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» Adventure Logs - At the Ready!
Buffy-verse thread of discussion and planning. - Page 3 EmptyMon May 13, 2024 9:09 pm by Teramotos

» Women's Self Defense Class - Saturday June 8th 2024 1PM to 3:00 PM - Seattle
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» Adventure Logs - Wisdom Warriors of Newport - Beginner Series 4e
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» Pathfinder 2e Wanderer's Guide Upgrade
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» Fallout on Amazon Prime Video
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» Adventure Logs - Shaelrick Adventures - PF2e
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» Game On! Saturday April 6th Pathfinder 2e Continued
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» Adventure Logs - The Eastern Knights
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Ross
Dwarmaj
Trevor
7 posters

    Buffy-verse thread of discussion and planning.

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    Kenji


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    Post by Kenji Mon May 09, 2011 12:48 pm

    bradly wrote:
    Trevor wrote:
    PS: I'm out of healing now so spend your second winds from now on if you still have them.

    Uh oh.

    ...I just noticed; Only 2 PCs have healing potions? I thought I gave out more than that, I know Ember has the brew potion feat, and there was no leader until Aura joined... This battle might be a little hairier than I thought! Shocked

    Post Script: How long does it take to brew (healing) potions? I might change when the Eve of St Vigeus is so the party has a couple more potions... (alternatively, did they change the rules so Undead heal with healing potions too? I know it used to be Cause LW that healed Undead, but I think they changed that...) The baddies in the final online encounter might hit pretty hard...
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon May 09, 2011 12:56 pm

    Anyone who has healing surges can use healing potions.

    I know Ember made four healing potions for herself and four for Angelus. I'm not sure how many she made for other PCs.

    Creating a potion takes one hour.

    Brew Potion
    Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink.

    Component Cost: Special
    Market Price: 75 gp
    Key Skill: Arcana or Religion (no check)Level: 1
    Category: Creation
    Time: 1 hour
    Duration: Permanent until consumed

    You create a common potion or elixir of your level or lower. The ritual’s component cost is equal to the price of the potion or elixir you create.

    avatar
    Kenji


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    Post by Kenji Mon May 09, 2011 1:12 pm

    Dwarmaj wrote:Anyone who has healing surges can use healing potions.

    I know Ember made four healing potions for herself and four for Angelus. I'm not sure how many she made for other PCs.

    Creating a potion takes one hour.

    According to the PP&T thread, only you 2 have any healing potions. 1 hour is perfect! I won't have to alter a thing to help out the party. (I had old rules in mind where it was 1 day min, I think...)
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Mon May 09, 2011 1:17 pm

    bradly wrote:
    According to the PP&T thread, only you 2 have any healing potions. 1 hour is perfect! I won't have to alter a thing to help out the party. (I had old rules in mind where it was 1 day min, I think...)

    1 hour per potion... and I'm not sure if you can rest while you're making things using the standard rules. I know I house ruled that in the pyramid adventure.
    Mick
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    Post by Mick Mon May 09, 2011 1:17 pm

    I made 8 for myself.

    ITEMS
    Spellbook, Shimmering Cloth Armor (Basic Clothing) +1, Amulet of Protection +2, Defensive Staff +1, Ghoststride Boots (heroic tier), Gauntlets of Blood (heroic tier), Siberys Shard of the Mage (heroic tier), Mindwarp staff of Ruin +2, Potion of Healing (heroic tier)(X8)

    Post 31, Ember's Magical Emporium
    Some of you may want to request some healing potions.
    I'm making 4 for Angelus and 8 for myself.

    Nobody else requested any.
    Krystoff
    Krystoff


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    Post by Krystoff Mon May 09, 2011 1:33 pm

    Looks like Ross asked for 4 of them after that post and I know I didn't see it otherwise I would have. Healing pots are very nice to have.

    avatar
    Kenji


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    Post by Kenji Mon May 09, 2011 1:34 pm

    Mick wrote:
    Nobody else requested any.

    Only a few baddies left, but the whole party is hovering around bloodied except for Aura (with the lowest defenses) and Ember (who's about to take 10 ongoing)... A dominated Telgarth could potentially drop whoever he ends up charging! Twisted Evil

    I hope a few more Slayers get some potions before St Vigeus...
    Mick
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    Post by Mick Mon May 09, 2011 2:24 pm

    When is St Vigeus? Tomorrow?
    avatar
    Kenji


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    Post by Kenji Mon May 09, 2011 3:07 pm

    Mick wrote:When is St Vigeus? Tomorrow?

    You don't know yet until you get back to your Watcher, Giles is looking that up while you guys are fighting. But when you get back, you find out that St Vigeus is an ancient Vampire Lord who discovered an astrological event that provides a great boost to dark rituals, and the moon, planets, align for it roughly 2x/century: 6 months ago, and in 3 days (nights). The next alignment after that will be in 116 years.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue May 10, 2011 8:15 am

    bradly wrote:Angelus bravely goes for offense over healing dispite only having 11 hits (I'm guessing thinking he'll get to use his racial ability...)

    Yea, since I don't go unconscious when I first go below zero I get more out of healing.

    If someone hits me and I go to -15 I can drink a healing potion and go to +10, a 25hp swing. As long as I don't go more than -29hp...
    Krystoff
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    Post by Krystoff Wed May 11, 2011 7:57 am

    Just as a note Ashe is at:
    Ashe: 33/58 11/13 dominated

    avatar
    Kenji


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    Post by Kenji Wed May 11, 2011 8:25 am

    Krystoff wrote:Just as a note Ashe is at:
    Ashe: 33/58 11/13 dominated

    Whoops! Yeah, I put Angelus' stats under Ashe (& left Angelus blank). Thanks for the catch.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Wed May 11, 2011 9:08 am

    I'll update the power if it's wrong when I send an updated Angelus token.



    Fallen Needle [Attack Technique]
    Monk Attack 1
    A single, sharp blow readies you to step away at a moment’s notice.

    At-Will Full Discipline, Implement, Psionic
    Standard Action Melee touch

    Target: One creature

    Attack: Dexterity vs. Reflex

    Hit: 1d10 + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls against you until the end of your next turn.



    Fallen Needle [Movement Technique]
    A single, sharp blow readies you to step away at a moment’s notice.

    At-Will Full Discipline, Psionic
    Minor Action Personal

    Effect: You shift 1 square or move 3 squares.
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    Kenji


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    Post by Kenji Wed May 11, 2011 9:26 am

    NP. Token says "move; shift 1 sq & gain +1 power bonus to def"
    Trevor
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    Post by Trevor Mon Jun 13, 2011 12:12 pm

    Hey brad, way back at the beginning of this encounter when I moved in through the door past the vamp, did that movement use my Action Point or not?
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    Kenji


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    Post by Kenji Mon Jun 13, 2011 12:34 pm

    Trevor wrote:Hey brad, way back at the beginning of this encounter when I moved in through the door past the vamp, did that movement use my Action Point or not?

    I didn't look back through all the threads, but I don't think so then. Not sure about later though... did you use an AP to heal? I'll check tonight.
    Trevor
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    Post by Trevor Mon Jun 13, 2011 1:00 pm

    Nope, I didn't use it to heal (page 17). Guess I still have it then. Good to know.
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Jun 21, 2011 11:05 am

    Brad, I'll keep Angelus as a Half-Elf Stone Fist monk and continue to use the same token from the last battle.

    The reason I was switching to Sharar-Kia was because Half-Elf Soul was removed from the Compendium and the Character Builder in April.

    It was added back into the Compendium in May and I'm hoping they'll add it back into the Character Builder soon.

    If for some reason they don't and remove it from the Compendium again, I'll have to switch back... Sad


    Note:
    The reason for being Half-Elf is to get Twin Strike as an At-Will power at 11th level. (Half-Elf Soul gets access to Twin Strike and Versatile Master makes it an At-Will).
    Krystoff
    Krystoff


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    Post by Krystoff Tue Jun 21, 2011 11:28 am

    Item discussion - Took a look at everyone's wish list and listed them out here next to the item.

    Raven cloak, -- Angelus,
    Translocator cloak +2, -- Blade
    Symbol of the Champion, -- Ashe
    Karvark Circlet, -- Ember (listed as Karuuk's)
    Bloodthread cloth +2, --Angelus, Telgarth
    Endless quiver, -- Aura
    Cat Tabi -- Aura

    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Jun 21, 2011 12:01 pm

    Krystoff wrote:Item discussion - Took a look at everyone's wish list and listed them out here next to the item.

    Raven cloak, -- Angelus,
    Translocator cloak +2, -- Blade
    Symbol of the Champion, -- Ashe
    Karvark Circlet, -- Ember (listed as Karuuk's)
    Bloodthread cloth +2, --Angelus, Telgarth
    Endless quiver, -- Aura
    Cat Tabi -- Aura

    Thanks

    It looks like Angelus will get the cloak and Telgarth get the armor.
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    Kenji


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    Post by Kenji Tue Jun 21, 2011 2:00 pm

    Not to give too much away or anything, but I need to know where everyone stays the night for the next couple nights until St Vigeous (3 nights away). Something might happen...
    Dwarmaj
    Dwarmaj


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    Post by Dwarmaj Tue Jun 21, 2011 2:38 pm

    bradly wrote:Not to give too much away or anything, but I need to know where everyone stays the night for the next couple nights until St Vigeous (3 nights away). Something might happen...

    What are our options?

    Since we just had a big battle and we believe another is coming soon I'd think we'd want to stick together. You never know though...

    Ross
    Ross
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    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

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    Post by Ross Tue Jun 21, 2011 7:27 pm

    /agree


    _________________
    CHARACTERS:

    Silk - Human/Hexblade [4e-Dark Nights Rising Campaign]
    Kazoo - Halfling(Kender)/Hybrid(Rogue/Druid) [4e-Against the Giants]
    Morbius Von Kas - Vryloka/Blackguard [4e-Rainbow Warriors Campaign]
    Man'Tis Man'Todea - Thri-Kreen/Berserker [4e-Slave Lords Campaign]
    Nathan Grey - Ardent (4e-Terran One Campaign)
    Walt Dixon - Bladesinger (4e-Terran One Campaign)
    Shandral Aurlong - Human/Sorcerer [5e-Horde of the Dragon Queen Campaign]
    Danilo Rand - Monk/Human [5e-Princes of the Apocalypse Campaign]
    Battlefield Soldier: Saturnicus
    Diablo III Battletag: Saturnus#1572
    Neverwinter: @bobpatrick.com
    XBox GamerTag: Drizityn


    Kazoo the Kender: "Hmm, I'll take....the Wand of Wonder." The rest of the party regretted giving Kazoo the first treasure pick.
    Krystoff
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    Post by Krystoff Tue Jun 21, 2011 10:02 pm

    Yeah lets stick together. If it wasn't for the hole to vampire town I would say lets stay here. As it is we should probably burn the place.

    Mick
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    Post by Mick Wed Jun 22, 2011 1:53 am

    Ember is going to brew 4 new healing potion to replace the ones used.
    Also brew 2 potion of resistance Necrotic

    Anybody else need a potion or item made before the next big encounter?
    Krystoff
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    Post by Krystoff Wed Jun 22, 2011 7:42 am

    Ashe certainly does.

    Ashe will take 5 potions of healing. I will look and see what other potions might be of benefit.

    Thanks!

    Dwarmaj
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    Post by Dwarmaj Wed Jun 22, 2011 8:04 am

    I only used one last battle, but have a feeling I'll need more this time...

    Can you make Angelus 3 healing potions.

    Thanks
    Mick
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    Post by Mick Wed Jun 22, 2011 8:18 am

    Ashe will take 5 potions of healing. I will look and see what other potions might be of benefit
    No problem. Remember I can only brew up to level 6 potions.

    Can you make Angelus 3 healing potions.
    Got it.
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    Kenji


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    Post by Kenji Thu Jun 23, 2011 3:13 pm

    Krystoff wrote:Yeah lets stick together. If it wasn't for the hole to vampire town I would say lets stay here. As it is we should probably burn the place.

    Well since you guys killed Luke, we'll have a different final encounter and it'll come to you instead of what I had planned. Let me know where your PCs want to stay so I can work that into the next encounter. Note: Somewhere close to UCLD campus is generally good since a lot will be going on near there.

    Giles will rent a house just off campus a couple blocks if some PCs want to stay with him, the girls are in a freshmen dorm (coed, top 3rd floor corner unit) at UCLD.
    jibuki
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    Post by jibuki Fri Jun 24, 2011 11:15 am

    Telgarth would like 3 healing potions, I still have 1

    I assume you don't have time to make an item. If you do, I'd like a +1 sunblade broadsword.
    avatar
    Kenji


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    Post by Kenji Sun Jun 26, 2011 12:21 pm

    jibuki wrote:I'd like a +1 sunblade broadsword.

    9th level item, Ember's only 6th.

    Also, as Ashe learned a few times & Telgarth experienced once, it does put the bull's eye right on you. Vamps will generally try to flee out of the sun, but if that's not an option (which the PCs rarely offer), putting it out is high priority.
    jibuki
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    Post by jibuki Sun Jun 26, 2011 10:44 pm

    True, but my melee abilities maximize the radiant damage vs undead. Plus I don't have to activate the light if Ashe has his up Smile

    The item is only a 4th level item as a +1

    Sunblade Level 4 Uncommon
    This heavy golden sword attacks with the power and intensity of the sun, burning nearby enemies.

    Price: 840 gp
    Weapon: Heavy Blade
    Enhancement: +1 attack rolls and damage rolls
    Critical: +1d6 damage
    Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.

    Power (At-Will • Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
    Power (Daily • Radiant): Standard Action. You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; Strength vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus); on a hit, the target takes 1d8 radiant damage.
    Mick
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    Post by Mick Mon Jun 27, 2011 8:24 am

    Yes, I can make you the sun sword if we have the time.
    It takes the same time as a potion which is one hour.
    In order of request:
    Ember 4 healing & 2 nec resist = 6 hrs
    Ashe 5 healing = 5 hrs
    Angelus 3 healing = 3 hrs
    Telgarth 1 sun swd & 3 healing = 4 hrs

    Working 8hr days crafting she should make everything by St Vigeous (3 nights away).
    avatar
    Kenji


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    Post by Kenji Mon Jun 27, 2011 9:44 am

    Mick wrote:Yes, I can make you the sun sword if we have the time.
    It takes the same time as a potion which is one hour.
    In order of request:
    Ember 4 healing & 2 nec resist = 6 hrs
    Ashe 5 healing = 5 hrs
    Angelus 3 healing = 3 hrs
    Telgarth 1 sun swd & 3 healing = 4 hrs

    Working 8hr days crafting she should make everything by St Vigeous (3 nights away).

    You just might be meeting a new bad guy on the night prior to St Vigeus, which leaves 16 hours of crafting time. Telgarth can only have 2 of his 4 items... sword & healing, or 2 healing?
    jibuki
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    Post by jibuki Tue Jun 28, 2011 9:56 pm

    sword and potion
    Trevor
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    Post by Trevor Fri Jul 01, 2011 5:42 pm

    Psst, hey Brad. Ford stopped making Broncos in 1996. Also, they were mostly 2-door SUVs, making them inconvenient for personnel transport compared to 4-door ones.

    Most government (FBI, etc.) SUVs nowadays are GMC Suburbans, and wealthier security forces (for celebrities and whatnot) often use Cadillac Escalades.

    Just FYI.
    avatar
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    Post by Kenji Sat Jul 02, 2011 1:58 am

    Okay, we'll say they're GMC suburbans, still all black with dark tinted windows. (thanks!)
    Dwarmaj
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    Post by Dwarmaj Wed Jul 06, 2011 1:44 pm

    bradly wrote:
    Dwarmaj wrote:
    bradly wrote:I'll allow a save v ref as a minor action to grab an item mid-dusting and save it.

    What is a "save vs ref" in 4.0?

    Is it 10+ like all other saves or is there a specific Ref defense we have to hit?

    yup, standard DC10+, specified 'ref' in case there are bonuses...

    There are no bonuses to "ref" any more. Though there are lots of items/abilities that grant bonuses to saves.

    Angelus gets a +2 bonus to all saves while bloodies. He also has one item that lets him re-roll a missed save an another that can grant a re-roll with a +5 bonus.
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    Post by Kenji Wed Jul 06, 2011 2:08 pm

    Sure, that all counts, but you're risking a pretty nice item if you still miss...
    Dwarmaj
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    Post by Dwarmaj Thu Jul 07, 2011 7:57 am

    Trevor wrote:Minor action - Spirit of the Keeper on Angelus. He gets to spend a healing surge and gains an additional 1d6 HP.

    Thanks for the heal... you may want to wait until I'm negative though. Angelus fights better when bloodied or even negative, just can't get too far negative.

    I'll also heal more the farther negative I go. If I'm at -10hp and you heal for 20, that's a 30hp swing.
    Mick
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    Post by Mick Fri Jul 08, 2011 1:52 pm

    Can a Mage Hand be used to grab a item from a dead but not dusted vamp?

    Effect: You conjure a spectral, floating hand in an unoccupied
    square within range. The hand picks up, moves, or manipulates
    an adjacent object weighing 20 pounds or less and carries it up
    to 5 squares. If you are holding the object when you use this
    power, the hand can move the object into a pack, a pouch, a
    sheath, or a similar container and simultaneously move any one
    object carried or worn anywhere on your body into your hand.
    As a move action, you can move the hand up to 5 squares. As
    a free action, you can cause the hand to drop an object it is
    holding, and as a minor action, you can cause the hand to pick
    up or manipulate a different object.
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    Kenji


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    Post by Kenji Fri Jul 08, 2011 1:57 pm

    Mick wrote:Can a Mage Hand be used to grab a item from a dead but not dusted vamp?

    Seems like it'll work... What are the rules to grab a worn cloak from a healthy Vamp? (We may have to modify the rules a bit...)
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    Post by Kenji Fri Jul 15, 2011 3:20 pm

    I'm going to say that...

    any fire, radiant, or holy water, attack that drops a Vamp below 0 dusts a Vamp, no option for non-lethal blow.

    any edged weapon attack that drops a Vamp below 0 can be a decapitating strike (default), or a thrust/downward slice etc, that won't dust it. Player's option.

    any ranged wooden projectile attack that drops a Vamp below 0 is either a through-the-heart dusting blow (default), or aimed away from the heart with -2 to the attack to not dust, with a 1-2/d20 chance to 'miss' per range increment to hit heart anyway and accidentally dust. (of course the archer can also use aluminum arrow shafts too, which doesn't dust).


    ...but I'm making this all up, so any input is welcome. Sound good? Suggestions? Should edged weapons have a -1 attack to purposely not dust?
    Dwarmaj
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    Post by Dwarmaj Fri Jul 15, 2011 4:53 pm

    I think simplest is best...
    After that consistancy.


    There is no penalty for striking to knock out non-buffyverse undead or any other NPCs. Do we really need special rules for Buffyverse?

    Other than not being like the show, is there a reason to dust items when a vampire is dusted? You could say that mundane items get dusted, but magical don't. That would make things much easier for PCs that use weapons, fire, or radiant damage. Note: I think my PC is the only one that can't dust a vampire without using a wooden stake.
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    Post by Kenji Fri Jul 15, 2011 5:08 pm

    Dwarmaj wrote:
    Other than not being like the show, is there a reason to dust items when a vampire is dusted?

    Magic items are MORE important than mundane since the campaign backstory is that Vampires long ago suppressed the use of magic and has since convinced the living that magic doesn't exist. One of the reasons they've kept the secret for so long is that they control (almost) all the magic items which turns to dust as they do... plausible deniability. Any living who sees a Vamp or magic is ridiculed with no (usually) evidence to show for it.

    Plus, it's an extra challenge to overcome...

    ...but okay, no penalty for 'subduing' with wooden projectiles just like swords & slashing weapons.
    Trevor
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    Post by Trevor Fri Jul 15, 2011 8:03 pm

    Yeah, penalty for subduing with bows doesn't make much sense. If you're just aiming to 'kill' them the head is still a larger target than the heart.

    Also, you said it's a minor action save vs ref to grab an item off a vamp mid-dusting. What is required to just take something off of a 'killed' vamp?
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    Post by Kenji Fri Jul 15, 2011 9:03 pm

    Trevor wrote:Yeah, penalty for subduing with bows doesn't make much sense. If you're just aiming to 'kill' them the head is still a larger target than the heart.

    Also, you said it's a minor action save vs ref to grab an item off a vamp mid-dusting. What is required to just take something off of a 'killed' vamp?

    Same thing as an immediate reaction. (What Telgarth attempted but rolled a '9' when Ember Magic Missiled the broadsword Vamp). Good point re: size of head v heart. I was thinking aim center middle.

    Whoops! the above should be reversed. a grab mid-dusting is an immediate reaction, otherwise minor action on your turn.
    Krystoff
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    Post by Krystoff Sat Jul 16, 2011 8:51 am

    bradly wrote:Whoops! the above should be reversed. a grab mid-dusting is an immediate reaction, otherwise minor action on your turn.

    Brad,

    Aura should have gotten the broadsword since she used a minor (instead of an immediate reaction) to grab it.

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    Post by Kenji Sat Jul 16, 2011 8:59 am

    Krystoff wrote:
    bradly wrote:Whoops! the above should be reversed. a grab mid-dusting is an immediate reaction, otherwise minor action on your turn.

    Brad,

    Aura should have gotten the broadsword since she used a minor (instead of an immediate reaction) to grab it.

    She rolled a '2'. Minor on your turn or immediate reaction upon 'dead' or 'dust', you still need to make the saving throw (to simulate the Vamp trying to hang on it).
    Krystoff
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    Post by Krystoff Sat Jul 16, 2011 3:06 pm

    That's the part I didn't see; that you still need to make the saving throw.


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