Perc: +16 | Conditions: | Bane rounds: 5/7| Spells: 0/5 1st, 0/4 2nd, 0/2 3rd| DR 5/B
Tawny stats:
AC 20 T 13 FF 16 | HP 54/54 | F 8 R 8 W 4 | Perc: +7 | DR 5/B (low-light vis and scent)

Agreed it's a power level up to not have to spend the full hour in the coffin.

Good question about disrupting the coffin.

GM, would an earth elemental in the coffin delay the blood chief from reforming until the elemental were killed, removed?

Either way, Rubius wouldn't know anything about that unless informed by someone with K rel. Looks hopefully at Dvalin


Male Stone Dwarf Oracle 7 | HP 26/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 0/7 0/7 0/5| 6 CLW Wand | Resist: 5 cold

Vargas could summon a small (although augmented) one, but he is almost out of spells and he takes the full round to cast.


Sage of the Sages Slides Tengu Dwarves of Gold Peak Combat Map Dwarves of Gold Peak Folder

Yes, if he were physically blocked from his resting place it would delay his reforming, but unless they were very hardy elementals they would not last long.

It is a moderate upgrade- but it is bound by severely limited resources (memorized inflict spells of the two casters capable of casting inflict spells, and their being alive to cast them).

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