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Defeating a Balor


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pawsplay said:
By the same token, the wizard could attempt to counterspell every single spell-like ability using greater dispel magic himself.
Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
 

MarkB said:
Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
You are 100% correct, [rhetorical] but doesn't it seem odd that Spell-Like Abilities can be dispelled, but not counterspelled using Dispel Magic? [/rhetorical]
 

There's no limitation on how high the Str bonus can be:
Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.

For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
 

Krel said:
The only problem I have with this is that the Balor can just simply teleport right up to the spellcasters, and they will be so far away that the other PCs won't be able to reach them for several rounds...


Anticipate Teleport or Greater Anticipate Teleport from SC can help here to hold the Balor away.

Your Wizard should take a look on this spells if you can use the SC.

Khelvan.
 

I suggest Antimagic Field to shut down all those SLAs and special weapon effects, multiple tanglefoot bags to slow it down, then have the barbarian go toe-to-toe, with the rogue flanking and attempting non-lethal sneak attacks. Once it drops, get everyone clear and unload ranged attacks on it from beyond 100 feet.

The downside is the DR. I vaguely seem to recall that while most DR is Ex, alignment-based DR is Su, and if that's true, then the attackers only need cold iron weapons. However, I can't find a cite for that ruling, so maybe I'm mis-remembering. I'm not sure of anything short of the Good subtype that will give a weapon Good alignment in an anti-magic field.
 

pawsplay said:
I gave it a separate line, which is....
I forgot the axiomatic the first time around, should be +8 and one more 2d6.
Huh? Where'd you get the +8 (was +6)? Can you be specific about what you mean? It should be:

1d8 (base)
+3 (bane enhancement)
+5 (strength)
+8d6 (holy, axiomatic, two banes)

Where is your extra +8 (was +6) coming from?
 

Infiniti2000 said:
Huh? Where'd you get the +8 (was +6)? Can you be specific about what you mean? It should be:

1d8 (base)
+3 (bane enhancement)
+5 (strength)
+8d6 (holy, axiomatic, two banes)

Where is your extra +8 (was +6) coming from?
I thinkl he was separating the extra enhancement bonus from the banes out from the basic enhancement bonus. So he should have a +1 and then +4 (or alternatively just a +5).

Doesn't explain why he has a +1 and +8 (total +9) and you have a total +3, though. Unless I am missing something obvious, of course.


glass.
 
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glass said:
I thinkl he was separating the extra enhancement bonus from the banes out from the basic enhancement bonus. So he should have a +1 and then +4 (or alternatively just a +5).

Doesn't explain why he has a +1 and +8 (total +9) and you have a total +3, though. Unless I am missing something obvious, of course.
The enhancement bonuses don't stack. The bow provides a +1 normally, +3 with bane (two higher). The arrow produces a +1 normally , +3 with bane (two higher). Both +3's are enhancements and don't stack (because bows and arrows don't stack).
 

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