PCs from Light Against The Dark

Shields give a deflection bonus to AC, and do not add to DR.

By the same token, the shield spell adds to AC, while the mage armor spell adds to DR.
 

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Here's another question, do you have a spell list for each of the magic groups? i.e. what spells are available and are you willing to share?

Thanks,

Delgar
 

For the moment, it's on an approval basis. The player picks or proposes a spell, and I decide yay or nay on its inclusion. Certain spells are "pre-approved" such as fireball for arcanist, and I've gone through the scenario-breaking spells like Dispels, Teleport, etc., and decided where they go (most scenario-breaking information spells belong to the esper; most of the rest are arcanist).

Eventually, I would like to have a complete list, and I continue to work on one in my spare time, but it's difficult to put time into.

You can also substitute normal spell groupings (sor/wiz, druid, etc.) and have each class receive their spell casting feat for free at the appropriate level, if you want to adapt it into normal D&D games.
 

deflection

seasong said:
Shields give a deflection bonus to AC, and do not add to DR.

Not to pick nits, or anything...

But it seems kind of strange to think of a shield wall as deflecting attacks, rather than stopping them.

It also seems kind of strange to attribute all of the exhaustion incurred by the front-line shield-bearers as from the weight of the shields - surely they get exhausted more quickly during heavy fighting?

And finally, it seems to me that the reason battering rams can break through the shield walls is because they do so much damage.

All of this points to shields acting as DR. Of course, an attack can also be parried using a shield- most easily against slashing attacks, but thrusts can be parried with a bit more work. And, of course, with a relatively stationary shield (like in a shield wall), it acts more like cover than a deflector, assuming the shield's DR is high enough that it can't be punched through.

This seems like a proficiency; someone skilled with a shield can choose to use it to parry, block, etc., where most damage that gets through is treated as blunt trauma rather than pointy things sticking through.
 

Re: deflection

J. Anson said:
Not to pick nits, or anything...
It's okay. That's what this forum is for.
But it seems kind of strange to think of a shield wall as deflecting attacks, rather than stopping them.
A shield wall in D&D3e follows completely different rules than standard shields, however. My comments above refer to standard shields.

Shield walls use tower shields, and tower shields behave like walls, not shields. Walls provide cover (which does improve AC because less of you is visible; a size bonus to AC), but can be overcome with damage to the wall (hence the rams).
It also seems kind of strange to attribute all of the exhaustion incurred by the front-line shield-bearers as from the weight of the shields - surely they get exhausted more quickly during heavy fighting?
Repeat: tower shield. 45 pounds. Held in front of you, rather than resting on your legs like armor does.

That's why shield bearers don't carry weapons - they focus on holding up the shields, stopping the enemy's attacks, and letting their buddies thrust spears through.
And finally, it seems to me that the reason battering rams can break through the shield walls is because they do so much damage.
Exactly. See above.

However, with a normal shield, you don't take a hit flat on the shield. You angle the shield to redirect the attack.

If this were perfectly realistic, of course, standard shields would provide a high degree of deflection, and a small amount of DR, and tower shields would provide a high amount of DR, and a small degree of deflection.

But this is D&D ;).
 
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A question on the shadow strands spell.

Is the difference frem web themantic only or is there a rules diference as well?

And how do you work familiars, if at all?
 
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Esiminar said:
A question on the shadow strands spell.

Is the difference frem web themantic only or is there a rules diference as well?
Primarily thematic. However, heat spells will not burn it and light ray spells will (fire still burns it, because fire also produces intense light). Unlike the hell hunter's webs, however, daylight does not cause it to burn.
And how do you work familiars, if at all?
I would allow a spell caster (of any sort) to take a feat to develop a familiar. For arcanists, this would be a creature summoned from another plane (for example, Greppa might consider getting Uripedas the sun hawk as a familiar). For a mind worker (healer or esper), this would be a psionic construct. For an illusionist, an ethereal construct. And so on. I'd also open this to priests.

In general, I wouldn't have a familiar give the spell caster any serious advantage, but the familiar itself would be more generally competent - I'd treat it more like a cohort with a magical link of some sort.
 



Giants...

To build the giants, I took a hill giant, and added 3 levels for BAB and skills/feats. They are proficient in club and thrown boulder, and have the following feats:

Weapon focus (club, boulder)
Weapon specialization (club, boulder)
Far Shot (boulder)
Rage 1x per day
Bouldering (special, only strong enough while raging)

Bouldering, which none of the giants have done yet, turns a larger-than-normal thrown boulder into an area effect attack. It hits an area roughly 20 feet long and 5 feet wide, and basically punches through and knocks aside everything in its path. The giant has to make a Fort save against exhaustion each time he does this, and he does his normal boulder-throwing damage.

Hill giants normally aren't strong enough (prereq min STR 29), but while raging they can pull it off.

These giants are, generally speaking, monsters in combat. They have 76 hp (slightly lower than strict D&D), plenty of boulders, a range increment around 100 feet, and a better-than-expected BAB (+11/+6 ranged).

Armorcats, I've discussed before, but here's how they work: Take a tiger. Change AC to 11, and add DR 3. Give it an insane +8 bonus to Hide rolls in rocky terrain, and allow it to hide in plain sight when absolutely still (it magically 'blends' its appearance into the surroundings); this is modelled on the gargoyle.

You end up with an ambush master that eats Athans for breakfast, if the Athan is by itself :).
 

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