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  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGuy

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    Aug 2008

    Default Vampire Problems...in Reverse.

    Long story short I'm an antipaladin from PF of Wee Jas. Used to be a pally of Pelor, but I became a vampire doing the whole "fall like a rock" thing. The DM is letting me be LE (because a code of conduct and supporting tyranny on a CE character made no sense).

    I don't care about the tons of little vampiric weaknesses. That is fine. My issue is thus: daylight. I have deeper darkness memorized, full plate + shield should help depending how the DM plays it, even have some teleport stuff to get out of there. However I don't like the one standard action then you are dead thing. So how else can I prepare for the hate of my former worship?

    I saw something like super sunblock in Libris Mortis, and a neat feat that delays it quite a bit. I have a great UMD, and can reliably get any scroll off that is below 9th level.

    Levels if anyone is curious: Vampire is 1(!), Antipaladin 11, Fighter 1. I can pull from any source, with DM approval. He is generally good about it, and I don't want to be mean to him for it. Also I would prefer warding off for a period, not "you never worry about it again...ever." It seems like it could be fun to play with.
    Quote Originally Posted by Alabenson
    Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.

    Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.

  2. - Top - End - #2
    Barbarian in the Playground
     
    PirateCaptain

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    Jun 2008

    Default Re: Vampire Problems...in Reverse.

    How bout an umbrella?

  3. - Top - End - #3
    Ogre in the Playground
     
    NecromancerGuy

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    Aug 2008

    Default Re: Vampire Problems...in Reverse.

    Quote Originally Posted by Kaje View Post
    How bout an umbrella?
    I have thought of it. Then rejected it for making far too many Nightmare before Halloween references and undignified for the character.
    Quote Originally Posted by Alabenson
    Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.

    Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.

  4. - Top - End - #4
    Bugbear in the Playground
     
    BlackDragon

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    Default Re: Vampire Problems...in Reverse.

    There is the Dark Lantern in Tome of Magic, that when lit makes shadowy illumination in 60th, the standard item is CL 9.
    I am:
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  5. - Top - End - #5
    Bugbear in the Playground
     
    Alleine's Avatar

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    Default Re: Vampire Problems...in Reverse.

    Yeah, LM has a paste that protects you from sunlight for one hour, or until someone casts a light spell that does extra damage to you. It also has a pair of goggles in the magic item section that increase the standard action you get before poofing to a full round action, along with some other minor benefits.
    Super-amazing avatar by Ceika!
    << It's a mound of rainbowflesh, do NOT forget that.

    Quote Originally Posted by xNadia View Post
    See the rainbowflesh, EAT the rainbowflesh, BELIEVE THE RAINBOWFLESH!

  6. - Top - End - #6
    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Vampire Problems...in Reverse.

    Quote Originally Posted by Shalist View Post
    Get a shadow / darkness type spell, and heighten it to 9th level so that it can't be negated by 'higher level light spells.' There's probably some shadowy version of 'continual light' out there...
    As a paladin I have issues with 9th level spells, in terms of scroll costs and ability to cast normally.
    Quote Originally Posted by The Shadowmind View Post
    There is the Dark Lantern in Tome of Magic, that when lit makes shadowy illumination in 60th, the standard item is CL 9.
    Does this block light? I haven't looked at a ToM in a very long time.
    Quote Originally Posted by Alleine View Post
    Yeah, LM has a paste that protects you from sunlight for one hour, or until someone casts a light spell that does extra damage to you. It also has a pair of goggles in the magic item section that increase the standard action you get before poofing to a full round action, along with some other minor benefits.
    I find goggles doing that weird.

    Quote Originally Posted by Shalist View Post
    Cloak of dark power (SC pg 48). lvl 1 spell that specifically shelters you from sunlight
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    CLOAK OF DARK
    POWER
    Abjuration
    Level: Drow 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates
    (harmless)
    Spell Resistance: Yes (harmless)
    A dim gray haze appears around the creature. Light bends around this haze, leaving the creature in a patch of strange and shifting darkness. Cloak of dark power creates a dusky haze around the subject.

    The haze does not interfere with vision, but the subject and anything it wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world.

    A drow subject suffers no blindness or bright illumination combat penalties while under the effect of cloak of dark power. The subject also gains a +4 resistance bonus on saves against light or darkness spells or effects.
    Hmm might be hard to find someone with the drow domain, but definitely worth getting if possible.
    Honorable mention, turn/healing immunity via Life Ward (SC pg 131). Worth having a scroll or two of, I suppose.

    Quote Originally Posted by Shalist View Post
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    LIFE WARD
    Abjuration
    Level: Cleric 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes
    With a brush of your hand you surround the creature in crawling shadows, a cloak of negative energy that whirls and swims across the creature’s body.

    A creature warded by this spell gains protection from the effects of positive energy, including magical healing. The spell can be cast upon undead to offer additional protection against the turning abilities of clerics. The subject is immune to all positive energy effects, including conjuration (healing) spells, channeled positive energy such as from the turn undead ability, or other affects that derive their power from positive energy.

    This spell offers protection from the blinding effect of the Positive Energy Plane, and warded creatures gain no temporary hit points while there.
    My cleric has promised such goodies.
    And you'll probably love the cantrip/orion 'nolight' (BoVD pg 100), which completely negates nonmagical light, such as torches...or sunlight...

    Quote Originally Posted by Shalist View Post
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    No Light
    Transmutation
    Level: Brd 1, Clr 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 action
    Range: Close (25 ft. + 5 ft./2 levels)
    Area: 20-ft.-radius spread
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No
    The caster creates an area of darkness.

    Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area. Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells counter and dispel no light.


    You get a wand, a scroll, or an x/day item, or given how low level some of them are, a continual use item.

    edit meant to spoiler those, not quote them...
    Oddly this is more powerful than the darkness spell in PF. So I doubt it will fly. Current darkness: This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark.

    Although thanks for making me reread that. This is an important new clause: Creatures with light vulnerability or sensitivity take no penalties in normal light.
    Last edited by BobVosh; 2010-11-10 at 07:50 AM.
    Quote Originally Posted by Alabenson
    Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.

    Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.

  7. - Top - End - #7
    Titan in the Playground
     
    Greenish's Avatar

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    Default Re: Vampire Problems...in Reverse.

    Quote Originally Posted by The Shadowmind View Post
    There is the Dark Lantern in Tome of Magic, that when lit makes shadowy illumination in 60th, the standard item is CL 9.
    Secrets of Sarlona has Blacklight, an item that allows you to control ambient light. You can use it to create 80' radius of perfect (non-magical) darkness.

    Any magical light overcomes it though, so it'd still leave you vulnerable to the Sunlight spell.
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  8. - Top - End - #8
    Dwarf in the Playground
     
    Ravens_Wing's Avatar

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    Default Re: Vampire Problems...in Reverse.

    create a "magic" Item. more specifically a cursed amulet of permanent light.. so it basically makes it so you are wondering around in a lil bubble of darkness wherever you go. I was in a group once where we had 2 vamps running around with the damn things on.
    The Bard's Song
    Carpe DM! (Seize the Dungeon Master!)
    "If you help their Verse you'll just make things Worse"
    Quote Originally Posted by nedz View Post
    May not operate a travelling kitchen since not all wandering monsters taste like chicken, even if we do add garlic.

  9. - Top - End - #9
    Bugbear in the Playground
     
    randomhero00's Avatar

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    Dec 2009

    Default Re: Vampire Problems...in Reverse.

    Wrap yourself up like a mummy. Make sure its +1 so it doesn't go bye bye if someone casts a fireball.

  10. - Top - End - #10
    Titan in the Playground
     
    Jack_Simth's Avatar

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    May 2006

    Default Re: Vampire Problems...in Reverse.

    Endure Sunlight feat, Libris Mortis. Gives you a number of rounds in sunlight equal to 1+ your Charisma Modifier before you start having problems ... and getting out of direct sunlight resets the timer.

    Oh yes, and buy a coach, some horses, and get a dominated hireling to drive it.

    Edit: As an added bonus, you now have the option of saying "I just have sensitive skin" if someone comments on how you always avoid the light, and you can prove it by sitting in the sun for two rounds. Or, I suppose, you could always get one of those Hello Kitty umbrellas.
    Last edited by Jack_Simth; 2010-11-11 at 08:56 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  11. - Top - End - #11
    Ogre in the Playground
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    Default Re: Vampire Problems...in Reverse.

    Um, it's quite obvious. Don't go out during the day. This is how Masquerade and Requiem players deal with sunlight.

  12. - Top - End - #12
    Eldritch Horror in the Playground Moderator
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    Default Re: Vampire Problems...in Reverse.

    Quote Originally Posted by Joseph Silver View Post
    Um, it's quite obvious. Don't go out during the day. This is how Masquerade and Requiem players deal with sunlight.
    And it's also why cross-venue games in WoD don't work so well, because it's an annoying limitation on the other players. If he's in a party, better for him to find ways to travel with them than to make them abide by his limits.

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