Kulan: Knightfall's Heroes of Carnell Game [OOC]

The new post is finally done and added to the IC thread. This one took me a while to get right.

Note that for Rikiron, Moradin gave the inevitable 10 ranks of Knowledge (the planes) for its mission. When I rolled for its check, I got a natural 20. :rolleyes:

So, his roll is considered a 40 with my +10 campaign bonus for rolling a natural 20.
 

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Awesome! In the end, I don’t think I’m going to cast permanancy since it’s my highest level spell slot and I probably need it for the fight.

@Neurotic Maur was going to give Phar the ability to cast comprehend languages at some point?
Whenever you say. I generally can keep one prepared because I have the ability to spontaneously change it into different spell(s) - war domain or healing. But if we're not going into permanency immediately, I'd learn something more useful. Just in case.
 

I also remind everyone that you have Insignia of healing and Angus has a spell borrowed so he can cast to give everyone +2 morale to hit and damage (I cannot recall out of hand the spells name)
 



More details about Taint from the SRD...

Becoming Tainted
Initial exposure to a tainted place or tainted objects gives a character 1d3 points of taint.

For every 24 hours spent in a tainted place, or spent carrying a tainted object, a character must make a Fortitude saving throw. The base DC is 10, +5 for every consecutive 24 hours of exposure. Multiple simultaneous exposures (such as carrying a tainted weapon in a tainted place) increase the DC by +5 per source of exposure every 24 rounds. If the character fails his saving throw, his taint score increases by 1.

Cleansing Taint
It is possible to remove taint from characters in several ways, including through the use of spells, the performance of good deeds, and cleansing in a sacred spring. Taint cannot be removed unless the tainted character wants to be cleansed.

Spells
The following spells can reduce taint scores when cast outside tainted areas. No character can have his taint score reduced by any particular spell more than once per day (though different spells can reduce taint if cast on the same character in the same day).
  • Atonement: The spell can remove taint, but with limits. First, it always requires a quest. Second, the caster decides how much taint to remove when casting atonement, up to a maximum equal to the caster's level. This use of atonement costs the caster 500 XP. Atonement can reduce a taint score to 0.
  • Heal: This spell reduces a character's taint score by 1 point per three caster levels, but it cannot reduce a taint score below 1.
  • Miracle, Wish: These spells cannot remove taint except by duplicating the effects of other spells mentioned here.
  • Remove curse, remove disease: These spells reduce a character's taint score by 1 point, but they cannot reduce a taint score below 1.
  • Restoration: This spell reduces a character's taint score by 1 point per four caster levels, but they cannot reduce a taint score below 1.
  • Greater restoration: This spell reduces a character's taint score by a number of points equal to the caster level of the cleric casting greater restoration. Greater restoration can reduce a taint score to 0.
Good Deeds
Simple good deeds are not enough to remove taint. A character wishing to reduce his taint score through good deeds must undertake a particular ritual under the guidance of one of his deity's clerics. The ritual prepares the character to undertake the deed.

Each deity's faith has a list of ritual good deeds that the faithful may perform to prove their dedication to their deity. For example, the faithful of St. Cuthbert may choose to put on garments sacred to their faith (and which identify their faith to anyone who sees them) and patrol a particular part of their home as part of the militia or city guard. Adventuring is never part of a good deed, and a character who undertakes an adventure prior to completing his good deed must begin again with the ritual.

Deeds must be repeated every day for a week. Upon completion, the character's taint score is reduced by 1 point. The character may continue the deed for another week to continue losing taint, or may return to the temple to undertake the ritual again and begin a different deed.

Alternatively, deeds may be quests undertaken on behalf of the deity. After the quest ends, the character's taint score is reduced by 1 point per week required to complete the test.

Good deeds may reduce a character's taint score to 0.

Sacred Spring
Springs sacred to a particular deity or cause are located in remote regions, requiring long and dangerous travel to reach. For each day a character spends resting and cleansing himself at a sacred spring, his taint score is reduced by 1 point. A character using this method to reduce his taint score can undertake no activities other than resting, eating, sleeping, and normal conversation.

Cleansing at a sacred spring may reduce a character's taint score to 0.

Cleansing Places and Objects
Clerics may use hallow to remove taint from an area, but it takes time. The spell must remain intact for a year and a day to remove the taint from the area. If, during that time, an opposing character casts unhallow on some or all of the area, the effort is lost and must be reinstated by another casting of hallow. (The hallow spell only affects a 40-foot radius area, so large areas may require many clerics working simultaneously to completely guard them.)

Unintelligent items left in a hallowed area for a year and a day lose their taint. Items that have an Intelligence score (and are thus treated as constructs for this purpose) can only be cleansed by using the spells mentioned above.
 
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Do spells like protection from evil delay the effects of the taint. For example, if Phar walks in with the spell up, he wouldn’t gain any levels of taint until the spell wears off, 10 minutes later?

Also, what does a high taint score do? Are there any mechanical penalties or bonuses to it?
 

Do spells like protection from evil delay the effects of the taint. For example, if Phar walks in with the spell up, he wouldn’t gain any levels of taint until the spell wears off, 10 minutes later?

Also, what does a high taint score do? Are there any mechanical penalties or bonuses to it?
Double post. Each point of taint reduces Con and Wsdom by an equal amount which means it’s going to be harder for the divine casters to cast spells and they will lose bonus slots etc…

1d3 means We will all be lower on hit points too
 

Do spells like protection from evil delay the effects of the taint. For example, if Phar walks in with the spell up, he wouldn’t gain any levels of taint until the spell wears off, 10 minutes later?
I don't think protection from evil will prevent the characters from becoming tainted when they enter the Gloom. It would apply to any additional saving throws required while in the Gloom beyond 24 hours. Either the spell would have to be cast just before each 24 hour period ends or another more powerful spell would be required (Magic Circle against Evil, for example, which lasts 10 min./level).

I'll check the D&D FAQ and Heroes of Horror to see if there is more guidance regarding which spells will protect against taint. And, if HoH lists any specific taint-specific spells, I'll list them here.
 


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