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A Merc's Life: Howl of the Carrion King [03]
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<blockquote data-quote="Scott DeWar" data-source="post: 5491256" data-attributes="member: 49929"><p>if you can make a 5 foot step in a surprise round then Harnrey will move to B,7 and cast <em>caltrops</em> on C, 10 and D, 10</p><p></p><p>[sblock=caltrops spell]</p><p>Caltrops</p><p>School; Conjuration (Creation)</p><p>Level: Sorcerer/wizard 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: See text</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Description</p><p>A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-foot by- 5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.</p><p>[/sblock]</p><p></p><p>Duration is 6 rounds</p><p></p><p>[sblock=summoner's charm]</p><p></p><p>Summoner's Charm (Su): Whenever you cast a conjuration</p><p>(summoning) spell, increase the duration by a number of</p><p>rounds equal to 1/2 your wizard level (minimum 1). </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5491256, member: 49929"] if you can make a 5 foot step in a surprise round then Harnrey will move to B,7 and cast [i]caltrops[/i] on C, 10 and D, 10 [sblock=caltrops spell] Caltrops School; Conjuration (Creation) Level: Sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: 1 round/level Saving Throw: None Spell Resistance: No Description A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-foot by- 5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect. [/sblock] Duration is 6 rounds [sblock=summoner's charm] Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). [/sblock] [/QUOTE]
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