The Dancing Lady


Kingmaker


Quick question on the Dancing Lady's abilities.

On Captivating Dance, it says that the baobhan sith can move and act normally while maintaining her dance, including using spell like abilities. Does this include attacking, especially things like grapple to lead up to the blood drain? From a "realism" perspective, that seems like a stretch, but the text seems to imply that it can work.

I don't mind this being a challenge for my players (though they've struggled quite a bit already) but I also want it to be fair. On the flip side, I also have 7 players so its still likely that a number of them will make their saves anyway.

Thanks in advance for any help!


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That's a question I've never found a solid answer for.
She can move and act normally, & use spell-like abilities but her Blood Drain isn't a spell-like ability; it's a special attack... so there's nothing that flat-out says that she can dance and drain.
But if you want her to be able to (and with 7 PCs I wouldn't worry about all of them failing and hopefully one that makes the save somehow moves her out of view of the others)... if you want her to be able to drain and dance at the same time she can still be moving her body while pinning someone. The pinned person would be moving a little with her movements or some such thing.


Thanks for the reply! Yeah it seems vague and I might play it by ear. The main concern I have is that by and large, my party has relatively low Will saves, so it is plausible that they could struggle in that regard. That though, lets me play it by ear as to whether or not to allow her to do both. I mean, on the hypothetical worst case scenario where everyone fails, it won't be much fun for anyone for her to just go around the table draining them all one by one. Of course, in that situation I would likely have her "sate" her thirst after one or two and then send the rest running via suggestion, etc.

They only just entered the Keep at last session, having defeated the swarms and chased off Rigg (who was quite the handful to them until he was caught in some glitterdust). :)


Rigg ran away in my campaign and the players always wanted to get him back.
Thankfully, through way too much real-life backstory, it managed to happen right near the end of the game with him being incredibly powered up! It was very satisfying for everyone involved.

(Short version: Player had to drop out, he was replaced with someone else, one weekend two players couldn't make it so the other two plus the one that dropped out played through an abbreviated version of The Moonscar and Rigg was guarding the final boss.)


Yeah Rigg got away too, but I'll be sure to bring him back. I'm using the Hargulka's Monstrous Kingdom setup so I might have him allied with Hargulka, or I might just make him the occasional annoyance for the party to contend with.

For example: "Some farmers report that they were out tending their field when one of the field hands crumpled over and was bleeding. They looked everywhere but couldn't see anything other than an obvious stab wound. Then another fell over." etc. In other words, the party gets reports of him, but by the time they investigate he's moved on. Of course, the problem there is I'll have to create some more structure because something like that needs to have an eventual climax, but it could be a lot of fun.


I used Dudemeister's changes too. I thought of using Rigg with Hargulka but went a different way and then didn't really find somewhere appropriate until almost the end.
(And thankfully I didn't use him with Hargulka because, literally, that would've ended up with that fight being a TPK. The fight with the Big H literally came down to Hargulka and one PC. Both were so low in HP that whichever one hit first won the fight.)


Aye, if Rigg ends up joining with the Big H, it won't be in the final encounter. My Kingmaker has a mix of technology thrown in with one of the themes being that some of the bad guys in particular are choosing tech, steam, etc., over the natural world and so my Hargulka stand in is the mini for Captain Gunnbjorn from Privateer Press. I've replaced the necklace that Big H has with the weapon the mini has. Will have a similar effect, but will no doubt cause the group some issues. Even with a large number of players and several animal companions/eidolon.

Its actually kind of nice though because my group is far more about the role play aspect than just the min-maxing, is making for a great campaign.


So, 6 PCs entered the Dancing Lady's room. Four failed their save. Of the remaining two, one was the cleric that had been hit hard by the insanity mist (to the point that he could no longer cast any spells), and the other was the monk that could barely penetrate her DR. Needless to say, it did not go well for the party.

I had her feast on the "prettiest" of the human men, and then she agreed to let the rest go after draining the poor summoner. The party currently has no plans to hurry back, preferring a fight with an army of trolls instead. ;)

I guess this serves as a good warning for future GMs that this encounter can be extremely deadly. The Will save DC is pretty significant for her (even if you don't use the 6 player conversion). I did use the 6 player conversion of her, but it didn't actually affect who made or failed the save. On the flip side, had even one of the fighter types, or the wizard, made the save, it likely would have been much different, but this certainly has the potential to really hit the party hard.


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The Dancing Lady, IMO, is best suited for a party with a bard who can start up the countersong. Especially if the bard has ranks in Perform (dance) or Perform (comedy).

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