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blackvswhite
 
PostPosted: Fri, Mar 13 2009, 14:06 PM 

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do it like darkhold. you don't need to touch the time, just make it dark.

and the scheduling problem you mentioned. people only able to get on at certain times? make it 2 day to 1 night. that way it isn't always the same at their particular time.


 
      
Selvec Darkon
 
PostPosted: Fri, Mar 13 2009, 15:04 PM 

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Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.

The only DnDish horror setting that makes a vampire worth playing on NWN is ravenloft, and even then they generally tend to be only given out to very trusted pc's.

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Drannok
 
PostPosted: Fri, Mar 13 2009, 21:26 PM 

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The Irony to me is why would anyone want to play a character than it permantly and irreversably killed by a level 6 spell?

Undeath to Death.

You cannot raise a Vampire. No, don't throw weird lore at me form various vampire novels. Vampires in DnD are Undead. Undead disjoined of their negative energy are destroyed. You cannot raise them.

Liches get around this by storing their life source remotely. And then swear alot when the low level wizard divines where the phlactryum is and sends Thog to smash it, possibly with a Rogue for the traps.

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Rugnar Wildbrew - Dwarvern Scout
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Carter
 
PostPosted: Fri, Mar 13 2009, 21:55 PM 

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Drannok wrote:
Liches get around this by storing their life source remotely. And then swear alot when the low level wizard divines where the phlactryum is and sends Thog to smash it, possibly with a Rogue for the traps.


What kind of lich isn't smart enough to keep their phylactery in a scry-proof place, anyway?


 
      
Drannok
 
PostPosted: Fri, Mar 13 2009, 22:04 PM 

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The same guys who gave up four caster levels to become Undead and vulnerable to all kinds of good stuff.

If a Lich were played to it's int score and was a wizard, he'd do it after Epic, and take over the world in 1d4 weeks.

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El'thanion Nuleaf - Wood Elf Shifter (Inactive)
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Halecta
 
PostPosted: Fri, Mar 13 2009, 22:06 PM 

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Except a level 30 cleric can turn a lich


 
      
Drannok
 
PostPosted: Fri, Mar 13 2009, 22:08 PM 

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Any Wizard based Lich has access to the same godmode cheese a Wizard has access too, and an evil, superhigh int creature -would- use it.

The Cleric grabs his holy symbol, and time stops, and the next thing the party sees is a pile of dust where the cleric used to be.

... but now we're going way off topic.

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hendrack
 
PostPosted: Fri, Mar 13 2009, 22:14 PM 

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Halecta wrote:
Except a level 30 cleric can turn a lich


Source?


 
      
Drannok
 
PostPosted: Fri, Mar 13 2009, 22:15 PM 

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It's undead, and not specifically immune to turning.

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Halecta
 
PostPosted: Fri, Mar 13 2009, 22:19 PM 

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Turn undead is 1d20+Caster level+CHA modifier vs HD of undead



Means without sun domain a level 30 cleric with 10 CHA can use turn undead to turn a max of a 50 HD undead. Sun Domain adds +4 to the clerics turn and a lich gets i think its a +10 bonus to turn resistance


A lich is not immune to turn undead, even a Demi lich is not immune but has a higher turn resistance


 
      
hendrack
 
PostPosted: Fri, Mar 13 2009, 22:24 PM 

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http://nwn.wikia.com/wiki/Turn_undead

I recommend that as read.

Quote:
If the character has twice as many levels as the undead have hit dice, the undead are instantly destroyed.


 
      
Halecta
 
PostPosted: Fri, Mar 13 2009, 22:31 PM 

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Turn undead has 2 effects.


The first is a fear effect.


The second is destroy if character has twice as many levels.



No matter how you look at it, a epic cleric can make a lich run away and scream in terror like a little girl, same is true for Vampires


 
      
Terra_777
 
PostPosted: Fri, Mar 13 2009, 23:04 PM 

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Yeah, and level 30 clerics are just as rare as those high HD undeads.

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Drannok
 
PostPosted: Sat, Mar 14 2009, 2:22 AM 

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Halecta wrote:
Turn undead has 2 effects.


The first is a fear effect.


The second is destroy if character has twice as many levels.



No matter how you look at it, a epic cleric can make a lich run away and scream in terror like a little girl, same is true for Vampires


Crafted Contingency: Celerity: A Cleric with enough power to effect me attempts to turn undead.

Use Immediate action to cast Time stop maximized via a rod of maximize.

Lich now has five rounds the moment the cleric even thinks of using turn undead to do anything it wants.

... it's one of the "Batman Wins" clauses. And you can't tell me a 40+Int Lich wouldn't think of this.

Well. I guess with a Lich it's a "Dr.Doom Wins" clause.

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El'thanion Nuleaf - Wood Elf Shifter (Inactive)
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Galenson
 
PostPosted: Sat, Mar 14 2009, 2:29 AM 

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Clerics don't screw around with trying to Turn Undead.

They just roll in like an m1 Abrams and smash the undead to pieces.

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Yurell
 
PostPosted: Sat, Mar 14 2009, 2:32 AM 

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Have your contingency Teleport you somewhere safe.

A lich has gone through a ridiculous amount of effort to cheat death - he's not going to risk his life in open confrontation. If it looks hard - flee. In PnP a mage can organise a whole lot of nasty surprises, especially a lich.

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Drannok
 
PostPosted: Sat, Mar 14 2009, 2:57 AM 

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Well.

Teleport is reasonable and non cheese ridden escape to fight another day Big Bad Evil Guy trick to keep a plot moving, and the one I usually use.

But he can also just waste your party with four empowered, maximized, split ray, repeat spell enervations if you are the sickest and most twisted DM ever. Before you ask, they are all cast as level four or five spells.

Ah but they are buffed. Mord the party first.

In an Attempt to stop this train from barreling through the forest after derailing further, there's a Pretty simple rule to follow with things in PnP DnD:

Does it have 17 wizard caster levels? If yes: It's invincible if it wants to be.

... or until Pun-pun kills it.

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Drannok Stranvil - Mystran Loremaster
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El'thanion Nuleaf - Wood Elf Shifter (Inactive)
Thayzin Goldenmaul - Gold Dwarf Paladin of Moradin (Inactive)


 
      
TormakSaber
 
PostPosted: Sat, Mar 14 2009, 4:23 AM 

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After playing a hgh level PnP game, I can honestly say that in any tabletop game I play, the spell "Mordenkainen's Disjunction" as the PHB knows it will not exist. That spell ends campaigns, and never the fun way.

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Yurell
 
PostPosted: Sat, Mar 14 2009, 4:53 AM 

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TormakSaber wrote:
After playing a hgh level PnP game, I can honestly say that in any tabletop game I play, the spell "Mordenkainen's Disjunction" as the PHB knows it will not exist. That spell ends campaigns, and never the fun way.


No one casts Mord's. Ever. Id completely destroys all magic items, and basically renders everyone utterly dead.
The only time I've ever seen it used was to destroy and Artefact (the capitalisation is important) - and that lead to a horrible confrontation with a a type of angel I can't remember the name of.

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TormakSaber
 
PostPosted: Sat, Mar 14 2009, 6:16 AM 

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Yeah. Our wizard was ripping stuff up, and the DM, in a fit of pique, decided that the best way to strike back was to use Mordenkainen's disjunction.

We spent the next 20 minutes rolling d20s for saves for every single item we owned, along with dispel checks, and 3 checks to see if the enemy caster angered anyone for destroying the artifacts we had. He accidentally destroyed a plot crucial item and 2 of the 3 artifact rolls came up as "Severely pissed off and alerted someone with interest in this item."

After the carnage was all said and done, we looked at each other.

To our shock, the DM actually upheld the spell being cast in favor of dramatics. We all kind of groaned for a bit, but he just said "Shush shush, that's the ruling, but we're never touching the spell again. Pick up and keep going."

3 weeks later we hit a treasure trove and at the end of the session he told us that we needed to write up stuff we wanted because he was going to look over them and approve new gear on a case by case basis.

and we never used Mordy again. >.>

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Drannok
 
PostPosted: Sat, Mar 14 2009, 9:52 AM 

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Mord's Disjunction:

Nuclear MAD in Dungeons and Dragons.

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Rugnar Wildbrew - Dwarvern Scout
El'thanion Nuleaf - Wood Elf Shifter (Inactive)
Thayzin Goldenmaul - Gold Dwarf Paladin of Moradin (Inactive)


 
      
Terra_777
 
PostPosted: Sat, Mar 14 2009, 10:18 AM 

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Coooool.

Can I change mord to do what mage disjunction does?

PRETTY PRETTY PRETTY PLEASE?!

I can even have Windy spawn on your head if it rolls: "Ouch, someone wants this item badly.". <_<
I'm ofcourse kidding <_<.

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Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.


 
      
Drannok
 
PostPosted: Sat, Mar 14 2009, 10:20 AM 

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The internet would drown in a flood of tears of blood after the first PC on Amia nailed another player with epic items with Mages Disjunction.

As tempting as that level of all-destroying character ruination is, please no.

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Drannok Stranvil - Mystran Loremaster
Rugnar Wildbrew - Dwarvern Scout
El'thanion Nuleaf - Wood Elf Shifter (Inactive)
Thayzin Goldenmaul - Gold Dwarf Paladin of Moradin (Inactive)


 
      
Phantom-D
 
PostPosted: Sat, Mar 14 2009, 13:08 PM 



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lol mords. Of all things bioware did right, making Mordenkainen's Disjunction not blow was one of them. The spell is so much better than the PnP version that little children weeped upon the release of NWN.


 
      
Azrael
 
PostPosted: Sat, Mar 14 2009, 13:18 PM 

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Ah tis a rare moment when bioware does something right...we should celebrate, in Europe, once a year. ^^

http://www.amiaworld.net/phpBB2/viewtopic.php?t=35386

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