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rockdeworld
2017-02-05, 06:56 PM
I was playing a PFS module recently and our group encountered something like an 7th-level wizard Worm that Walks (http://www.d20pfsrd.com/bestiary/monster-listings/templates/worm-that-walks-cr-2) in the 7-9 tier. We won the encounter because the DM forgot about the WtW's damage reduction and fast healing. But if he had accounted for them, I'm not sure how we could have actually destroyed him, because everyone's damage-per-hit was too low to beat DR 15.

So on the off-chance that I encounter something like that again, I'd like to come up with a way to beat it with my 9th-level wizard. Someone suggested Fireball, and while I could throw 3 of them, evocation is one of my opposition schools, so it costs me 2 slots per Fireball, meaning it'd take 4th- and 5th-level slots for me to cast 3 of them. I'd rather avoid that if there's a better solution.

I can buff allies, but Bull's Strength + GMW only grants +5 damage, and I'm not sure how to get more than that. The main issue is overcoming DR 15 + Fast Healing 10 + undead immunities with an unknown party composition. What else can I do?

ATHATH
2017-02-05, 08:12 PM
First: are you playing 3.PF or normal PF?

Second: Worms that walk aren't undead- they're vermin. Here's the template:

Creating a Worm That Walks
“Worm that walks” is a template that can be added to any evil spellcasting creature. A worm that walks retains all the base creature's statistics and abilities except as noted here.

CR: Same as the base creature +2.

Alignment: Any evil.

Type: The base creature's type changes to vermin. It gains the augmented subtype. Do not recalculate BAB, saves, or skill ranks. Worms that walk are intelligent and do not possess the standard mindless trait of most vermin. Note that while a worm that walks has the ability to discorperate into a swarm, and while its body is made up of countless wriggling worms, it does not itself gain the swarm subtype.

Size: Although the worms that make up the worm that walks's body are Fine creatures, the worm that walks is treated as a creature the same size as the base creature.

Senses: As the base creature, plus darkvision 60 feet and blindsight 30 feet.

AC: The worm that walks loses any natural armor bonus the base creature may have had, but gains an insight bonus to its AC equal to its Wisdom bonus (minimum of +2).

Hit Dice: Change the base creature's racial HD to d8s. All HD derived from class levels remain unchanged.

Defensive Abilities: A worm that walks retains all of the base creature's defensive abilities and special qualities. It also gains the following additional defensive abilities.

Worm that Walks Traits: A worm that walks has no discernible anatomy, and is not subject to critical hits or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate (see below)—a worm that walks at 0 hit points is staggered, and one at negative hit points is dying. Worms that walk are immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the worm that walks itself, which treat the worm that walks as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature's individual components share a hive mind. A worm that walks takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Worms that walk are susceptible to high winds—treat a worm that walks as a Fine creature for the purposes of determining wind effects.

Damage Reduction: A worm that walks loses any damage reduction possessed by the base creature and gains damage reduction 15/—.

Fast Healing: A worm that walks gains fast healing equal to its CR.

Immunities: Worms that walk are immune to disease, paralysis, poison, and sleep effects.

Melee Attacks: A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size (see Table 3–1: Natural Attacks by Size, on page 299). This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.

Special Attacks: A worm that walks retains all of the base creature's special attacks. It also gains the following additional special attacks.

Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.

Table: Engulf Damage
HD Engulf Damage
1–5 1d6 + 1.5 Str bonus
6–10 2d6 + 1.5 Str bonus
11–15 3d6 + 1.5 Str bonus
16–20 4d6 + 1.5 Str bonus
21 or more 5d6 + 1.5 Str bonus

Squirming Embrace (Ex) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed (see the table below). If a creature takes damage from the swarm, it is also subject to the swarm's distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 + 1/2 the worm that walks's HD + its Con modifier).

A worm that walks can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If the worm that walks moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm's target kills it.

Tenacious (Ex) A worm that walks gains a +4 racial bonus on CMB checks made to grapple and a +4 racial bonus to its CMD.

Abilities: Dex +4, Con +4.

Skills: Worms that walk gain a +8 racial bonus on Perception, Sense Motive, and Stealth checks.

Feats: Worms that walk gain Diehard as a bonus feat.

Note these two traits in particular:
Worm that Walks Traits: A worm that walks has no discernible anatomy, and is not subject to critical hits or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate (see below)—a worm that walks at 0 hit points is staggered, and one at negative hit points is dying. Worms that walk are immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the worm that walks itself, which treat the worm that walks as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature's individual components share a hive mind. A worm that walks takes half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Worms that walk are susceptible to high winds—treat a worm that walks as a Fine creature for the purposes of determining wind effects.

Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.

Repel Vermin might be a good spell for another spellcaster to learn. Control vermin will let you... I'm just going to quote the spell here: "You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence."

From 3.5... Junglerazer deals 1d10 damage per level (up to 10d10 at 10th level) to certain creature types in a line. It's a third level necromancy (NOT evocation) spell. Dominate Vermin lasts only 1 min./level, but allows you to force the targeted vermin to do even suicidal actions. It's a Cleric/Druid spell, though.

Jack_Simth
2017-02-05, 08:42 PM
What else can I do?
Charm Monster: Get it working for you.
Any Summon: Flanking buddies + Aid Another + Alternate Targets.
Acidic Spray (http://www.d20pfsrd.com/magic/all-spells/a/acidic-spray): Non-Evocation area damage.
Polymorph (http://www.d20pfsrd.com/magic/all-spells/p/polymorph) for Beast Shape II (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) to turn someone into one of the large cats (lots of attacks and +4 Size to strength).
Feeblemind (http://www.d20pfsrd.com/magic/all-spells/f/feeblemind) to get rid of it's casting.
Phantasmal Killer (http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-killer) to straight-up kill it.

...

Basically, just go through the list of Wizard spells and consider what would, and wouldn't, work for you.

rockdeworld
2017-02-05, 09:56 PM
First: are you playing 3.PF or normal PF?

Second: Worms that walk aren't undead- they're vermin.
Thank you. I actually skipped over the type and assumed incorrectly they were undead.

And it's normal PF, in Pathfinder Society.

Control vermin is hilarious, though it allows a will save against a spellcaster.


Charm Monster: Get it working for you.
Any Summon: Flanking buddies + Aid Another + Alternate Targets.
Acidic Spray (http://www.d20pfsrd.com/magic/all-spells/a/acidic-spray): Non-Evocation area damage.
Polymorph (http://www.d20pfsrd.com/magic/all-spells/p/polymorph) for Beast Shape II (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape) to turn someone into one of the large cats (lots of attacks and +4 Size to strength).
Feeblemind (http://www.d20pfsrd.com/magic/all-spells/f/feeblemind) to get rid of it's casting.
Phantasmal Killer (http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-killer) to straight-up kill it.

It's not clear to me that Polymorph, summons, and flanking/aiding will do anything for our ability to punch through DR (and Beast Shape II definitely doesn't work with GMW). And isn't Phantasmal Killer bad at actually killing anything?

Acidic Spray, Charm Monster, and Feeblemind are good finds though, thank you.

Jack_Simth
2017-02-05, 10:14 PM
Thank you. I actually skipped over the type and assumed incorrectly they were undead.

And it's normal PF, in Pathfinder Society.

Control vermin is hilarious, though it allows a will save against a spellcaster.


It's not clear to me that Polymorph, summons, and flanking/aiding will do anything for our ability to punch through DR.
Polymorph adds to Str, which adds to your attack and damage. Polymorph also generally adds more attacks, which makes you land more hits. Hopefully your melee types will have Power Attack as well to trade attack for damage - and of course, the flanking + Aid Another is to offset the loss of accuracy from Power Attack.

So yes, it helps, but it's essentially a cascade of a bunch of different +2's.

And isn't Phantasmal Killer bad at actually killing anything?
Quite true, but it's one of the very few things in reach that has a chance of one-shotting this target.

Acidic Spray, Charm Monster, and Feeblemind are good finds though, thank you.Glad to help.

meschlum
2017-02-06, 01:18 AM
As a 7th level wizard with a +4 Con bonus from the template, it probably has around 56 hit points.

- Oil flasks do extra damage, and only need to hit its touch AC - 2-9 damage per hit. If the whole party is contributing to the bonfire... It's slow and expensive, but it works.
- A 9th level fireball does 13.5 dice of damage, so 14-81, averaging at 47 or so. One of those (on a failed save), plus some oil flasks, is enough to send it to zero. Then it's going to lose all its equipment, and spell component pouch, and become a normal swarm - losing damage reduction and fast healing in the process.
- Wind works - Gust of Wind will do 1d4 times 1d4, for 1 - 16 damage (and push it pack), it's another evocation but lower level.
- A magic weapon with an energy enhancement (flaming, etc.) will do the energy portion of the damage - not enough to get past the fast healing, but it can help.
- Flight! If the party is airborne, it can rain down oil flasks until it wins. If the Worm takes to the skies, Gust of Wind will push it back and do 2d6 damage.
- Wind Wall will keep it from getting near you for a few rounds, long enough to apply magical mayhem. It is an evocation.
- Burning Hands - it's an Evocation, but a level 1 spell so it's fairly cheap. This will do 7.5 d4 damage, so 8-30 (average 19). You need quite a few due to the fast healing, but that's what scrolls or wands are for. A CL 5 scroll of Burning Hands costs 125 gp, and you have no reason to ever take a higher caster level. So for ~750 gold (or six 2nd level spell slots), you can wipe it out. Cheaper if your party helps by applying damage too, of course.

So spending money on scrolls and splash weapons is an option, and fireballs can work if you have a decent DC on the save.

Edit: Acidic Spray does the same initial damage as a fireball, followed by a potential 4d6 (maybe boosted by 50%) the next round if it fails the save (twice). So if it fails the first save, you still need to hit it another time due to fast healing - two 5th level spells, one failed save required. Slightly better than fireballs due to the chance that it'll fail its follow up save and be killed if it failed the first, but not drastically so. Assume it makes its first two saves - it's at 27 damage at the start of the third round, so a third spell will have it close to death on a successful save.

So you need at least one of the following, assuming average damage:

- Four Fireballs / Acidic Sprays with low DCs (so it makes all the saves)
- Two Fireballs / Acidic Sprays with high DCs (so it fails one save)
- Two Fireballs / Acidic Sprays with low DCs and party help doing ~20 damage over two rounds. Three others with 6 alchemist's fires total should do it (allowing for misses), or a couple scrolls of CL 5 Burning Hands.
- Four party members with lots of alchemist's fires - probably 40 in all, just to be sure.
- Two party members who can use wizard scrolls and 12 scrolls of Burning Hands (DC is going to be low)
- Three party members who can use wizard scrolls and 9 scrolls of Burning Hands (less time for fast healing)
- Four party members who can use wizard scrolls and 8 scrolls of Burning Hands (the damage from the scrolls caps out).