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Dealing with raising the dead
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<blockquote data-quote="Agamon" data-source="post: 86207" data-attributes="member: 184"><p>Here's what I do. Note that the economy of my game is a tad different from the base game, so the costs might seem a bit low, when they are actually quite high:</p><p></p><p><strong>Being Raised from the Dead</strong></p><p></p><p> Getting raised in Elivone is not automatic (or as automatic as described in the Player Handbook).</p><p></p><p> First, the various resurrecting spells have a cost for the various material components needed to attempt the spell, rather than just a 500 gp diamond. Raise Dead has a cost of 300 gp + 50 gp/lvl of the cleric casting the spell. Resurrection costs 750 gp + 50 gp/lvl of the cleric. True Resurrection costs 2500 gp + 200 gp/lvl of the cleric.</p><p></p><p> Second, there is no guarantee that the spell will work. The cleric often casts a Divination (or similar) spell before casting the resurrecting spell to determine the chances of it working. The cost of the casting of this extra spell is included in the raise attempt if the response is positive, or just 5% of what it would have cost if the raise was cast, if the response is negative and the raise is not attempted. The chance of being raised is based on a Charisma check by the deceased using the following DCs:</p><p></p><ul> <li data-xf-list-type="ul">Devout follower of cleric's god (cleric, paladin, acolyte, etc.)<br /> DC 10 <br /> Follower of cleric's god (but not especially devout) DC 15 <br /> Follower of god with non-opposed alignment of cleric's god DC 20 <br /> Follower of all gods equally DC 20 <br /> Isn't a follower of any gods/not religious DC 25 <br /> Follower of god with opposed alignment/doesn't want to be raised N/A</li> </ul><p></p><p> Certain circumstantial modifiers can be applied to the die roll or DC, such as being extra-devout, less devout, on an uncompleted mission for deity, age, type of death (accidental or not), etc. Each applies a modifier of +/- 2 to 6. True Resurrection automatically gives a +4 to the roll, and the roll is further increased by +1 per five levels of the cleric casting the spell. You cannot Take 10 or Take 20 on this roll.</p><p></p><p> If the roll ever fails, the deceased is forever dead and no further attempts to bring him back will work.</p></blockquote><p></p>
[QUOTE="Agamon, post: 86207, member: 184"] Here's what I do. Note that the economy of my game is a tad different from the base game, so the costs might seem a bit low, when they are actually quite high: [b]Being Raised from the Dead[/b] Getting raised in Elivone is not automatic (or as automatic as described in the Player Handbook). First, the various resurrecting spells have a cost for the various material components needed to attempt the spell, rather than just a 500 gp diamond. Raise Dead has a cost of 300 gp + 50 gp/lvl of the cleric casting the spell. Resurrection costs 750 gp + 50 gp/lvl of the cleric. True Resurrection costs 2500 gp + 200 gp/lvl of the cleric. Second, there is no guarantee that the spell will work. The cleric often casts a Divination (or similar) spell before casting the resurrecting spell to determine the chances of it working. The cost of the casting of this extra spell is included in the raise attempt if the response is positive, or just 5% of what it would have cost if the raise was cast, if the response is negative and the raise is not attempted. The chance of being raised is based on a Charisma check by the deceased using the following DCs: [list]Devout follower of cleric's god (cleric, paladin, acolyte, etc.) DC 10 Follower of cleric's god (but not especially devout) DC 15 Follower of god with non-opposed alignment of cleric's god DC 20 Follower of all gods equally DC 20 Isn't a follower of any gods/not religious DC 25 Follower of god with opposed alignment/doesn't want to be raised N/A [/list] Certain circumstantial modifiers can be applied to the die roll or DC, such as being extra-devout, less devout, on an uncompleted mission for deity, age, type of death (accidental or not), etc. Each applies a modifier of +/- 2 to 6. True Resurrection automatically gives a +4 to the roll, and the roll is further increased by +1 per five levels of the cleric casting the spell. You cannot Take 10 or Take 20 on this roll. If the roll ever fails, the deceased is forever dead and no further attempts to bring him back will work. [/QUOTE]
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