You must be logged in to post messages.
Please login or register

Hall of Wonders - Role Playing & Creative Writing
Moderated by ChowGuy, Ziggurat Mason

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Giant Trilogy: Changes to official D&D rules + Spell book
posted 09-28-05 11:04 AM EDT (US)   
Giant Trilogy: Changes to official D&D rules

In this first post in this thread I will write all the changes to official 3.5 D&D rules that we use in the Giant Trilogy and add any further rule changes we might agree on.

The rest of the thread will be used to add spells to the trilogy. There are numerous books about forgotten realms that contain extra spells intended to be used in the forgotten realms settings. Some of those spells are quite good and interesting, so it would be a pity not to use them in the trilogy. However, because not all of us have access to all of those books, such spells will need to be added here with full description and reference to what book they are from, before they can be used in the trilogy .
Remember, only spells that are not in the general 3.5 rules need to be added here in order to be used in the trilogy.

Skills:
Climb, Swim and Jump is modified by strength or dexterity (whatever is higher.)
Concentration is modified by Wisdom instead of Constitution.
Dragons get a +4 racial bonus to search, spot and listen

Heal: When casting a healing spell (including spells from scrolls and wands) you make a heal skill check. For every 10 points you get on the check you can heal 1 additional point of damage.
You need at least one rank in heal to make this check at all.
When not in combat you can take 10 on the check
In case of the cure minor wounds spell you can only heal one additional point and you need 20 or more on the check to do so.
When casting a mass healing spell you can only use this ability on one of the characters you are healing and only if his wounds are clearly visible to you.

Feats:
The dodge feat simply adds +1 to AC against all enemies (unless you are flatfooted)

Shields and armor check penalty:
A shield carried on the back (or in case of a buckler in the belt) will have its armor check penalty lowered by one (so no armor check penalty for light shields and bucklers, and -1 armor check penalty for heavy shields)

Flanking:
If two creatures flank an enemy, anyone that attacks that enemy in melee gets a flanking bonus to attack as well (yes, this allows rogues to make sneak attacks)

Running: (changes are in red)
You can run as a full-round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score + your dexterity score, -4 for every size category over medium, +4 for every size category under medium -10, but after that you must make a DC 10 Constitution check or a DC 10 Dexterity check (use whatever is highest) to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can’t run across difficult terrain or if you can’t see where you’re going.
Running can be done as a move action as well , this allow you to cover half the distance you can in a full round action. Exception: You can’t run as a move action and then attack in melee, you will have to make a charge instead.

Ranged combat:
1) Backshot: When someone is using a ranged attack at someone that clearly has his/her back towards the attacker at the time of the attack, the attacker gets a +2 bonus to his attack. A rogue can also apply his/her sneak attack damage.
2) Aimed shot: By using a whole round to make a ranged attack that normally only requires a standard action, the attacker gain a +2 “aiming bonus” to his/her attack.
3)Enhancement bonuses of ammunition stacks with enhancement bonuses of ranged weapons

Cover:
Allies adjacent to a character never provides cover to enemies of that character (so no penalty for shooting over the shoulder of an ally).

Trees:
A small trees in your square will give you a +2 cover bonus, but only from enemies coming from one general direction (the possible directions being south, southwest, west, northwest… and so on) so if you claim cover from west you will have cover from southwest and northwest as well, but not from any other direction. The cover bonus prevent AoO’s against you just as any other type of cover. Creatures of size large or lager won’t get any cover from small trees.

If you are in a tree you get the following bonuses:
Small tree: a small tree will provide concealment (20%) and a +2 cover bonus (this bonus works in all directions) If your enemy is in the tree as well you lose the concealment bonus but keep the cover bonus.
Large tree: A large tree will provide concealment (20%) and a +4 cover bonus. A large tree can also provide total cover against a specific enemy if the character stays at the other side of the main trunk. Climbing very high up into a large tree can also provide improved concealment (30%, +5 to hide) against enemies on the ground, but the enemies also get concealment (20%) then. If an enemy is in the tree as well, you lose the concealment bonus and the cover bonus drops to +2.

5-foot-step:
If someone are actively attacking you (is in melee with you and attacked last turn) you can’t take a 5-foot-step in order to get safely away and use an action that would otherwise provoke an attack of opportunity (like casting a spell), if you try to do so your opponent will automatically take a 5-foot-step (as a free action) himself and get his attack of opportunity (assuming that he is actually able to move at all).

Undead:
Intelligent undead are not immune to all mind-affecting effects, they can be affected by anything that is not charms or moral effects
They do get a +2 bonus against all enchantments though

Identification of potions:

Spellcraft: A DC 25 spellcraft check will identify any potion

Detect magic + a high enough spellcraft check will tell you the school of the spell “stored” in the potion. Beat the needed spellcraft check with +5 and you completely identify the potion. (the “aura strength” of potions are almost always “faint”)

Makings or writings may give you a clue or even outright tell you what the potion is, if you can decipher them.

Spells: “Identify item” and “analyze dweomer” can always identify a potion.

Experience: Most characters will have encountered and used a number of potions during their adventures, by looking at, smelling and even tasting a potion they might remember that they have encountered that potion before. Experience (character level) mental abilities (int and wis) as well as ranks in spellcraft, craft (alchemy), knowledge (nature) and knowledge (arcana) also helps. Characters with the brew potions feat are obviously very good at identifying potions this way.

The DC of the check is 30 + level of the spell “stored” in the potion.
If the potion maker has tried to disguise the effect of the potion the DC is increased by 10
Healing potions are so common that their DC is 5 lower than normal.

The check is d20 + character level + intelligence modifier + wisdom modifier

Tasting the potion adds +10 to the check
Brew potion adds +5 to the check (+10 if it is a potion that the brewer can brew himself)
Every 5 ranks in spellcraft, craft (alchemy), knowledge (nature) and knowledge (arcana) adds +1 to the check.
Creatures with a very acute sense of smell (sent or blindsense) gets +2 on the check

You can "take 10" on the check, but you can't "take 20"
A potion can only be tasted a limited number of time before too little is left of it to have any effect.

Comparing to other potions: A character can compare a potion to potions he already know the effect of, if they look and smell identical chances are that they are identical…

Trading
Whenever you want to buy or sell something you make a trade check.

Your trade check modifier is your apprise skill + diplomacy skill + ½ bluff skill + ½ intimidate skill + ½ Sense motive skill + profession (trader) skill (skills with no ranks don’t count in this calculation)

If you can craft the type of Item you are trading with a craft skill, you may also add ½ your craft skill to the check, and if it is a magic item you can make with a magic item creation feat you get +5 on the check.

The check is a 1d20 + your trade check modifier (for that type of item)

Selling: you start at 80% of market prices.
Buying: you start at 120% of market prices.

If your trade check is 20 or better you improve prices by 5%
If your trade check is 30 or better you improve prices by 10%
If your trade check is 40 or better you improve prices by 15%
If your trade check is 50 or better you improve prices by 20%
(The DM can add circumstance bonuses or penalties to the above checks)

If you are not satisfied by a trade check, you can chose to not make the trade at all (and try to find another shopkeeper) or you can make a second check at a -2 penalty, but then you have to make the trade no matter how bad the roll is (you can use your first roll if it is better though)

Spells

The web spells has these house rules:

When creatures are using the escape artist skill to free themselves or move in a web they may add their strength modifier to the check. Creatures smaller than medium may also add the AC bonus they get for being small to the check.

Anchoring:
Only a very well anchored web (such as a web cast in a hallway, a small room, or a dense forest) will use the standard rules. A less well anchored web will have DCs for getting lose and move lowered (to a max of -10) at the DMs decision.

A web only anchored to the ground (or a floor) will be considered a “ground web” and will only be one foot high and such not obstruct vision or provide cover (except for very small creatures) Creatures in such a web are not entangled and the DCs for getting lose and move are always decreased by -10 (the max amount)
Some kinds of ground, such as loose sand or deep snow, will also be impossible to anchor a web to.

Even a single good anchoring point well above ground (such as a tree) will cause the web to be a normal web but still with the DCs much decreased (typically by -8)
2 well-spaced out above-ground good anchoring points will typically mean that the DCs decreased by -6
3 well-spaced out above-ground good anchoring points will typically mean that the DCs decreased by -4
4 well-spaced out above-ground good anchoring points will typically mean that the DCs decreased by -2
But this is always the DMs decision.

Above-ground anchoring points can be any solid object that is within the spells area or touches the spell’s area. In addition to this, trees can provide above-ground anchoring points, even if their trunks are outside the spell's area. This is because they will have branches that reach out from their trunk. A small tree can provide an anchoring point as long as it is within 5 feet from the spell's area while a large tree only needs to be within 10 feet.


Language color code:

Game mechanics(gold)

Celestial alphabet:
Celestial (silver)

Common alphabet:
Common (white)
Halfling (yellow)
Gnoll (gray)
Local language (tan)

Draconic alphabet:
Auran (lightblue)
Draconic (darkgreen)
Ignan (darkred)

Druidic alphabet:
Druidic (lime)

Dwarven alphabet:
Dwarven (orange)
Giant (brown)
Gnome (magenta)
Orc (red)
Goblin (pink)
Terran (indigo)

Elven alphabet:
Aquan (blue)
Elven (green)
Sylvan (teal)
Undercommon (drow)(black)
Adûnaic (aquamarine )

Infernal alphabet:
Abyssal (purple)
Infernal (blood)

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 08-27-2014 @ 10:38 AM).]

Replies:
posted 09-28-05 11:05 AM EDT (US)     1 / 7  
The Spell Book

Rules for adding spells:
-Any 3.5 forgotten realms spell can be added
-3.0 spells can be added as well, but they will have to be approved by me first.
-The full description and a reference to the source book are needed.


Kris Lighthawk
Creator of Lighthawk's mod
posted 10-06-05 12:49 PM EDT (US)     2 / 7  
Here is a few nice spells I have found...

Camouflage
Transmutation
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 10 minutes/level
You change your coloring to match the environment surrounding you. The spell grants +10 competence bonus on Hide checks. (Note: not cumulative with clock of elvenkind)
(Source: Magic of Faerun)

Ram’s Might
Transmutation
Level: Drd 0, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 minute/level
Your hands harden until they are similar to a ram’s horn in texture and hardness. Your unarmed attacks deal normal damage. You are considered armed. The hardness has no other effect; you can cast spells and manipulate objects normally.
(Source: Magic of Faerun)

Remedy Moderate Wounds
Conjuration (Healing)
Level: Clr 3, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living Creature touched
Duration: 10 rounds + 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When laying your hands on a living creature, you boost its life energy to give it the fast healing ability. The target heals 2 hit points per round until the spell expires. This spell does not restore hit points lost from starvation, thirst or suffocation, and it does not allow a creature to regrow or attach lost limps.
The effect does automatically stabilize a dying character.
The effect of multiple remedy spells do nut stack; only the highest level effect applies.
(Source: Magic of Faerun)

Gedlee’s electric loop
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, each creature must be adjacent to another target.
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
You create a small stroke of lightning that target one creature per three caster level you possess (max 4 creatures). Each must be in a square adjacent to another target. The spell deals 1d6 damage per two caster levels (max 5d6) to each target. A creature that fails it reflex save must make a successful will save or be stunned for 1 round.
Martial component: A loop of copper wire and a magnet.
(Source: Player’s guide to Faerun)


Kris Lighthawk
Creator of Lighthawk's mod
posted 10-06-05 04:42 PM EDT (US)     3 / 7  
I found some spells to contemplate. All of them from 3.0 extension sets .

Choke
Conjuration (Creation) (Force)
Level: Sor/Wiz 2
Components: V,S,M
Casting time: 1 action
Range: Close (25 ft + 1 ft/2 lvl)
Targets: 1 creature up to size large
Duration: 1 round/lvl
Saving throw: Reflex half (see text)
Spell resistance: Yes

A pair of invisible hands made of pure force spring into existence around the target?s throat and begin to strangle it. Only aberrations, animals, beasts, fey, giants, humanoids, magical beasts, monstrous humanoids, outsiders and shapechangers can be affected. Creatures without necks, such as beholders, cannot be affected. The hands cannot be attacked or damaged.
The target takes 1D4 points of damage per round but can make a reflex save each round for half damage. All attack rolls and checks the target makes while being choked suffer -2 circumstance penality; if the check involves speaking, the circumstance penality is -4. Spellcasting is possible, but the caster must make a successful Concentration check (DC 10+spell level+1/2 the last damage dealt) or lose the spell. The -2 circumstance penalty also applies to the check, or -4 if the spell has a verbal component.
Material component: A hankerchief or similar-sized piece of cloth that has been tied in a knot.

3rd ed. Tome and Blood
(A nice and powerful spell to greatly reduce the effectivity of spellcasters!)


Enhance Familiar
Universal
Level: Sor/Wiz 3
Components: V,S
Casting time: 1 action
Range: Touch
Targets: Your Familiar
Duration: 1 hour/lvl
Saving throw: None (harmless)
Spell resistance: Yes

You infuse your familiar with vigor. While the spell lasts, your familiar recieves a +2 competence modifier on attack rolls, saves and weapon damage. The familiar also recieves a +2 dodge modifier to armor class

3rd ed. Tome and Blood


Familiar pocket
Universal
Level: Sor/Wiz 2
Components: V,S,M
Casting time: 1 action
Range: Touch
Targets: One container or garment with a pocket
Duration: 1 hour/lvl
Saving throw: None
Spell resistance: No

You enspell a garment or container so that it provides a save haven for your familiar.
The spell turns one of the target item?s pockets into an extradimensional space that can hold your familiar (or about 1 cubic foot for a tiny or smaller creature). The familiar fits inside without creating a noticeable bulge in the item.
Whenever the familiar is touching you, you can whisk it inside the pocket as a free action by speaking a command word. If the familiar can speak, it can command itself inside. The familiar can leave the space as a free action, or you can call it forth as a free action.
Once inside, the familiar has total cover and concealment. You or the familiar can seal the pocket, making it airtight and waterproof. The air supply inside the sealed pocket lasts an hour. With the pocket open, the familiar can remain inside indefinitely. If the spell ends with the familiar inside the pocket, it appears in your space, unharmed unless the area you occupy is hazardous.
Creating an extradimensional space within or taking an extradimensional space into an existing extradimensional space is hazardous.
Material components: A tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.

3rd ed. Tome and Blood


Fortify Familiar
Universal
Level: Sor/Wiz 4
Components: V,S
Casting time: 1 action
Range: Touch
Targets: Your Familiar
Duration: 1 hour/lvl
Saving throw: None (harmless)
Spell resistance: Yes

You make your familiar tougher. While the spell lasts, it gains a +2 enhancement modifier to natural armor and has a 25% chance to avoid extra damage from sneak attacks or critical hits (though the attack still deals normal damage). The familiar also recieves 2D8 temporary hit points.

3rd ed. Tome and Blood


Indifference
Enchantment (Mind-Affecting)
Level: Sor/Wiz 2
Components: V,S,M
Casting time: 1 full round
Range: Touch
Targets: Living creature touched
Duration: 1 hour/lvl
Saving throw: Will negates (see text)
Spell resistance: Yes

This spell drains emotion from the creature touched. The subject becomes immune to fear and compulsion effects of 2nd level or lower and gains a +4 circumstance modifier on saving throws against fear or compulsion effects of 3rd level or higher. Furthermore, morale bonuses or penalties do not affect the subject while the spell lasts. However, the subjects lack of emotion imposes a -4 circumstance penalty on Charisma checks.
If the subject already is under a fear or compulsion effect when receiving this spell, a failed saving throw ends that effect and leaves the subject dazed for 1 round.
Material components: A small stone

3rd ed. Tome and Blood
(Note that the spell cancels active fear or compulsion effects on a FAILED Will save of the target.)


Negative energy burst
Necromancy
Level: Sor/Wiz 3
Components: V,S
Casting time: 1 action
Range: Close (25 ft + 1 ft/2 lvl)
Effect: 20-ft-radius burst
Duration: Instantaneous (see text)
Saving throw: Will half (see text)
Spell resistance: Yes

You release a silent burst of negative energy from a point you indicate.
The burst deals 1D8 points of damage to living creatures in the area +1 point per caster level (maximum +10). A successful Will save reduces damage by half.
Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

3rd ed. Tome and Blood
(more for mass healing your undead minions than to really damage living creatures. But surely fun for any necromancer whose undead minions are in battle with living creatures.)


Negative energy ray
Necromancy
Level: Sor/Wiz 1
Components: V,S,M
Casting time: 1 action
Range: : Close (25 ft + 1 ft/2 lvl)
Effect: Ray
Duration: Instantaneous (see text)
Saving throw: Will half (see text)
Spell resistance: Yes

A ray of negative energy projects from your pointing finger. You must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1D6 points of damage to a living creature.
For every two extra levels past 1st, you deal an extra 1D6 points of damage. You deal 2D6 at 3rd level, 3D6 at 5th level, 4D6 at 7th level, and a maximum of 5D6 points of damage at 9th level or higher.
Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.
Material component: A mirror, which you break

3rd ed. Tome and Blood
(Almost as effective as a magic missile with the additional ability to heal undead, a must for necromancers.)


Negative energy wave
Necromancy
Level: Sor/Wiz 4
Components: V,S
Casting time: 1 action
Range: 50 feet
Targets: 50-ft-radius burst, centered on you
Duration: Instantaneous (see text)
Saving throw: Will negates (see text)
Spell resistance: Yes

You release a silent burst of negative energy from your body. You can affect up to 1D6 HD worth of undead creatures per level (maximum 15D6). Those closest to you are affected first; among equidistant undead creatures, weaker ones are affected first. The spell can have one of two effects, which you select when you cast it.
Rebuked: The undead creatures cower as if in awe. (Treat them as stunned.) The effect lasts for 10 rounds.
Bolstered: Undead creatures gain turn resistance of 1D4+your charisma modifier (minimum +1). The effect lasts 10 rounds.

3rd ed. Tome and Blood
(I wonder why they didn?t take negative energy spells over into 3.5. Fear of competitions between wizards and clerics?)


Wind armour
Evocation (air)
Level: Brd 3, Drd 3, Sor/Wiz 3
Components: V,S,M/DF
Casting time: 1 action
Range: Touch
Targets: Creature touched
Duration: 1 hour/level
Saving throw: Reflex negates (harmless)
Spell resistance: Yes (harmless)

Strong, swirling winds surround the target creature, granting it a deflection bonus to AC of +4 against melee attacks and of +6 against ranged weapon attacks. The target suffers a -2 penalty to its own ranged weapon attacks. In addition, the winds are strong enough that the creature takes damage from falling as if the height were 10 feet shorter.
Material component: A thin piece of paper

3rd ed. Encyclopaedia Arcane - Elementalism
Upgraded from level 2 to level 3


Chaos is ever-present, unavoidable, even necessary. Chaos is the way of time, the way of nature, the way of unthinking animals. Chaos will happen. But sentient, thinking beings do not need to help it along. Law is the effort of the civilized to slow chaos, to keep destruction at bay long enough so that thinking, dreaming, hoping, and loving can occur.

[This message has been edited by greywind (edited 10-12-2005 @ 08:50 AM).]

posted 12-20-05 07:46 AM EDT (US)     4 / 7  
ASPECT OF THE WOLF (Source: Spell Compendium)
Transmutation
Level: Druid 1, ranger 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)


When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a wolf. While under the effect of the spell, your creature type changes to animal, and your size changes to Medium. You have the space and reach of a wolf (5 ft/5 ft). You gain the Strength, Dexterity and Constitution of an average wolf (Str 13. Dex 15, Con 15), but you retain your own mental ability scores. Your base land speed becomes 50 feet. You gain low-light vision and sent. You gain a bite attack, which is a primary natural attack that deals 1d6+1 points of damage with each successful hit.
Your class and level, hit points, alignment, base attack bonus, and bas: saving throw bonuses all remain the same. You lose any extraordinary special abilities of your own form, as well as spell-like and supernatural abilities, you keep all extraordinary special attacks derived from class levels (such as a barbarian's rage or a rogue's sneak attack), but you lose any from your normal form that are not derived from class levels. You cannon speak or cast spells while in wolf form. However, if yon have the Natural Spell feat, you can cast spells normally. Your natural armor bonus becomes +2 regardless of any natural armor bonus from your normal form. While in wolf form, you gain the wolf’s trip extraordinary attack form, allowing you to make a free trip attempt against any opponent that you hit with you bite attack. Your equipment melds into your new form and becomes nonfunctional.

EMBRACE THE WILD (Source: Spell Compendium)
Transmutation
Level: Druid 2, ranger 1
Components: V
Casting Time: 1 standard action
Range Personal
Target: You
Duration: 10 minutes/level (D)


Upon casting the spell, you gain the senses of animal creatures. You gain lowlight vision and either blindsense out to 30 feet or scent (your choice).
You also gain a +2 bonus on Listen and spot checks.

ENRAGE ANIMAL (Source: Spell Compendium)
Enchantment (Compulsion) [Mind-Affecting]
Levels: Druid 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft/level)
Target: one animal
Duration: Concentration +1 round/ level
Saving Throw: None
Spell Resistance: Yes


Enrage animal affects only creatures of the animal type and bestows a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class.
This effect is otherwise identical to a barbarian's rage (P.H 25), except that the animal is not fatigued at the end of the rage.

FOUNDATION OF STONE (Source: Spell Compendium)
Transmutation [Earth] Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: l standard action Range: Close (25 ft, + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No


As long they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped.
If this spell is cast in mountainous terrain, the booths on Strength checks granted by this spell increases to +6.

HAWKEYE (Source: Spell Compendium)
Transmutation
Level: Druid 1, ranger 1
Components: M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)


Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks.

NATURE'S FAVOR (Spell Compendium)
Evocation
Level: Druid 2 ranger 2
Components: V, S, DF
Casting time: 1 standard action
Range: Touch
Target: Animal touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell resistance: Yes (harmless)


By calling on the power of nature you grant the subject animal a +1 luck bonus on attack and damage rolls for every three caster levels you possess to a maximum bonus of +5 at 15th level.

TRAIN ANIMAL (Source: Spell Compendium)
Enchantment (Charm) [Mind-Affecting]
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Animal touched
Duration: l hour/level
Saving Throw Will negates (harmless)
Spell Resistance: Yes (harmless)


While this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five).
This spell does not modify an animal's attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.

TRAVELER'S MOUNT (Source: Spell Compendium)
Transmutation
Level: Blackguard 1, druid 1, paladin 1, ranger 1
Components: V, S
Casting Time: 1 Standard action
Range: Touch
Target: Animal or magical beast touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes


The touched animal or magical beast gets a 20-foot enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. While bearing a rider, the mount not longer attacks in combat. The steed willingly bears its rider into battle, it just can't use its own natural weapons for the duration of the spell.

UPDRAFT (Source: Spell Compendium)
Conjuration (Creation) [Air] Level: Cleric 1, druid 1
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous


Updraft conjures forth rushing air that propels you upward. You gain 10 feet of altitude per level, and then gently float back down to the ground. At any point during your descent, you can move up to 5 feet laterally.
Material Component: A miniature propeller or windmill.

VIGOR, LESSER (Source: Spell Compendium)
Conjuration (Healing) Level: Cleric 1, druid 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 15 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


The subject gains fast Healing 1, enabling into heal 1 hit point per round until the spell ends, and automatically becoming stabilized if it begins dying from hit point loss during that time.
Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
The effects of multiple vigor spells do not stack; only the highest-level effect applies.

VIGOR (Source: Spell Compendium)
Conjuration (Healing)
Level: Cleric 3, druid 3
Duration: 10 rounds + 1 round/level (max 25 rounds)


This spell functions like lesser vigor except as noted here and that it grants fast healing 2.

VIGOR, MASS LESSER (Source: Spell Compendium)
Conjugation (Healing)
Level: Cleric 3, druid 3
Range: 20 ft.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 10 rounds + 1 round/level (max 25 rounds)


This spell functions like lesser vigor, except that it affects multiple creatures.

BINDING WINDS (Source: Spell Compendium)
Evocation [Air]
Level: Druid: 2, Windstorm 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Concentration
Saving Throw: Reflex negates
Spell Resistance: Yes


The Subject can act normally, but It cannot move from its current location.

The winds carry its voice away, so it can speak but cannon be heard, and It cannot bear anything but the roar of the winds. This spell distracts spellcasters, so a Concentration check is required to successfully cast any spell (DC equal to this spell's DC + the level of the spell being cast Furthermore, no sonic or language- dependent spells or effects can be cast into or out of the winds (though spells cast by you upon yourself function normally). Ranged attacks made into or out of the winds take a -2 penalty.
Binding winds holds flying creatures In midair.
*The subject can break free if it succeeds on a DC 25 strength check. This check is a full round action and is modified by the special size modifier (+4 per size category lager than medium, -4 per size category smaller than medium) making it much easier for large creatures to break free. The subject can also free itself with a DC 30 escape artist check (full round action) Flying creatures take a -5 penalty on both checks
*added to make the spell balanced



BITE OF THE WERERAT (Source: Spell Compendium)
Transmutation
Level: Druid 2, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level


You gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Constitution, and a +3 enhancement bonus to natural armor, Your face lengthens into a ratlike snout, and you gain a bite attack that deals 1d4 points of damage (or 1d3 points if you are Small) + 1-1/2 times your Str modifier.
You also gain the benefit of the Weapon Finesse feat. lf your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A rat's tail.

BITE OF THE WEREWOLF (Source: Spell Compendium)
Transmutation
Level: Druid 3, sorcerer/wizard 4.
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level


You gain a +2 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +4 enhancement bonus to Constitution, and a +4 enhancement bonus to natural armor. You gain a bite attack that deals ld6 points of damage (or 1d4 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A wolf's tooth.

BODY OF THE SUN (Source: Spell Compendium)
Transmutation [Fire]
Level: Druid 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 5 ft.
Area: 5-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes


Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4).
Adjacent creatures take fire damage each round on your turn.

BRAMBLES (Source: Spell Compendium)
Transmutation
Level: Cleric 2, druid 2 components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Wooden weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No


For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10).
This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.
Material Component: A small thorn.

BRIAR WEB (Source: Spell Compendium)
Transmutation
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level
Area: 40-ft-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No


This spell causes grasses, weeds, bushes, and even trees to grow thorns and wrap and twist around creatures in or entering the area. The spell's area becomes difficult terrain, and creatures move at half speed within the affected area. Any creature moving through the area also takes 1 point of nonmagical piercing damage for each 5 feet moved.
A creature with freedom of movement or the woodland stride ability is unaffected by this spell.

CAMOUFLAGE, MASS (Source: Spell Compendium)
Transmutation
Level: Druid 2, ranger 2
Range: Medium (100 ft, + 10 ft./level)
Target: Any number of creatures, no two of which are more than 60 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


This spell functions like Camouflage except the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its camouflage. If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet)

CREEPING COLD (Source: Spell Compendium)
Transmutation (cold)
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude half
Spell Resistance: Yes


The Subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the 1.st round, 2d6 on the second, and 3d6 on the third Only one save is allowed against the spell; if successful, it halves the damage each round.
Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.

SPLINTERBOLT (Source: Spell Compendium)
Conjuration (Creation)
Level: Druid 2
Components: V, S, M
Casting Time: l Standard action
Range: Close ( 25 ft. + 5 ft. / 2 levels )
Effect: One or more streams of splinters
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


You must make a ranged attack to hit the target If you hit, the splinterbolt deals 4d6 points of piercing damage A splinterbolt threatens a critical hit on a roll of 18-20.
You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level) You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously A creature's damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction.
Material Component: A splinter of wood.

BRISTLE (Source: Spell Compendium)
Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Suit of armor touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No


With a word and the sudden opening of your hand you complete the spell. Touching a suit of armor instantly causes the armor to sprout long, deadly-looking spines.

The bristle spell temporarily enhances one suit of armor, causing it to grow long hard spikes that stick out in
all directions. This spell does not work on clothing other than armor, but it does function with armor that already has spikes built in. The spikes are flexible enough not to hamper the creature wearing the armor. Each round, the first time the armor wearer attacks a target in melee, the spikes strike out as well, growing in length and hardness. The spikes have an attack bonus equal to your caster level and deal 2d6 points of damage. Your Strength modifier does not apply to this damage.

LIGHT OF LUNIA (Source: Spell Compendium)
Evocation [Good, Light]
Level: Celestia 1, cleric 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target and Effect: You and up to two rays; see text
Duration: 10 minutes/level (D) or until discharged; see text
Saving Throw: None
Spell Resistance: Yes; see text


You invoke the powers of good and you begin to glow with the silver light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia.

The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round or on a subsequent round.
Firing the second ray quenches your radiance and ends the spell.

LIGHT OF MERCURIA (Source: Spell Compendium)
Evocation [Good, Light]
Level: Cleric 2, sorcerer/wizard 2


This spell functions like light of Lunia, except that the radiance created is golden. Your light rays deal 2d6 points of damage, or 4d6 points of damage against undead and evil outsiders.

LIGHT OF VENYA (Source: Spell Compendium)
Evocation [Good, Light]
Level: Cleric 3, sorcerer/wizard 3


This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 3d6 points of damage, or 6d6 points of damage against undead and evil outsiders.
Alternatively, you can choose for the ray to heal 1d6 points of damage + your divine spellcaster level (maximum 1d6+10) to a living, non-evil creature

BENIGN TRANSPOSITION (Source: Spell Compendium)
Conjuration (Teleportation)
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes.

Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

SNAKE’S SWIFTNESS (Source: Spell Compendium)
Transmutation
Level: Druid 1, sorcerer/wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One allied creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


You toss the scales into the air, and they vanish in a sparkling mist as you indicate your target. Without hesitating, that creature draws and fires an arrow into the fray.

The subject can immediately make one melee or ranged attack. Taking this action doesn’t affect the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for attacking.
This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
Arcane Material Component: A few scales from a snake.

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 08-17-2014 @ 10:52 AM).]

posted 06-28-06 02:01 PM EDT (US)     5 / 7  
Eros (this is an alias of mine):

I wrote this prestige class and wanted to add it to these rules. Kris okay'd most of it and gave me some suggestions, which I took into account for this final product. It's still open to suggestions and comments, but I wanted to make it available.


MASTER MARKSMAN

Master marksmen are those who have chosen to hone their skills in archer rather than close combat, devoting their lives to study and practice. They have no need for the fierce loyalty or studious devotion of an Order of the Bow Initiate nor the magical prowess of an Arcane Archer, but instead are often free-willed, self-taught through experience.
Fighters and rangers who have chosen the archery combat style are the most likely to become master marksmen, but barbarians, paladins, and even clerics aren’t unknown to the class. Racially, elves often pursue archery the most studiously, but almost as common are humans that have decided to follow this path.
Hit Die: d8

Requirements:
Base Attack Bonus: +6
Feats: Point Blank Shot, Precise Shot, Weapon Proficiency with at least one type of bow
Abilities: Dex 15

Class Skills:
Climb (str), Craft (int), Hide (dex), Jump (str), Listen (wis), Move Silently (dex), Spot (wis), Survival (wis), Swim (str), Tumble (dex), Use Rope (dex).
Skill Points each level: 4 + int mod

Table: The Master Marksman
Level Base Atk Fort/Ref/Will Special
1st +1 +2/+2/+0 Weapon Focus
2nd +2 +3/+3/+0 Skill Shot
3rd +3 +3/+3/+1 Alertness
4th +4 +4/+4/+1 Weapon Specialization
5th +5 +4/+4/+1 Improved Critical
6th +6 +5/+5/+2 Close Combat
7th +7 +5/+5/+2 Greater Weapon Focus
8th +8 +6/+6/+2 Improved Skill Shot
9th +9 +6/+6/+3 Far Shot
10th +10 +7/+7/+3 Greater Weapon Spec

Weapon Focus: At first level, a master marksman gains Weapon Focus with one of the following weapons that he is already proficient with: shortbow, longbow, composite shortbow or composite longbow. If a master marksman already has this feat for his weapon, he may choose a bonus feat off the fighter’s bonus feat list (except weapon focus, weapon specialization, greater weapon focus and greater weapon specialization).

Skill Shot: At second level, a master marksman learns to target specific areas on an opponent’s body to do more damage at the price of a more difficult shot. He may remove up to his base attack bonus from his attack roll and add it to the final result of his damage roll. Creatures with no discernable anatomies are immune to the extra damage taken in this way. Creatures immune to critical hits are also immune to the effects of Power Shot. When using skill shot, penalties for a master marksman's range increments are tripled.

Alertness: At third level, a master marksman receives Alertness as a bonus feat. If he already has alertness, he may choose a feat off the fighter's bonus feat list (except weapon focus, weapon specialization, greater weapon focus and greater weapon specialization).

Weapon Specialization: At fourth level, a master marksman receives weapon specialization with the weapon he took weapon focus for at first level, even if he does not meet the prerequisites. If a master marksman already has this feat, he may choose a bonus feat off the fighter’s bonus feat list (except weapon focus, weapon specialization, greater weapon focus and greater weapon specialization).

Improved Critical: At fifth level, a master marksman receives the improved critical feat with the weapon he took weapon focus for at first level. If a master marksman already has this feat, he may choose a bonus feat off the fighter’s bonus feat list (except weapon focus, weapon specialization, greater weapon focus and greater weapon specialization).

Close Combat: At sixth level, a master marksman is able to fire his bow while on the defensive, keeping just out of reach of an opponent’s blade. He can now make a check in order to fire his bow in a threatened square without taking an attack of opportunity. The check is a free action and is (tumble check + base attack bonus) against a DC of (15 + the HD total of all threatening creatures). If the check fails, then conclude all attacks of opportunity before the shot, but the master marksman still retains all modifiers to his AC for the attack(s) of opportunity.

Greater Weapon Focus: At seventh level, a master marksman receives greater weapon focus with the weapon he took weapon focus for at first level, even if he does not meet the prerequisites. If a master marksman already has this feat, he may choose a bonus feat off the fighter’s bonus feat list (except weapon focus, weapon specialization, greater weapon focus and greater weapon specialization).

Improved Power Shot: At eighth level, a master marksman improves his power shot ability. Now, he can trade up to his base attack bonus for twice as much damage on his damage roll for the attack.

Far Shot: At ninth level, a master marksman receives Far Shot as a bonus feat. If a master marksman already has this feat, he may choose a bonus feat off the fighter’s bonus feat list (except weapon focus, weapon specialization, greater weapon focus and greater weapon specialization).

Greater Weapon Specialization: At tenth level, a master marksman gains the greater weapon specialization feat for the weapon with which he took the Weapon Focus feat at first level. If a master marksman already has this feat, he may choose a bonus feat off the fighter’s bonus feat list (except weapon focus, weapon specialization, greater weapon focus and greater weapon specialization).


Rane Valnor, Aasimarian monk.

[This message has been edited by Rane Valnor (edited 07-02-2006 @ 09:20 PM).]

posted 08-09-14 07:10 PM EDT (US)     6 / 7  
*bump by request*

CG

ChowGuy - The LaChoy Dragon - Servant of the Tiger and disciple of the Wanderer
The Hall of Wonders - HeavenGames Fantasy Role Playing and Creative Writing Forum
posted 11-20-14 05:49 PM EDT (US)     7 / 7  
Mobs and Squads
Mobs and squads treat a small group of creatures as a single creature, and can allow a DM to simulate battles with many creatures without having to deal with the actions and hp or every single creature.
A mob or squad consist of a group of creatures that shares a 10x10 feet square and acts in many ways as if they were one creature.

A mob or squad can consist of:
2 large creatures (but not larger than trolls or ogres)
4 – 8 medium creatures (typically 4 bugbears or goliaths, 6 humans or worgs and 8 elves or wolves)
8 – 16 small creatures (typically 8-10 goblins, 10-12 halflings, 12-14 kobolds)
Any group of medium and small creatures can form a mob, but only creatures with the Squad-fighting feat can form a squad. Only the smaller types of large creatures can form a mob or a squad

HP:
The hp of a mob or squad is equal to the hp of all its individual creatures added together.

AC:
The AC of a mob is equal to the AC of its individual creatures, but with a penalty if there are more creatures then there normally could be in 4 5x5 feet squares. The penalty is -2 for each extra large creature, -1 for each extra medium creature, and -1 for every 2 extra small creatures.
The AC of a squad is equal to the AC of its individual creatures, and it does not get a penalty for having more creatures than there normally could be in 4 5x5 feet squares.
Attacks:
Full round attack:
In a full round a mob or squad has the attacks of all its individual creatures. These attacks can be directed at one or more enemies as the mob or squad sees fit. If the individual creatures have more than one attack per round, only one of them (usually the “best” one) can be used.
Standard attack:
If the mob or squad only have a standard attack, it can only attack with half the number of attacks it has in a full round (rounded down)

An exception to the above is that a mob or squad consisting of 2 large creatures get all the attacks of those creatures in a full round, and the “best” attacks of both creatures in a standard attack
All the attacks deal the normal damage for the individual creatures.
The creatures in a squad get +1 to their attacks if they only attack one creature, because they will coordinate their attacks to make them harder to defend against.

AoOs:
If a creature provokes an AoO from a mob or squad, that mob or squad can make a number of AoOs equal to half the attacks it gets in a full attack. The rest of the attacks can be used if another AoO are provoked.

Damage to a mob or squad:
A mob or squad take damage as if it was a normal creature, but if a single attack deals enough damage to kill one or more creatures, the mob or squad loses those creatures (and such have less attacks) losing creatures may improve the AC of a mob, but such an improvement only take place once the mob has had a chance to reorganize itself on its own turn.
If a mob or squad is reduced to half its original hp or below, it is reduced to 75% of its original creatures (rounded up) and if it is reduced to 25% of its original hp or below it is reduced to 50% of its original creatures. There can never be more remaining creatures in a mob or squad than its current hp. A mob or squad that is reduced to a single creature is treaded as a single creature.

Cleave: If a creature with cleave deals enough damage to a mob or squad to drop one individual creature in that squad, it may make a cleave attack against that mob or squad (or against any other enemy in range). Great cleave can allow an additional attack against a mob or squad, but each single attack can never be used to attack a mob or squad more than 3 times.

Area damage: How much damage a mob or squad takes from an area attack depends on how many of mob’s or squad’s squares the area effect cover:
1 square = normal damage
2 squares = 2x damage
3 squares = 3x damage
4 squares = 4x damage
Area damage never kills individual creatures (unless the mob or squad is reduced to half its original hp or below) and the multiplier can never be higher than the number of remaining creatures in the mob or squad

Chain lightning (and similar spells) can hit a mob or squad a number of times equal to the number remaining creatures.

Healing:
A mob or squad is healed as it was a single creature, but its max hp is equal to the added max hp of its remaining creatures.

Spells and effects:
Any spell and effect that don’t deal hp damage (or heals hp) will treat a mob as a group of creatures.
If a spell or effect prevents one of more creatures from function effectively in that mob or squad, those creatures are removed from the mob or squad and treated as individual creatures (or if there are enough of them, as a new mob or squad)

Mob Feats:
Swarm Fighting
Benefits: the mob gets +1 to attack if all its attacks are directed at a single creature. The mob can move so it overlaps a creature’s space, but only if that creature is already within 5 feet. Doing so provokes an AoO from the creature, but all attacks against that creature will get a +2 flanking bonus and all trip and grapple attempts gets a +2 bonus. Any AC penalty the mob takes from being too many creatures in 4 5x5 feet squares will be lessened by 1.
Special: most animals the naturally lives in groups will have Swarm Fighting as a bonus feat

Improved Swarm Fighting
Prerequisite: Swarm Fighting, base attack bonus +1
Benefits: The Mob can move to overlap any creature as long as it has enough move points to do so. If it moves to overlap an adjacent creature it doesn’t provoke an AoO. Flanking and trip/grapple bonuses is increased to +4

Squad Feats:
Squad Fighting
Benefits: Required to form a squad

Improved Squad Fighting
Prerequisite: Squad Fighting, base attack bonus +1
Benefits: The bonus to attack when all attacks are directed against one creature is increased to +2. The Squad also gets +1 to AC against melee attacks. If the creatures in the squad caries shields of any kind that bonus also applies against ranged attacks

Greater Squad Fighting
Prerequisite: Squad Fighting, base attack bonus +4
Benefits: The bonus to attack when all attacks are directed against one creature is increased to +3. The Squad also gets +2 to AC against melee attacks. If the creatures in the squad caries shields of any kind that bonus also applies against ranged attacks.
In a full round attack, all the attacks of each individual creature can be used, rather than just the best one

Phalanx fighting
Prerequisite: Squad Fighting, base attack bonus +1
Benefits: Allows the use of spears, long spears and lances one-handed while the other hand is used to hold a heavy shield or a tower shield. If a buckler or a light shield is used, the spear, long spear or lance can be used two-handed at a -1 penalty to attack, and without losing the shield bonus after an attack.
The squad can form a Phalanx (if armed with spears, long spears and lances). A phalanx can only attack and defend effectively in one direction. In that direction the phalanx gets +2 to attacks and its shield bonus to AC is increased by one (or 2 if it has tower shields). In all other directions, it can’t attack at all and it loses its shield bonus to AC. Taking a 5-foot step away from one square threatened by a phalanx and into another square threatened by that phalanx will give that phalanx AoOs
Forming a phalanx is a standard action. Dissolving one is a move action. Chancing the attack direction is a move action. A phalanx can only move at half normal speed.

Shield Wall
Prerequisite: Squad Fighting, base attack bonus +1
Benefits: The shield bonus to AC of the squad is improved by one
The squad can form a shield wall if it’s equipped with heavy shields or tower shields. The squad’s shield bonus to AC is increase by 2 if using heavy shields and increased by 4 if using tower shields, but only in the direction the wall is facing, it loses its shield bonus to AC in all other directions. The squad can also only attack in the direction the wall is facing.
Forming a shield wall is a standard action. Dissolving one is a move action. Chancing the facing is a move action. A shield wall can only move at half normal speed.
The squad can also form a shield circle. The squad’s shield bonus to AC is increase by 1 if using heavy shields and increased by 2 if using tower shields. This works in all directions, but movement is heavily reduced as the squad can’t take 5-foot steps and can only move 5 feet per move action. It can also only direct no more than half its attacks in one direction.
Forming a shield circle is a standard action. Dissolving one is a move action.

Example of a Mob:

Mob of wolves
8 wolves (medium animals, 2HD) 13 hp each
Hit Dice: 16d8+32 (104 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 11 (+2 Dex, +2 natural, -3 mob), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: 4x Bite +3 melee (1d6+1)
Full Attack: 8x Bite +3 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track B, Weapon Focus (bite), Swarm Fighting B
Environment: Temperate forests
Challenge Rating: 6

Example of a Squad:

Squad of Orc Warriors
6 1st-Level Orc Warriors (Medium Humanoids) 5 hp each
Hit Dice: 6d8+6 (30 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: 3x Falchion +4 melee (2d4+4/18–20) or 3x javelin +1 ranged (1d6+3)
Full Attack: 6x Falchion +4 melee (2d4+4/18–20) or 6x javelin +1 ranged (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will –2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Squad Fighting
Environment: Temperate hills
Challenge Rating: 3.5

Kris Lighthawk
Creator of Lighthawk's mod
Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » Giant Trilogy: Changes to official D&D rules + Spell book
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Wonders 2 Heaven | HeavenGames