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Treebore
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Post by Treebore »

yzarCritS wrote:
Ok Robert, next round of questions. Having not played in a game you've run, I don't have the advantage of knowing your house rules and such, so some of these may be very basic questions.

1) How do you handle scroll usage? If/when is Read Magic needed? What is the check (if there is one) for trying to use a scroll that is a higher spell level then the character can actually cast?
I don't sweat read magic other than when you first find a scroll, Read Magic is pretty much how you identify a scroll with how I look at it.

As for the Check the CL is the difference between your caster level and the level the scroll was written at.

2) Casting times? What is the casting time of a scroll/wand/potion as compared to the spell it duplicates? i.e. the spell Restoration has a casting time of 1 hour, do any of these alternatives provide quicker results?
No, casting time is the same as the actual spell. BTW, spells in C&C casting time starts at the beginning of the round and "goes off" on the casters initiative. So getting hit any time before your intiative requires a SIEGE check to maintain your concentration. Thats somewhere in the PH.

3) How do you handle creatures that need magical weapons to be hit? If a caster summons a animal ally to fight a vampire, will it be able to bypass the +2 weapon requirement? And vice versa, meaning can a vampire hit something that has the same +2 magical weapon requirement? Just trying to figure out the helpfulness of summoned allies.
Good question. I need to look into the books on this one. Make sure I remember to follow up on this.

4) Invisibility. Given the challenging task at hand (Strahd), I'm assuming our characters have extensive vampire hunting knowledge. Would we know if vampires are impacted by invisibility? How about invisibilty to undead? Since they seem to have normal vision, I imagine this is a house ruling for you.
Invisibility to undead works much better.

For the party: I have a decent amount of free time, so since I believe our casters will need to spend the most time in character creation, I'm going to take on the challenge of either a Cleric or a Wizard.
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Post by yzarCritS »

Treebore wrote:
1) How do you handle scroll usage? If/when is Read Magic needed? What is the check (if there is one) for trying to use a scroll that is a higher spell level then the character can actually cast?
I don't sweat read magic other than when you first find a scroll, Read Magic is pretty much how you identify a scroll with how I look at it.

As for the Check the CL is the difference between your caster level and the level the scroll was written at.

Just so that I am completely clear, a 9th level Wizard trying to cast a 7th level spell from a scroll would need to pass an Intelligence check - 2 then? I assume this roll is modified by the Int modifier. How about the character level, does that get added to the roll? I'm guessing no.
Treebore wrote:
[2) Casting times? What is the casting time of a scroll/wand/potion as compared to the spell it duplicates? i.e. the spell Restoration has a casting time of 1 hour, do any of these alternatives provide quicker results?
No, casting time is the same as the actual spell. BTW, spells in C&C casting time starts at the beginning of the round and "goes off" on the casters initiative. So getting hit any time before your intiative requires a SIEGE check to maintain your concentration. Thats somewhere in the PH.
GROUP: Wow! Assuming we face multiple energy draining monsters, I see this as being a HUGE hurdle. That means that for every level drained per character, it's 1 hour of downtime to cast Restoration. Greater Restoration atleast speeds that up to 1 hour per character (all levels restored at once if multiple lost). I just can't imagine our cleric's not being disturbed during that 1 hour of casting while sitting in some room in Castle Ravenloft.

Does anyone have any ideas? To me this makes the Scarab of Protection much more useful.

Robert, one additional question for now. There has been some discussion on energy draining and the vampire abilities in this thread. Seems there are differences between first and second printing. I own the first printing. Can you just give me the ruling on Blood Drain/Energy Drain as it pertains to saving throws to resist? I assume this comes from the second printing which I don't own.

Thanks.

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Post by Treebore »

yzarCritS wrote:
Just so that I am completely clear, a 9th level Wizard trying to cast a 7th level spell from a scroll would need to pass an Intelligence check - 2 then? I assume this roll is modified by the Int modifier. How about the character level, does that get added to the roll? I'm guessing no.


GROUP: Wow! Assuming we face multiple energy draining monsters, I see this as being a HUGE hurdle. That means that for every level drained per character, it's 1 hour of downtime to cast Restoration. Greater Restoration atleast speeds that up to 1 hour per character (all levels restored at once if multiple lost). I just can't imagine our cleric's not being disturbed during that 1 hour of casting while sitting in some room in Castle Ravenloft.

Does anyone have any ideas? To me this makes the Scarab of Protection much more useful.

Robert, one additional question for now. There has been some discussion on energy draining and the vampire abilities in this thread. Seems there are differences between first and second printing. I own the first printing. Can you just give me the ruling on Blood Drain/Energy Drain as it pertains to saving throws to resist? I assume this comes from the second printing which I don't own.

Thanks.

Sorry, the check only applies when the spell is above your ability to cast in the first place.

Wands do change the casting time, I think. I'll have to look into that one to be sure.

We'll be using the second printing. Which says they have to establish a grapple and drink your blood to drain you of two levels every round. So it won't be from simple slam attacks.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Post by jaybird216 »

This is probably an obvious question, but I assume a holy avenger is forbidden, since it would be +5 in the hands of a paladin?
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Post by Treebore »

jaybird216 wrote:
This is probably an obvious question, but I assume a holy avenger is forbidden, since it would be +5 in the hands of a paladin?

Yes, but you can do a "Bane against evil" sword.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by jaybird216 »

Two logistical questions:

Does a decanter of endless water count as "running water" and will a fireplace bellows hold a gaseous blooodsucker?

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Post by yzarCritS »

jaybird216 wrote:
Two logistical questions:

Does a decanter of endless water count as "running water" and will a fireplace bellows hold a gaseous blooodsucker?

Great questions jaybird. I wondered the same thing about the decanter. I like the bellows idea as well. I've tried to think of some clever ways to capture a gaseous vampire, but have yet to come up with anything as promising as the bellows.

It'll be interesting to hear what Robert thinks. Keep up the clever brainstorming!

I'm got a small list of questions for Robert along these same lines that I'll likely post over the next few days. Although, let me ask one right now to build off the Restoration dilemma.

1) The spell Rope Trick has some restrictions on spellcasting while within the extra dimensional space. My interpretation is that the restriction only applies when trying to cast a spell on a target in the opposite dimension (meaning cast a spell on a monster outside the extra dimension, or a monster trying to cast a spell on someone in the extra dimension). So the question is, while the group is in the Rope Trick extra dimension, can the characters cast spells on one another? Could this extra dimensional room be used as a safe house while healing and casting restorations and such?

I figured this would be much more safe then trying to rest somewhere in Castle Ravenloft. Just a thought.

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Post by Treebore »

jaybird216 wrote:
Two logistical questions:

Does a decanter of endless water count as "running water" and will a fireplace bellows hold a gaseous blooodsucker?

Aramis asked much the same question for the Monday night group.
The Decanter, by itself, doesn't meet the requirement of running water as described in the M&T. However, if you were to find a location or two in the Castle, where the Decanter in geyser mode, can make a "river" or large stream, your idea may be a viable one.

A normal bellows would not do what your talking about. Thats just too "Hollywood" for me to accept as possible. Enchanted, specifically for trapping gaseous formed creatures, would work.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by Treebore »

1) The spell Rope Trick has... So the question is, while the group is in the Rope Trick extra dimension, can the characters cast spells on one another? Could this extra dimensional room be used as a safe house while healing and casting restorations and such?

Yes, you can cast healing type spells on each other while in the Rope Trick. Just realize that Rope Trick is not an impossible to spot, or impossible to dispel, spell effect. So don't get the idea that a Rope Trick is a completely safe refuge. So still try to be cautious when you use it.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by Treebore »

October is less than 10 days away, so lets do a
ROLL CALL!

To confirm who is playing in the Thursday night game, and also declare, again, what class you would like to play, so final party composition can be worked out.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by jaybird216 »

I'm in for Thursday.

9th level Elf paladin (yeah, decided on elf after all - immune to aging and ghoul paralysis as well as super resistant to sleep/charm).

Gonna jack up the WIS and CHA to be a lean, mean, cookie-scented, undead-turnin' moe-sheen.
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Post by spak_man »

I'm in

I'm still sticking with my Idea of a Dwarf Cleric

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Post by kaomera »

I'm here, Human Fighter. I'll try and have a character sheet ready in the next day or two.
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Post by yzarCritS »

Treebore wrote:
ROLL CALL!

To confirm who is playing in the Thursday night game, and also declare, again, what class you would like to play, so final party composition can be worked out.

I'm in. Right now I'm planning on making a Human Cleric. Based on the undead and healing/restoration needs, I don't think two clerics will be overkill. Just my thought.

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Post by yzarCritS »

More food for thought.

1) Do vampires suffer the same effects from the spell "Daylight" (reverse of Darkness) as they do from natural daylight?

Aside from the spell, the Helm of Brilliance is another interesting item to consider, although it is costly.

2) Does the Paladin's Divine Aura ability have a radius protection effect, or does it only protect the Paladin? Meaning, would party members standing close to the Paladin also gain the advantages of Divine Aura?

3) Regardless of #2 above, are there such things as Rings of Protection from Evil (or some other magical item that grants a permanent effect while wearing/using)?

4) Do spells like Detect Thoughts work on intelligent undead? Or is this considered part of the "mind effecting" spells undead are immune to?

My thought here was that any inside information on the location of a vampire's lair/coffin could prove useful.

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Post by Treebore »

yzarCritS wrote:
More food for thought.

1) Do vampires suffer the same effects from the spell "Daylight" (reverse of Darkness) as they do from natural daylight?

Aside from the spell, the Helm of Brilliance is another interesting item to consider, although it is costly.

2) Does the Paladin's Divine Aura ability have a radius protection effect, or does it only protect the Paladin? Meaning, would party members standing close to the Paladin also gain the advantages of Divine Aura?

3) Regardless of #2 above, are there such things as Rings of Protection from Evil (or some other magical item that grants a permanent effect while wearing/using)?

4) Do spells like Detect Thoughts work on intelligent undead? Or is this considered part of the "mind effecting" spells undead are immune to?

My thought here was that any inside information on the location of a vampire's lair/coffin could prove useful.

The Monday group is talking about starting next Monday. The Friday group is scheduled to start next Friday. When do you guys want to start?

Sunburst is the only "light" spell that does what your talking about. Its an 8th level Druid/Illusionist spell in C&C.

Divine Aura of the Paladain mimics the lowest level "Protecton from Evil" spell, so it only protects him. Its a good idea for a house rule for a higher level Paladin, though.

Yes, there are such things as a ring of Protection from Evil. 9,000 GP.

Yes, undead are immune to having their minds read. Even intelligent undead. As to why it works this way, I believe it would be because the "inteligence/mind" of the intelligent undead do not truly reside within their mind anymore, it is somewhere else. For the Lich, that would likely be within their Phylactery. As to vampires? No one knows.

As to where a vampires coffin is, thats a very good question. Likley a hard question to answer with a vampire who has been attacked so many times.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by jaybird216 »

Next Thursday is fine by me. That's plenty of time to polish my titanium bite-proof collar.
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Post by spak_man »

Im good for next thursday as well

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Post by yzarCritS »

Group:

I'm not sure what spak_man will do with his cleric, but one of my goals is to outfit my cleric with a decent amount of group friendly items (scrolls/potions/wands/staves) to help heal/revive party members. The upside with having two clerics is if one of us bites the dust, I suppose it will be easy for the other to grab and go. The challenge I'm running into is allocating the 90,000gp between self and group.

For example, I think the party would benefit greatly by considering the Staff of Resurrection. However at such a high cost, the character who purchases it is likely to be handicapped in other ways by not having as much gp to allocate towards self defense.

So, the question is, do you think it's worth setting up a group fund to purchase items the whole group would benefit from that no one character would likely feel comfortable financing?

Just a thought.

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Post by spak_man »

yzarCritS wrote:
Group:

So, the question is, do you think it's worth setting up a group fund to purchase items the whole group would benefit from that no one character would likely feel comfortable financing?

Just a thought.

I think its a good idea (as long as Treebore is cool with it)

My character is kind of up in the air ATM, Id still like to play a cleric (and seeing as were going up against Strahd, its probably a good Idea to have 2 clerics)

If we are lacking in fighting power I will go with my original idea, a Dwarf cleric with a dwarven thrower and armor and fill a double backup role (extra fighting power and backup healer) If not I can go full heal/protection cleric style..

BTW, do we have a mage?

-Andre
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Post by Treebore »

Eh, I'm relatively easy, so you guys can "pool" money.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Post by yzarCritS »

Robert,

I've never really played in a campaign that cared much about encumberance. Not sure what your stance is on it. Will there be any movement adjutsments for heavier armor? More specifically, if I outfit my cleric with full plate, will the character's movement as a human still be 30ft? If not 30ft, can you give me some idea of the breaking points where movement gets reduced (at what armor weight would movement not be reduced)?

As always, thanks again for your replies.

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Post by Treebore »

yzarCritS wrote:
Robert,

I've never really played in a campaign that cared much about encumberance. Not sure what your stance is on it. Will there be any movement adjutsments for heavier armor? More specifically, if I outfit my cleric with full plate, will the character's movement as a human still be 30ft? If not 30ft, can you give me some idea of the breaking points where movement gets reduced (at what armor weight would movement not be reduced)?

As always, thanks again for your replies.

I do encumbrance by what makes sense. So as long as you have a decent STR I won't worry about it. IF you have a STR of less than 12 I may impose encumbrance "realism".
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Post by spak_man »

Alright, so far we have the following confirmed

jaybird - paladin

me- cleric

kaomera- fighter

yzarCritS- cleric

Treebore, do we have any others in our group?

anyways, for the time being I can see we are missing a mage and possibly a rogue ( I would hate for our adventure to be prematurely ended by a locked door ) I don't mind switching classes, but I think having 2 clerics is a good Idea..

So I guess for the time being Ill put the finishing touches on my cleric and hope that the other roles get filled in by the others (assuming there are others...)

-Andre
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Post by spak_man »

oh yeah, one other question; Are we still scheduled to start this Thursday (Oct 4th)?

-Andre
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"A DM is like a duck." -Aramis
"thats the one where you explode. You sure you wanna do that?" -Titania
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Post by yzarCritS »

spak_man wrote:
anyways, for the time being I can see we are missing a mage and possibly a rogue ( I would hate for our adventure to be prematurely ended by a locked door ) I don't mind switching classes, but I think having 2 clerics is a good Idea..

The mage would definitely be helpful, however I would think the rogue would be a bit of a death wish and likely useless 98% of the time.

I don't anticipate my cleric participating in alot of melee, so it probably wouldn't hurt to have one more fighter type if we end up with 6 characters.

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Post by yzarCritS »

spak_man wrote:
oh yeah, one other question; Are we still scheduled to start this Thursday (Oct 4th)?

I am about 90% sure I'll be available this Thursday. There is a small chance Thursday will turn into a travel evening for me. I'll certainly keep everyone updated.

I hope to have my character posted tomorrow. I'm still hoping to get some assistance with the Staff of Resurrection. I'll follow up on this tomorrow.

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Post by slimykuotoan »

Posted in wrong spot
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Post by jaybird216 »

I brought my books along to work today, so that I can finish my Paladin up during lunch. I'll forward you the final results tonight, Robert.
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Post by Treebore »

jaybird216 wrote:
I brought my books along to work today, so that I can finish my Paladin up during lunch. I'll forward you the final results tonight, Robert.

Good. Hopefully everyone will be done before game time.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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