Vampires of Golarion - The Quest for Eternal Night a Second Darkness AP (Inactive)

Game Master Dennis Harry

The Journey Through Ustalav

The Hunger:

Hunger Rules

Where the living suffer physically from starvation, undead suffer mentally. After long enough without a “meal,” even the most arrogant vampire becomes a bestial creature of instinct. Withdrawal weakens the monster, and as its natural defenses fail, its behavior becomes irrational, particularly when it’s around sources of what it is denied or has denied itself.

A carnivorous or otherwise life-draining undead may safely go a number of days equal to its Hit Dice without a dose of its preferred meal before it starts to feel the effects of hunger. Each additional day after this grace period, the undead must make a Will save (DC 10 + 1/2 the undead creature’s Hit Dice, + 1 for each previous check).

If the undead creature fails its save, it enters withdrawal and begins to take penalties according to the Withdrawal Penalties table (see page 23). It must continue to save each day until it feeds again. Additional failed checks increase the penalties as shown on the table. Feats and abilities that affect mortal hunger (such as Endurance or a ring of sustenance) do not apply to vampire hunger.

An undead that is suffering from withdrawal grows increasingly drawn and gaunt (or diaphanous and tattered, for incorporeal undead). Any attempts by the creature to conceal its undead nature with the Disguise skill are penalized as noted on the table.

An undead that suffers withdrawal is acutely aware of its unfulfilled addiction; if presented with the chance to feed, it might be compelled to do so, regardless of the consequences. Anytime it comes within 10 feet of a helpless creature that can sate its desire, it must make another hunger save at the current DC. Failure means it falls upon the helpless creature—whether friend or foe— and attempts to consume or drain it. Until the undead has fed, it can take no action other than to feed from this helpless creature or to enable itself to feed (such as a moroi grappling a creature so it can use its blood drain). During this feeding frenzy, the undead creature takes a –2 penalty to its AC.

Withdrawal Effects

An undead that hasn’t fed recently suffers from withdrawal, depending on the number of hunger saves it has failed.

As shown on the Withdrawal Penalties table on the facing page, an undead creature suffering from withdrawal takes penalties to channel resistance, on Will saves, to Strength and Charisma scores, to damage reduction, to fast healing, and on Disguise checks. The withdrawal penalties apply only if the creature has the ability in question. For example, a hungry moroi’s damage reduction decreases, but a hungry ghoul ignores that column because it doesn’t have damage reduction. All penalties are removed when the creature completes a single feeding. This only ends the withdrawal penalties, and does not grant the creature any feeding bonuses beyond those granted by the creature’s ability associated with feeding.

If the undead’s Strength or Charisma penalties equal its Strength or Charisma, it becomes inert, helpless, and wracked by nightmares of hunger; it only revives if fed by another. An undead creature’s channel resistance, damage reduction, and fast healing cannot fall below 0.

Applicable Table for Withdrawal Penalties

Initiative:

Dramatis Personae
Allizsah [dice]1d20 + 2[/dice]
Murnau [dice]1d20 + 9[/dice]
Murza [dice]1d20 + 8[/dice]
Rosalind [dice]1d20 + 8[/dice]
Thulmerë [dice]1d20 + 8[/dice]
Veldrin [dice]1d20 + 8[/dice]

Perception:

Dramatis Personae
Allizsah [dice]1d20 + 4[/dice]
Murnau [dice]1d20 + 12[/dice]
Murza [dice]1d20 + 9[/dice]
Rosalind [dice]1d20 + 10[/dice]
Thulmerë [dice]1d20 + 24[/dice]
Veldrin [dice]1d20 + 16[/dice]


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Shadow's Status
Murnau Ruthven wrote:

Seriously, though. Cha to saves as an undead is the best. (Towering Ego does the same for me, but Will only)

Out of curiosity, though, wasn't there a FAQ that ruled an undead antipaladin only got Cha to Fort once?

Was there? Can you link me to it? :-)


Shadow's Status
Murnau Ruthven wrote:

DM, might it be possible for me to use my Dominate ability on undead? I have a class ability that allows me to mind-control undead, but my Dominate power only works on humanoids. It would be a nice synergy of abilities, and Dominate does say "At the GM’s discretion, some vampires might be able to affect different creature types with this power."

Also, I must say I love the near-universal low will saves among the group. It will be fun if I ever need to flex my mind a bit. (Not that I'd turn it into PVP, but there is a reason Murnau is as matermind-y as he is.

No to that one though I do believe the Blood Powers may work on undead, I'll have all that up tomorrow I believe, been busy getting a Council of Thieves' game off the ground the last few days.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

I think it has to do with this.

Pesky rules wrote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

posted October 2014 | back to top


Shadow's Status
Veldrin d'Shraen wrote:
Veldrin d'Shraen wrote:

Shadow,

How do you feel about custom magic items? Ie, ones using the rules laid on in the CRB?

Also, for drow languages, do you differentiate between Drow(High Drow) and Undercommon? I prefer to, treating Undercommon more like a general trade language that all the Darklands/Underdark races know, whereas Drow would be a racial language.

Veldrin has Drow Sign as well, which I hope you don't mind.

Edit: Are race specific spells cool, or do you restrict them to that race only?

Still need these questions answered, though I know you've been busy, so just a reminder. Not trying to pester you.

I am ok with custom magic items but pass them along to me first so I can vet them with you.

Agree with you on the languages - undercommon trade language - Drow is the racial language. I fond too many languages a nuance that detracts not adding to the game but then I'm not a linguist so maybe that is why. Real world interesting - game world pestering.

Yep Drow sign is a thing. Sort of like the Drwo version of Thieves' Cant.

Race specific spells are ok unless they are diametrically opposite - so no Drow super sunlight spells as an example.

No worries MG feel free to remind me as I totally forgot about these... :-(


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Here it is


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Hmmm....
DM, do any of the following seem interesting, and a possible venue that Murnau might be able to Dominate undead? (The blood powers, as currently written, also only allow for humanoid targets. I'm all but helpless when it comes to special powers going against fellow vampires)

A special feat that opens the Blood Powers/ Dominate to additional creature types.

A use of Bestow Curse that allows for the cursed target to be vulnerable to my abilities.

A custom item that could enable additional target types for my abilities.

A unique spell that would leave the target open to Domination.

I mean, I already have bunch of ways to control undead from my class (Command Undead as a bonus feat, command undead added to my spell list, and so on), it's just that using Dominate seems much more... thematic. (Heck, just using Command Undead may even be more powerful than Dominate- I could order a vampire to go sunbathing, and they'd have to do it, no bonus save allowed)

However, if none of the above would work, could I swap glitterdust from my spells known out with command undead? In any case, I doubt this would affect too much of the game (this isn't Carrion Crown, for instance), as we're primarily facing humanoid Drow. It would end up being just a really pricey way for me to have a bit more mind power over other vampires, as befitting the 'spider to beat all spiders' that is Murnau.However, if you don't allow it, that's fine too. I'll just have to use Command Undead instead.


Shadow's Status
Murnau Ruthven wrote:

Hmmm....

DM, do any of the following seem interesting, and a possible venue that Murnau might be able to Dominate undead? (The blood powers, as currently written, also only allow for humanoid targets. I'm all but helpless when it comes to special powers going against fellow vampires)

A special feat that opens the Blood Powers/ Dominate to additional creature types.

A use of Bestow Curse that allows for the cursed target to be vulnerable to my abilities.

A custom item that could enable additional target types for my abilities.

A unique spell that would leave the target open to Domination.

I mean, I already have bunch of ways to control undead from my class (Command Undead as a bonus feat, command undead added to my spell list, and so on), it's just that using Dominate seems much more... thematic. (Heck, just using Command Undead may even be more powerful than Dominate- I could order a vampire to go sunbathing, and they'd have to do it, no bonus save allowed)

However, if none of the above would work, could I swap glitterdust from my spells known out with command undead? In any case, I doubt this would affect too much of the game (this isn't Carrion Crown, for instance), as we're primarily facing humanoid Drow. It would end up being just a really pricey way for me to have a bit more mind power over other vampires, as befitting the 'spider to beat all spiders' that is Murnau.However, if you don't allow it, that's fine too. I'll just have to use Command Undead instead.

Looking at it ALL Undead are Immune to mid effects including Dominate, I will retain that aspect as fundamental to the creature type.

If you wish to swap a spell for Command Undead though I am fine with that, it's early on and tweaks are appropriate at this stage of the game.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Spirit Walker actually has an ability that allows me to affect undead with mind-effecting spells.

Undead Inception wrote:
.... At 5th level, when the spirit walker uses his mind-affecting spells and abilities, they affect all undead normally, with no chance of failure. This ability replaces consummate liar and mental potency.


There is also a feat tree in metamagic for mind controlling undead.


Female Half-Drow Vampire Bard(Sandman) 7/ Vampire
Vitals:
HP:74/74 AC:28=10+(1Size,4Dex,6Natural,6Armor,1Dodge) BAB:5 CMD:24 CMB:9 Fort:2(undead) Refl:11 Will:6 Perc:+9 Init:+8

Hmm... I was sure I didn't have a bad will... Hmm..... Ah no... I do <_<


Murnau Ruthven wrote:

Also, I must say I love the near-universal low will saves among the group. It will be fun if I ever need to flex my mind a bit. (Not that I'd turn it into PVP, but there is a reason Murnau is as matermind-y as he is.

FYI, this is Creepy.


Shadow's Status
Rosalind Thuvia wrote:
Murnau Ruthven wrote:

Also, I must say I love the near-universal low will saves among the group. It will be fun if I ever need to flex my mind a bit. (Not that I'd turn it into PVP, but there is a reason Murnau is as matermind-y as he is.

FYI, this is Creepy.

Well Murnau IS creepy!


Lol, psh. Allizsah laughs at you weak willed Vamps! She's rocking a +10 on will!

(Everyone can also point and laugh because I forgot to add in my ability mods to my saves... So, thanks Murnau for pointing the saves out.)


Male Half-Orc Vampire Conscript 7 | HP 88/88 | AC: 27, T: 16, FF: 21 (Unc. Dodge) | Fort: +7, Ref: +15 (Evasion), Will: +6 | BAB: +7, CMB: +17, CMD: 24, M.Attack +19/+14(1d8+12) | Init: +9 | Perception: +21
Murnau Ruthven wrote:
Spirit Walker actually has an ability that allows me to affect undead with mind-effecting spells.

What a coincidence, I can affect undead with "smashing one's head against a rock" effects ^_^


M Dhampir Antipaladin (Dread Vanguard) | HP 90/90 | AC 21 T 12 F 19 | CMB +10 CMD 25 | F +13 R +10 W +11 | Init: +2 | Perc: +13
X/day:
Smite Good 3/3 | Touch of Corruption 14/15 | Channel 7/7 | Fiendish Boon 2/2

The only living house representative has a +11 Will /shrug


I take offense to that! Allizsah is still living, even if many wish to change that in some form or another. XD


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Technically vampires need to have their heads chopped off. Nice try lener. :)


Male Half-Orc Vampire Conscript 7 | HP 88/88 | AC: 27, T: 16, FF: 21 (Unc. Dodge) | Fort: +7, Ref: +15 (Evasion), Will: +6 | BAB: +7, CMB: +17, CMD: 24, M.Attack +19/+14(1d8+12) | Init: +9 | Perception: +21

Oh, but it's far better if they stay alive. You can wait for fast healing to do its trick and then start smashing again, ad libitum.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Smash a gaseous cloud? Now that I want to see. :)


Male Half-Orc Vampire Conscript 7 | HP 88/88 | AC: 27, T: 16, FF: 21 (Unc. Dodge) | Fort: +7, Ref: +15 (Evasion), Will: +6 | BAB: +7, CMB: +17, CMD: 24, M.Attack +19/+14(1d8+12) | Init: +9 | Perception: +21

You just need to have a lot of patience.


M Dhampir Antipaladin (Dread Vanguard) | HP 90/90 | AC 21 T 12 F 19 | CMB +10 CMD 25 | F +13 R +10 W +11 | Init: +2 | Perc: +13
X/day:
Smite Good 3/3 | Touch of Corruption 14/15 | Channel 7/7 | Fiendish Boon 2/2

Apologies, I thought ghoul = dead. I guess I'm not the only one in the room with a pulse after all.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Oh, of course I'm creepy. Did I mention that after I kill someone I'm staring at, I can bring them back to unlife for 3 rounds, when I can control them absolutely?

Also, as a psychic spellcaster, by RAW I can cast spells even while in gaseous form. And, even if I can't Dominate undead, I can still Command Undead 11/day, and command them to destroy themselves even. Even after I'm at 0 HP, I can still curse you and demand you give me stuff.

(FYI, I find all the +6 will saves adorable. I have DC 23 abilities, and can essentially bump that up to a DC 25 with a swift action- before I even cast a single spell.)


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M Dhampir Antipaladin (Dread Vanguard) | HP 90/90 | AC 21 T 12 F 19 | CMB +10 CMD 25 | F +13 R +10 W +11 | Init: +2 | Perc: +13
X/day:
Smite Good 3/3 | Touch of Corruption 14/15 | Channel 7/7 | Fiendish Boon 2/2

Who has two thumbs and is scared of the vampires around him? This guy.


Again Murnau, there is a feat for that. This feat actually.

(It's a +10 for me! Meaning I have to roll a 13 or better to beat that... Still not great! XD)


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

I don't need the feat for that. My archetype allows me to affect any undead with spells as though they were not immune to mind effects. I was just asking if my Dominate ability could work on them.


Male Elven Vampire Dread 7 | HP 94/94 | AC 28, T 15, FF 24 | Fort: +10, Ref: +13, Will: +10 | Init: +10, Perception: +30

Note to self: when assassinating Murnau, use sunlight and don't let him see you.

:D


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

*chuckles softly*

I have a mesmerist trick that, as a free action (if I was anticipating sunlight) or a standard (if I wasn't), gives me immunity to harmful light for 1 minute.

...What? It seemed like a logical choice for a vampire.


I can't really argue with that statement Murnau... but it's still not fair! XD


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

*Chuckles*

I had so much fun making Murnau. The Mesmerist class seems almost custom-made for a vampire.

Hey, if it makes you feel better, I doubt Umbral Shield will come into play too often, given how much of this adventure will be in the Darklands.

...and by the time we come to the surface, my cohort will be able to cast protective penumbra.

(I have a tendency to break the game)


So long as you use you forced for "good", I don't think anyone would mind! XD


Female Kisara Vulpina / HP 88 (88) / AC 31 / Touch 17 / Flatfooted 24 / Fort +8 / Ref +16 / Will +6 / Init +11 /

You still have to see the assassins coming... *High 5s Assassin Bro*


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Depending how we're split up, this could go very well or bad. It will be interesting to see how groups turn out.


Shadow's Status
Thulmerë Harzhor wrote:
Depending how we're split up, this could go very well or bad. It will be interesting to see how groups turn out.

I picked out the group splits before the Game began, I will not be changing the rosters based on RP so yes, so far it seems that we will have an interesting set of groups indeed!


Female Half-Drow Vampire Bard(Sandman) 7/ Vampire
Vitals:
HP:74/74 AC:28=10+(1Size,4Dex,6Natural,6Armor,1Dodge) BAB:5 CMD:24 CMB:9 Fort:2(undead) Refl:11 Will:6 Perc:+9 Init:+8
DM Master of Eternal Night wrote:
Rosalind Thuvia wrote:
Murnau Ruthven wrote:

Also, I must say I love the near-universal low will saves among the group. It will be fun if I ever need to flex my mind a bit. (Not that I'd turn it into PVP, but there is a reason Murnau is as matermind-y as he is.

FYI, this is Creepy.
Well Murnau IS creepy!

As creepy as a child who's songs lull those who hear them to sleep... Oh I just realized something <_<

This Champaign deals with Drow doesn't it? *Facepalms* they're immune to sleep spells!!! Nooooo!!!


Shadow's Status
Murza wrote:
DM Master of Eternal Night wrote:
Rosalind Thuvia wrote:
Murnau Ruthven wrote:

Also, I must say I love the near-universal low will saves among the group. It will be fun if I ever need to flex my mind a bit. (Not that I'd turn it into PVP, but there is a reason Murnau is as matermind-y as he is.

FYI, this is Creepy.
Well Murnau IS creepy!

As creepy as a child who's songs lull those who hear them to sleep... Oh I just realized something <_<

This Champaign deals with Drow doesn't it? *Facepalms* they're immune to sleep spells!!! Nooooo!!!

Worry not Drow have LOADS of minions who are NOT immune to sleep.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

I mean, there's a reason I play Murnau as incredibly smug and self-confident... He knows that it's all but impossible to destroy him (Except running water. But I'm working on that.). Constructs and oozes would also be a pain to deal with, but Murnau would just retreat in gaseous form (cursing and wrecking saves as he does so) while his minions take care of any threats.

That being said, Murnau's primary focus is a debuffer. Sure, he's as creepy as the Weeping Angels, but he's even more terrifying if teamed up with others who have powerful will-save abilities. Between ill omen and my mind fog gaseous form, I can bump that -2 penalty to Will all the way up to -12, rolling twice and taking the worst.

Now, imagine I spend my actions doing so on enemy spellcasters while, say, Veldrin sends a few feebleminds their way. No more spellcasters.


Male Half-Orc Vampire Conscript 7 | HP 88/88 | AC: 27, T: 16, FF: 21 (Unc. Dodge) | Fort: +7, Ref: +15 (Evasion), Will: +6 | BAB: +7, CMB: +17, CMD: 24, M.Attack +19/+14(1d8+12) | Init: +9 | Perception: +21

Soooooo, you're saying that good old antimagic field is the best tactic against you, alright.

Liberty's Edge

Male Halfling

I have a 12 will save when raging which is almost all day... I also have strength enough to rip most limb from limb. What I dont have is much care for any of you as travelling companions with all your mind tricks and naughty deeds you would think we were in a room full of ancient vlood sucking fiends or something...


M Dhampir Antipaladin (Dread Vanguard) | HP 90/90 | AC 21 T 12 F 19 | CMB +10 CMD 25 | F +13 R +10 W +11 | Init: +2 | Perc: +13
X/day:
Smite Good 3/3 | Touch of Corruption 14/15 | Channel 7/7 | Fiendish Boon 2/2

Hmm, well my only ability that requires a will save is channel energy, so that could prove useful should we be placed in the same group.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Busy doing manual labour, will post tonight after work.


Female Half-Drow Vampire Bard(Sandman) 7/ Vampire
Vitals:
HP:74/74 AC:28=10+(1Size,4Dex,6Natural,6Armor,1Dodge) BAB:5 CMD:24 CMB:9 Fort:2(undead) Refl:11 Will:6 Perc:+9 Init:+8

Would casting an anti-magic field work on a vampire? Alot of their abilities are supernatural and therefore are effected by such...


M Dhampir Antipaladin (Dread Vanguard) | HP 90/90 | AC 21 T 12 F 19 | CMB +10 CMD 25 | F +13 R +10 W +11 | Init: +2 | Perc: +13
X/day:
Smite Good 3/3 | Touch of Corruption 14/15 | Channel 7/7 | Fiendish Boon 2/2

craftsdwarfship is my new favorite word.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level
Lener Wardwaver wrote:
Soooooo, you're saying that good old antimagic field is the best tactic against you, alright.

Well, isn't this true for any spellcaster?

That actually gives me pause, though. What would happen to a vampire reduced to 0 HP in an antimagic field? Gaseous Form is a (Su) ability, so it wouldn't take effect. Another way to kill a vampire, perhaps?

--

DM, did you ever figure out what kind of check would be required for a telekinetic choke?


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Good thing I took Lingering spirit. Your fast healing would still kick in.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Hey Shadow, I have access to occult skill unlocks via the psychic vampire template, are you allowing them?

I know you're allowing occult classes, but didn't see anything about occult skills.

And we have access to normal skill unlocks too, right? Via a feat for the non unchained rogues?


Shadow's Status
Murnau Ruthven wrote:
Lener Wardwaver wrote:
Soooooo, you're saying that good old antimagic field is the best tactic against you, alright.

Well, isn't this true for any spellcaster?

That actually gives me pause, though. What would happen to a vampire reduced to 0 HP in an antimagic field? Gaseous Form is a (Su) ability, so it wouldn't take effect. Another way to kill a vampire, perhaps?

This I'll rule on if it ever happens. :-)


Shadow's Status
Murnau Ruthven wrote:
DM, did you ever figure out what kind of check would be required for a telekinetic choke?

Yes, just now :-)

Telekinesis

Excerpt: Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Chokehold

While grappling, you can cut off an opponent’s air and blood supply. As noted above, TK can be used to Grapple. Once a Grapple is established, you may then attempt a Grapple Combat Maneuver to apply the "telekinetic choke".


Shadow's Status
Veldrin d'Shraen wrote:

Hey Shadow, I have access to occult skill unlocks via the psychic vampire template, are you allowing them?

I know you're allowing occult classes, but didn't see anything about occult skills.

And we have access to normal skill unlocks too, right? Via a feat for the non unchained rogues?

Yes I am allowing them all. Really liked the concept of Skill Tricks in 3.5 and this feels like an iteration of them to me.


Shadow's Status

I am currently overhauling the Campaign Info Tab. When I am done it will contain Rulings from the Recruitment and Discussion thread, links to Templates and Powers (not all just some), Revised Family Info, and Revised Blood Powers info. Some of that is still incomplete and I will flesh out as needed. However, it will be a much more useful and well organized resource.


Shadow's Status
Murnau Ruthven wrote:
Here it is

Thulmere, in this one instance, I am going to overrule the FAQ here, otherwise it is a substantial detriment to the Divine Grace ability of the class and essentially renders it useless to your build.

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