(OOC) FR Adventure - Vampires of Waterdeep! [FULL]

Bloodweaver, I have been looking at your spells and there are two things to note (or change) still...

- Stoneskin has a costly material component, which AFAIK clerics also have to provide, you should stock up on a few of those, if you want to use the spell.

- Battletide is not available to you. Only Initiates of Cyric can learn and cast this spell in 3.5 (see the updated version in PGtF).

Bye
Thanee
 

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Thanee said:
I'm afraid, but Bull's Strength cannot be empowered, as it does not have a variable effect (anymore).

Bye
Thanee

Thanee said:
Bloodweaver, I have been looking at your spells and there are two things to note (or change) still...

- Stoneskin has a costly material component, which AFAIK clerics also have to provide, you should stock up on a few of those, if you want to use the spell.

- Battletide is not available to you. Only Initiates of Cyric can learn and cast this spell in 3.5 (see the updated version in PGtF).

Bye
Thanee

Sorry Blood, but Thanee's right on all counts (as she 'most always is!)

So....

No empowered Bull's Strength.

I do require that costly material components be accounted for in the character's equipment list (and the requisite cost be deducted from starting wealth). I don't bother messing with more mundane material components, however (although I do give props to players who descriptively write about their casters' use of such components...it's just more fun.)

And, yes, Battletide will have to be swapped out for something else.

Let me know how you want to proceed....

Thanks,
-PP
 


'kay, everyone....

I'm getting the IC thread ready to roll....

But, before I do, there's just one more thing I need to ask of each of you, that will help me run a better game.

Can each of you post a little 'cheat sheet' on this thread that identifies passive effects that are in constant play for your character?

I don't need anything that's accounted for in the numbers on your character sheets (saves, AC, Attack/Damage bonus, etc.)...what I do want is stuff like immunities/resistances, sensory powers, etc., that are always in effect. These would be the sorts of things that could present a difference in how I adjudicate the action if I should forget about them.

I ask this just because it's tough to remember all the different abilities and powers for 5 13th level characters that are new to me.

If you have any questions, just ask!

Thanks!
-PP
 

Cheat sheet for Wollf Henger

Not humanoid.

Immune to crits
Immune to stunning

Reach is 10 feet and has combat reflexes (surprise for creatures charging him :) ).

Evasion

Darkvision
 
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Armand Gutowz

Dodge
Mobility
Blindfighting
Evasion
Uncanny Dodge
Darkvision 60'
Lightblindness

Shadowsight - Can see through any normal or magical darkness up to 60'
Shadow Blur - Under effect of a blur spell as long as he isn't in sunlight or the illumination of a light source
 
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Flaps has Blindsense 20 ft., as well as Low-Light Vision and Darkvision 60 ft.

I will keep a record of active spells in my character sheet.

Bye
Thanee
 


Professor Parsnip said:
Sorry Blood, but Thanee's right on all counts (as she 'most always is!)

So....

Let me know how you want to proceed....

Thanks,
-PP
Easy, I deleted the spell and gave the slot to another already selected spell.
I also changed the Empowering wand to Gauntlets of OP.

I was going to go for the Phylactery of Undead Turning... however, even though it would be inline with the character concept. I felt it would be too over the top as well as a bit of Meta-Gaming. A 22 HD undead to be destroyed no questions asked, eek.

-Blood
 

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