Castle Clover: METACHAT

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BMR
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Post by BMR »

That wide? Huh, ok. Fixed, kinda. Also added some ruins. Feel free to disregard them if the placement is incorrect.
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Post by Spoonweaver »

Just waiting on pheonix's action.
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BMR
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Post by BMR »

If that's Wither Limbs, aren't undead immune to anything that requires a Fort save unless it's harmless or also affects objects?

Also, if they're diabolic, can Kalar telepathically communicate with them? One of his powers is that he is able to "...telepathically communicate with any outsider within 60 feet, as long as that outsider serves the disciple's deity or has the same alignment as the disciple."
Last edited by BMR on Fri Aug 28, 2015 1:24 am, edited 1 time in total.
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Post by Spoonweaver »

Well that's an interesting question and something I figured you might notice.

Basically, I was torn. On the one hand, yes undead are immune to most fort saves. On the other hand, wither limb can be considered somewhat structural in it's description. It physically withers one's arms. I also found a couple different descriptions of the spell. Just so you know, this isn't the permanent one (this was one of the compromises I went with).
What put me over the top was that the spell says it's targets humanoids only. And Necropolitans still count as humanoids, although augmented.

However, if you are super against this I suppose will change it. The alternative is that it would cure mod you.
It still caused the spell to fail. Though this would clearly change the next round.

Currently, the spell was cast and worked.


Oh, and you can always try telepathically communicating with them, sure.
Last edited by Spoonweaver on Fri Aug 28, 2015 1:38 am, edited 1 time in total.
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BMR
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Post by BMR »

I dunno about "super against it", but I am somewhat opposed seeing as how because we've been against undead the entire time, I've been avoiding spells that require Fort saves (e.g. Boneblast, Flesh to Iron, Corona of Cold, Castigate, Hypothermia, etc...), even if they do target humanoids (e.g. Clutch of Orcus, Wrack, etc...). Also wanted to use Wither Limb (BoVD version) a few times (would've been great against the mummy) but didn't prepare it because of the undead immunity thing.
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Post by Spoonweaver »

Fair enough.
Not having the option to make judgement calls on your end does seem a bit unfair. Plus I wouldn't want you to have to ask about each spell before considering whether or not to use it. So for time's sake at the very least, Kalar got cure modded instead.
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Post by BMR »

Righto, thanks.

Now here's hoping Kalar attempting to talk to the things won't end incredibly horribly, heh.
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Post by Spoonweaver »

To answer your questions. Yes, Bill is going to provoke a lot of AoO's in mid air combat with these things. You will mostly be fine. Aside from the riding checks you need to make to cast spells while on a flying mount.
Ride Check 5+spell level, DC 5 to have bill change direction or move some other way while catsing in the same round.
Not super hard, but it's possible to fail.
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Post by Bob the Hamster »

I don't remember the silver stones that Kalar gave us. Can you refresh my memory?
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Post by BMR »

Single-use only, casts Sanctuary for three rounds. Can't attack or be attacked for the duration unless attacker succeeds on a DC 18 Will save.
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Post by BMR »

Here's what Kalar will make he and Lynda travel to the town:



Hidden Mask

Once per day, the wearer of this mask can activate it to conceal his alignment against all forms of divination. This effect lasts for 24 hours. In addition, the wearer of the mask can cast Command at will.

Spell Used: Undetectable Alignment
Spell Level: 2
Caster Level: Lowered to 3

Spell Used: Command
Spell Level: 1
Caster Level: Lowered to 1

Command word: 2 (spell level) × 3 (caster level) × 1,800 gp = 10,800 gp
Charges per day: 10,800 gp / (5 / 1 charges per day) = 2,160 gp
Undetectable Alignment Cost: 2,160 gp

Command word: 1 (spell level) × 1 (caster level) × 1,800 gp = 1,800 gp
Add to existing (+50% of price): 1,800 gp × 1.5 = 2,700 gp
Command Cost: 2,700 gp

Combined Cost: 4,860 gp

Require Class (Cleric): 4,860 gp - 30% = 3,402 gp

Final Cost: 3,402 gp & 136 xp (4 days)
Last edited by BMR on Tue Sep 01, 2015 3:58 am, edited 1 time in total.
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Post by Spoonweaver »

@giz: it wasn't really that you were unclear. it's more like an embellishment. 10 trees over the course of a day just seemed like a lot to Rachelle and Rob, who flinched every time a giant tree fell behind them.
:V

Also, I would have loved for them to hear the trees falling, and I rolled a listen check. However, Kalar and Lynda have had a massive head start on the rest of you for a while now. They don't have to avoid hills, bushes, and rock formations. Plus, they have a 60ft base movement while flying, compared to Voulton's 20ft while in his armor. They also don't get tired.
So, right now they are quite a bit ahead of Rachelle, Rob, and Voulton and only had a chance of hearing the first couple of trees falling, which the rushing river covered up too much of for them to successfully hear.
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Post by Gizmog »

No problem, dogg!
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Post by Gizmog »

Does Voulton know this dude's here? 'cause if so, slime's about to get real.
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Post by Spoonweaver »

I'll update it but no. Rob was on watch and Rachelle and Voulton are still asleep
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