In some regions of Proppia, it is rumored that the buildings themselves are touched by a powerful force.
In order to bless a structure, a 4th level spell, bless structure must be cast with the appropriate magical material component to provide the base bonus.
The effects of these enchantments are due to magical amulets and ward statues mortared within the structures themselves. These bonuses can come in many forms, including strength, AC, saves, temporary hit points, etc.
A common recipient of these blessings are walls, which add bonuses to all those on defense within the walls. This is a great way to achieve mass effects upon entire forces.
Blessings placed in structures are nullified if removed from the structures themselves, for instance if excavated. In these situations, the amulets, statues and other magical items which provided the wards often retain their bonuses, but travel with their new owners. In order for them to bless a new structure, they must be used as material components in the new bless structure invocation.
Friday, November 13, 2009
Wednesday, November 11, 2009
Bless Structure
Bless Structure
Enchantment
Level: Cleric 4, Paladin 5
Components: V, S, M
Casting time: 10 minutes
Range: Medium
Target: Structure that the material component is within
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
This enchantment adds a bonus to all creatures within a structure who side with the caster. The structure is treated as having an enhancement bonus of the type of the alignment of the caster. In addition, those on the side of the caster receive additional bonuses depending on the magical item used in the casting of the spell.
See here for more.
Enchantment
Level: Cleric 4, Paladin 5
Components: V, S, M
Casting time: 10 minutes
Range: Medium
Target: Structure that the material component is within
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
This enchantment adds a bonus to all creatures within a structure who side with the caster. The structure is treated as having an enhancement bonus of the type of the alignment of the caster. In addition, those on the side of the caster receive additional bonuses depending on the magical item used in the casting of the spell.
See here for more.
Saturday, October 31, 2009
Alternate Lanterns
Hollowed Vegetables
Citizens of towns and villages carve out the centers of excess vegetables from the harvest, placing them on their doorsteps to light the paths. Commonly carved vegetables include pumpkins, potatoes, and turnips, which, when carved, are called jack o'lanterns, named after the phenomenon of strange light flickering over peat bogs, called ignis fatuus.
Hammered Tins
Tins will often have holes pressed through them to allow light through. These are filled with candles and set out as long-term light sources with short-term fires.
Wooden Barrels
Some townsfolk are fond of chiseling or sawing holes in wooden barrels set at intersections, wherein smaller lamps are often placed. These holes allow light to pass through, illuminating the path, while protecting the wick from wind and rain.
Friday, October 30, 2009
Archaeopteryx
Archaeopteryx, sometimes referred to by its German name Urvogel ("original bird" or "first bird"), is the earliest and most primitive bird known. Archaeopteryx
Size/Type: Small Animal
Hit Dice: 2d10 (12 hp)
Initiative: +5
Speed: 10 ft (2 squares), fly 40 ft. (average)
Armor Class: 16 (+1 size, +5 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +1/-11 (+1 when attached)
Attack: Bite +7 melee (3d4-1)
Full Attack: Bite +7 melee (3d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, sawteeth
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 7, Dex 21, Con 10, Int 1, Wis 12, Cha 6
Skills: Hide +8, Listen +2, Spot +4
Feats: Alertness, Weapon Finesse B
Environment: Warm marshes and moors
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
A archaeopteryx's coloration ranges from rust-red to tan, with a coat of feathers that ranges from ochre to turquoise.
A archaeopteryx's body is about 3 feet long, with a wingspan of 3-5 feet. It weighs about 50 pounds.
Combat
A archaeopteryx attacks by biting into a victim, and making a sawing motion with its beak.
Attach (Ex): If a archaeopteryx hits with its bite attack, it uses its saw-like teeth to latch onto the opponent’s body. An attached archaeopteryx is effectively grappling its prey. The archaeopteryx loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Archaeopteryx have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached archaeopteryx can be struck with a weapon or grappled itself. To remove an attached archaeopteryx through grappling, the opponent must achieve a pin against the archaeopteryx.
Sawtooth (Ex): Archaeopteryx deal 1d6 points of damage in any round when it begins its turn attached to a victim.
Thursday, October 29, 2009
A Series of False Trap Sketches
Inspired by a brief conversation from tonight's role playing session, here are some false trap ideas for your dungeons. They're brief themselves; so be it.
Alternate Flooring
One way to keep your party (especially the rogues) on their toes is to mix up the flooring. Drop in fitted stone where there is mostly naturally-hewn rock, or parquet in the middle of a wealthy treasure chamber. These false positives will set the party up to let their guard down for the real traps awaiting them!
Spurious Tripwires
Have tripwires in dungeons that don't set off any traps. These wires might set certain levers, building to a larger trap, be lines to traps already set off, or simply be duds, traps that never seem to work.
False Pits
Have floors drop out from under the party, only to have them land 6" below the normal floor. This will set them at ease... Or will it!?!?
Anti-trap Tripwires
Have these tripwires drop shields that protect the party from the falling rocks in the next room, or provide other potential escapes and work-arounds, such as opening up a side chamber or otherwise revealing a potential escape.
Alternate Flooring
One way to keep your party (especially the rogues) on their toes is to mix up the flooring. Drop in fitted stone where there is mostly naturally-hewn rock, or parquet in the middle of a wealthy treasure chamber. These false positives will set the party up to let their guard down for the real traps awaiting them!
Spurious Tripwires
Have tripwires in dungeons that don't set off any traps. These wires might set certain levers, building to a larger trap, be lines to traps already set off, or simply be duds, traps that never seem to work.
False Pits
Have floors drop out from under the party, only to have them land 6" below the normal floor. This will set them at ease... Or will it!?!?
Anti-trap Tripwires
Have these tripwires drop shields that protect the party from the falling rocks in the next room, or provide other potential escapes and work-arounds, such as opening up a side chamber or otherwise revealing a potential escape.
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