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by bento » Wed Nov 08, 2006 2:05 pm
I picked up a copy of Expedition to Castle Ravenloft and was thinking about running it for my players. I took a crack at converting Count Strahd's statistics over to True 20, using the Vampire guidelines in the Beastiary and the Character Generator.
I've never ran a vampire before, so it's hard for me to gauge how powerful he is because most of his strength is in supernatural skills, not in melee combat, which I'm used to. The original stats can be found at this link on the WoTC site:
http://www.wizards.com/default.asp?x=dn ... 06a&page=2
Take a look at this and let me know what you think!
COUNT STRAHD VON ZAROVICH
Type: 11th level Undead (Adept 10/Undead 1)
Size: Medium
Speed: 30 ft, Climb 20 ft
Abilities: Str +4, Dex +3, Con -, Int +5, Wis +2, Cha +2
Skills: Bluff 7 (+17), Climb 0 (+4), Concentration 14 (+16), Diplomacy 5 (+7), Disguise 1 (+3), Escape Artist 0 (+3), Gather Info. 0 (+2), Handle Animal 0 (+2), Intimidate 9 (+11), Jump 0 (+4), Notice 3 (+13), Search 0 (+13), Sense Motive 7 (+17), Stealth 6 (+17), Survival 0 (+2), Swim 0 (+4), Knowledge (Arcana)13 (+18 ), Knowledge (Religion)13 (+18 )
Feats: Lightning Reflexes, Armor Training (Heavy), Armor Training (Light), Weapon Training, Power (Cold Shaping), Power (Fire Shaping), Power (Pain), Power (Suggestion), Power (True Seeing), Quicken Power, Power (Elemental Blast), Supernatural Talent, Power (Infect), Power (Scrying), Power (Sleep), Power (Supernatural Speed), Power (Imbue Unlife)
Traits: The Talent, Alternate Form (Bat, rat or wolf), Create Spawn, Damage Reduction (+4/silver, supernatural), Fast Healing, Gaseous Form, Immunity (Cold, poison, sleep, paralysis, stunning, disease & mind-influencing effects), Blood Drain, Children of the Night, Dominate, Resistance (+4 against cold, electricity), No Constitution, Dark Vision (60ft), Proficiency (Natural Weapons), Immunity (Mind Influencing Effects), Immunity (Sleep,Poison,Paralysis,Stunning), Immunity (Critical Hits,Fatigue), Immunity (Fortitude Saves), Unhealing, Healed by Harm (Harmed by Heal), Improved Initiative
Powers: Cold Shaping 13 (+18 ) DC 20, Elemental Blast 13 (+20) DC 20, Fire Shaping 13 (+18 ) DC 20, Imbue Unlife 13 (+18 ) DC 20, Infect 13 (+18 ) DC 20, Pain 13 (+18 ) DC 20, Scrying 13 (+18 ) DC 20, Sleep 13 (+18 ) DC 20, Suggestion 13 (+20) DC 20, Supernatural Speed 13 (+18 ) DC 20, True Seeing 13 (+18 ) DC 20
Combat: Slap/Slam +8, Damage +4 (20/+3), Defence +8/+9, Initiative +7
Saving Throws: Toughness +8, Fortitude +3, Reflex +8, Will +9
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bento
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by ValhallaGH » Wed Nov 08, 2006 3:01 pm
Notes:
1) I count 15 non-bonus feats. The only way a human character can have 15 feats is if he is level 11 or higher in heroic roles. Given what you've got so far, Adept makes the most sense.
Monster roles only give a feat every third character level (ala normal d20).
2) What are his favored feats/favored power?
3) Note the fast healing each round. That's incredibly powerful, far more so than the DR (which isn't to be sneezed at). It's very important to remember that he gets a free recovery check every round (though he's on a straight d20 roll for it).
4) Why armor training feats? It's not like he wears armor; nor does he need the toughness bonuses (that +8/+12 is plenty intimidating). Of course, there's no reason for him not to wear armor, given the way powers and armor interact in True20.
5) Being immune to fatigued and exhausted effects makes him a caster without limit. Don't be afraid to abuse this ability.
He's mean and scary, which isn't a bad thing.
If you choose to give him the Enhance Ability and Combat Sense powers then he'll become even more terrifying as he'll suddenly be able to hold his own in combat. Just a random idea.
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ValhallaGH
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by Darkdesigns » Wed Nov 08, 2006 6:43 pm
Looks good, but don't forget Straud can walk in the day thanks to what-ever the heck that magic item is....
I plan on running EtSR as well, but it looks like we'll be doing it with Savage Worlds instead of True20 as I originally thought.
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Darkdesigns
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by bento » Thu Nov 09, 2006 6:44 am
ValhallaGH wrote:Notes: 1) I count 15 non-bonus feats. The only way a human character can have 15 feats is if he is level 11 or higher in heroic roles. Given what you've got so far, Adept makes the most sense. Monster roles only give a feat every third character level (ala normal d20).
He's listed as a 10th level necromancer. I think it's a problem with the CharGen program (see answer to question #4). 2) What are his favored feats/favored power?
Reading his spell list, he was all over the map. My biggest problem was, given his traits as a vampire (alternate form, dominate, drain, etc.) it became difficult to find powers that didn't duplicate. I gave him two feats that weren't powers - quicken power and supernatural talent (which I spent on Elemental Blast and Suggestion). 3) Note the fast healing each round. That's incredibly powerful, far more so than the DR (which isn't to be sneezed at). It's very important to remember that he gets a free recovery check every round (though he's on a straight d20 roll for it).
I'll have to read up more on that! 4) Why armor training feats? It's not like he wears armor; nor does he need the toughness bonuses (that +8/+12 is plenty intimidating). Of course, there's no reason for him not to wear armor, given the way powers and armor interact in True20.
Problem with the CharGen program - I didn't check off the armor training feats! 5) Being immune to fatigued and exhausted effects makes him a caster without limit. Don't be afraid to abuse this ability.
He's mean and scary, which isn't a bad thing. If you choose to give him the Enhance Ability and Combat Sense powers then he'll become even more terrifying as he'll suddenly be able to hold his own in combat. Just a random idea.
I wasn't too sure on Enhance Ability because he get's such a big boost when he's coverted over as a vampire. His STR is +4 and Int +5! Combat Sense looked interesting but I wasn't sure how it would play out in actual combat.
Thanks for your suggestions!
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bento
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by ValhallaGH » Thu Nov 09, 2006 7:55 am
Note that Enhance Ability only affects Str and Dex. It has no effect upon mental ability scores (and Str has no effect on attack rolls).
Trust me, I've built enough Jedi to know just how powerful Enhance Ability and Combat Sense can make a character.
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ValhallaGH
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by Father of Dragons » Thu Nov 09, 2006 8:23 am
bento wrote:ValhallaGH wrote:4) Why armor training feats? It's not like he wears armor; nor does he need the toughness bonuses (that +8/+12 is plenty intimidating). Of course, there's no reason for him not to wear armor, given the way powers and armor interact in True20.
Problem with the CharGen program - I didn't check off the armor training feats!
I don't have my books with me at the moment, but if I had to guess the armor training feats are specified as part of the Undead monster background. In fact looking at the hidden "Backgrounds" tab on the character generator, I see: Armor Training (Heavy), Armor Training (light), Weapon Training as bonus feats for Undead. So those three are the result of that one level of undead. Whether this is correct or not I can't check at the moment -- the D20 SRD says: Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
But lots of things changed between d20 and true20.
If that's pure logic I'll take vanilla.
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Father of Dragons
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by ValhallaGH » Thu Nov 09, 2006 9:49 am
Ah, right. Generic undead traits.
True20 Adventure Roleplaying wrote:Feats: Some undead are mindless and have no feats. Undead with an Intelligence score begin with Light and Heavy Armor Training, Weapon Training and one other feat at 1st level and gain an additional feat every third level. These feats may be selected from any category. In addition, skeletal undead gain Improved Initiative and zombie-like undead gain Tough as a bonus feat regardless of their Intelligence score.
I'm still confused as to why he has a level of Undead at all.
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ValhallaGH
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by bento » Thu Nov 09, 2006 3:11 pm
I'm still confused as to why he has a level of Undead at all.
So you think I should have built him as an Adept 10 Undead?
I was thinking in order to apply all the Undead traits I'd have to take him to one level of Undead.  By giving him that one level it doesn't let me assign any new feats and I can bump up his appropriate skills.
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bento
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by Reef » Fri Nov 10, 2006 4:15 am
bento wrote:I'm still confused as to why he has a level of Undead at all.
So you think I should have built him as an Adept 10 Undead?
I think he's probably wondering why you didn't just apply the Vampire template to him, instead of using a level of Undead.
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Reef
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by ValhallaGH » Fri Nov 10, 2006 6:24 am
Yep, that's basically it.
Other than a skill bump, the level of undead does nothing for him. You might as well have given him a level in Ordinary. Which just doesn't make sense for exactly what Strahd is. Namely, a villain of amazing power, style and tenacity.
If I thought he really needed another level to properly do what he's supposed to do then I would have given him another heroic level (either Adept or Expert depending upon what I thought was lacking).
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ValhallaGH
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by bento » Fri Nov 10, 2006 8:11 am
Here's a revised stat-block based on input.
COUNT STRAHD VON ZAROVICH
Type: 10th level Undead (Adept 10)
Size: Medium
Speed: 30 ft, Climb 20 ft
Abilities: Str +4, Dex +3, Con -, Int +5, Wis +2, Cha +2
Skills: Bluff 7 (+17), Concentration 13 (+16), Diplomacy 5 (+7), Disguise 1 (+3), Intimidate 8 (+11), Notice 3 (+13), Search 0 (+13), Sense Motive 7 (+17), Stealth 5 (+17), Knowledge (Arcana) 13 ( +18 ), Knowledge (Religion) 12 (+18 )
Feats: Lightning Reflexes, Quicken Power, Supernatural Talent (Elemental Blast & Suggestion), Power (Cold Shaping), Power (Fire Shaping), Power (Pain), Power (Suggestion), Power (True Seeing), Power (Elemental Blast), Power (Infect), Power (Scrying), Power (Sleep), Power (Supernatural Speed), Power (Imbue Unlife)
Traits: The Talent, Alternate Form (Bat, rat or wolf), Create Spawn, Damage Reduction (+4/silver, supernatural), Fast Healing, Gaseous Form, Blood Drain, Children of the Night, Dominate, No Constitution, Dark Vision (60ft), Proficiency (Natural Weapons), Unhealing, Healed by Harm (Harmed by Heal), Improved Initiative
Powers: Cold Shaping 13 (+18 ) DC 20, Elemental Blast 13 (+20) DC 20, Fire Shaping 13 (+18 ) DC 20, Imbue Unlife 13 (+18 ) DC 20, Infect 13 (+18 ) DC 20, Pain 13 (+18 ) DC 20, Scrying 13 (+18 ) DC 20, Sleep 13 (+18 ) DC 20, Suggestion 13 (+20) DC 20, Supernatural Speed 13 (+18 ) DC 20, True Seeing 13 (+18 ) DC 20
Combat: Slap/Slam +8, Damage +4 with Energy Drain (20/+3), Defence +8/+9, Initiative +7
Special Atks: Energy Drain (any successful slam attack; victim gains -2 levels; Strahd gains +2 bonus on skill checks, ability checks, attack rolls and saving throws for one hour),
Saving Throws: Toughness +8, Fortitude +6, Reflex +11, Will +13
Immunity: +10 against acid, cold, electricity, fire, positive energy, or sonic damage; +4 against Ward; total immunity against poison, sleep, paralysis, stunning, disease & mind-influencing effects, critical hits, fatigue or Fort saves
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bento
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by ValhallaGH » Fri Nov 10, 2006 9:42 am
He looks really mean. Well done.
His skills may be insufficient. He's spent 74 ranks, but he should have at least 108 (assuming an Int of +4 for his level-gaining, pre-vampire career).
Of course, if you ever decide he's not mean enough then allow me to suggest the use of the Villain Role.
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ValhallaGH
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by winterknight » Fri Jun 08, 2007 1:24 pm
bento wrote: Feats: Lightning Reflexes, Quicken Power, Supernatural Talent (Elemental Blast & Suggestion), Power (Cold Shaping), Power (Fire Shaping), Power (Pain), Power (Suggestion), Power (True Seeing), Power (Elemental Blast), Power (Infect), Power (Scrying), Power (Sleep), Power (Supernatural Speed), Power (Imbue Unlife)
Just Stumbled upon this threat.
Power (Sleep) needs Power (Mind Touch)
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