Greenfield
Adventurer
During the final battle of our latest adventure arc, the party Monk (against all advice) decided to leap into melee with a couple of Vampires.
4 negative levels later he decided to leap out of melee with a couple of Vampires.
This got me thinking about negative levels.
So the thought was for a bad guy to walk through a particular section of town with a Lawful aligned weapon, probably a dagger, worn prominently and conspicuously available on his hip. Preferably something fancy and jeweled.
In short, bait for some would-be Rogue.
Rogues, by nature, aren't Lawful. Most people in the game world are 1st or 2nd level.
So put some magical alarm to notify the wearer if his dagger is taken (just in case he runs into a a Rogue who's more than 1st level), and walk through the wrong part of town.
Some kid lifts the blade from its scabbard and immediately takes a negative level because of the alignment difference. 50/50 chance that he drops dead on the spot.
If he does, you just retrieve your dagger, express shock at the fate of the "poor lad", and move on. As in, leave town at once.
If not, you respond to the alarm effect and apprehend him, then try again.
As we've discussed before, a single Wight loose in the poorer sections of a major city equals an undead horde in about 5 minutes.
Weapons grade ugly. Probably too ugly to use in a game.
Probably.
4 negative levels later he decided to leap out of melee with a couple of Vampires.
This got me thinking about negative levels.
The highlighted section was of particular interest.SRD said:ENERGY DRAIN AND NEGATIVE LEVELS
Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. The creature making an energy drain attack draws a portion of its victim’s life force from her. Most energy drain attacks require a successful melee attack roll—mere physical contact is not enough. Each successful energy drain attack bestows one or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.
–1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.
Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s Cha modifier). (The DC is provided in the attacker’s description.) If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).
So the thought was for a bad guy to walk through a particular section of town with a Lawful aligned weapon, probably a dagger, worn prominently and conspicuously available on his hip. Preferably something fancy and jeweled.
In short, bait for some would-be Rogue.
Rogues, by nature, aren't Lawful. Most people in the game world are 1st or 2nd level.
So put some magical alarm to notify the wearer if his dagger is taken (just in case he runs into a a Rogue who's more than 1st level), and walk through the wrong part of town.
Some kid lifts the blade from its scabbard and immediately takes a negative level because of the alignment difference. 50/50 chance that he drops dead on the spot.
If he does, you just retrieve your dagger, express shock at the fate of the "poor lad", and move on. As in, leave town at once.
If not, you respond to the alarm effect and apprehend him, then try again.
As we've discussed before, a single Wight loose in the poorer sections of a major city equals an undead horde in about 5 minutes.
Weapons grade ugly. Probably too ugly to use in a game.
Probably.