Tactics on Vampires

Zappo said:
You need sunbeam or sunburst to kill vampires off, but that's high level magic.


From what I understand, these spells don't truly kill vampires like real sunlight does, they simply do the most amount of damage possible because vampires are specifically hindered by sunlight.


J from Three Haligonians
 

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They kill vampires. But they are too high level for Endor to use.
Sunbeam said:
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
 

Everybody wear holy symbols to LG gods. 1 gp each. Garlic wouldn't hurt either. The mirror trick is an option as well.

For D&D vamps the whole deal is the coffin. After slaying them you must get to the coffin to dispatch them within an hour. so locate creature and teleport might help out, or locate object. It is fairly easy to hide a coffin in an inaccessible area that nongaseous find tough to get to.
 

Johnny Bravo said:
In a recent camapign, we ran up against a few vampires. Killing them was easy, it was keeping them that way that was the problem. We came up with this solution: Once we had reduced the vamp to 0 hp and it assumed its mist form, one of the casters would cast wind wall to contain the mist. The Cleric would cast lesser planar ally (IIRC) summoning a Djinn. The Djinn has create object or something similar as a spell like ability. We would request the Djinn create a glass globe around the mist trapping it inside. The Djinn would then take the globe (with vampy inside) back to the plane of air (could substitute the positive energy plane). In our campaign at least, the plane of air is always bright and sunny. Even if somehow the vampire was able to escape before the sunlight did him in, the vampire must get back to its coffin within 1 hour or it disipates, effectively destroying it. Worked well for us but as always YMMV.

Summoned creatures can't take things back with them and the things they create dissapear when the spell runs out.
 

Oops!

Zappo said:
They kill vampires. But they are too high level for Endor to use.


My mistake! Next time I'll use my eyes to read the spell description instead of my memory.

If you can afford one, a Decanter of Endless Water is an excellent, portable, source of running water to immerse vampires in. You have to find a way to keep them in the "geyser" stream for 3 rounds of course, but it is still handy to have since you don't have to try and lure them to a water source.

J from Three Haligonians
 

Voadam said:
Summoned creatures can't take things back with them and the things they create dissapear when the spell runs out.
Unless I'm mistaken, the planar ally spells are calling effects, not summoning, so Bravo's suggestion is still valid. I believe a called creature is actually present, not just sort of duplicated like with summon monster ix. The listed duration of instantaneous for planar ally spells seems to support this too. So long as you pay the djinn appropriately, there's no reason it can't bring the vampire back to whatever elemental plane (so long as the globe does not exceed the plane shift weight limit, if there is one.)
 

If, and i mean a BIG IF, you are able to advoid the Vamps and somehow are able to find a coffin or anythign that looks like a coffin that the Vamps would need to be in to recover hit points, DESTROY THE COFFINS. No Coffins mean no place to retreat to if they need to.

I might be wrong the ability to do this but it is what I would do.
 

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