D&D 3E/3.5 friendly fire 3.5


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phb page 73-33,000 would be like a 20 foot tall, 20 foot wide and 82.5 feet long great hall.
 
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Glad you see where I'm coming from. The title of the thread is "friendly fire," after all. ;)

;)

Gee, a smile figure is too short in character to post on it's own. Now I'm typing some more just to make sure the wink above is posted.

BTW, I have to spread some more xps around.

Thanks,
Rich
 

For avoiding friendly fire (as far as spells are concerned), consider introducing Teamwork Benefits (DMG2, p191):
Friendly Fire Evasion
By attuning yourself to minute, almost subliminal changes in your environment, you get just enough warning to avoid damage area spells cast by your allies.
Training: During the training procedure for this benefit, the spellcasters on your team cast lightning bolts, fireballs, flame strikes, and other area spells in their arsenal, and other team members stand on the fringes of the spells' area, their senses perked for the whiff of brimstone, the crackle of static electricity, or the barely audible hum that occurs an instant before such spells go off. Then you practice ducking, dodging, and covering so that you avoid the damage from those spells.
Task Leader Prerequisite: Spellcraft 4 ranks, evasion ability.
Team Member Prerequisite: Base Reflex save +2, Spellcraft 1 rank.
Benefit: You gain the evasion ability (see page 41 of the Player's Handbook), but only concerning spells cast by your team members.
Tips: Use this teamwork benefit to keep tough characters in the front line despite allied damaging spells raining down around them. Of course, you still need a pretty good Reflex save bonus to take full advantage of this benefit.
For every 4HD the lowest level member of a team has they can select one teamwork benefit for which one member meats the leader prerequisite and all members meat the member prerequisite, then they have to train for 2 weeks together for each teamwork benefit they acquire or whenever a new member is to be added to the team. Party members don't have to be included in the team to be included in the party.

There is a separate teamwork benefit for ranged attacks but you were asking about area spells.

The fact this benefit exists adds to the proof allies are affected by your spells, just as much as they are affected by your arrows (if you miss an opponent because your ally (or anyone else actually) provides soft cover and your result is high enough to hit your ally then you hit them, if it turns out you miss your ally because of a dodge or dex bonus then the ally doesn't provide cover after all)
 

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