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Slippers of Spider Climb

I was just gonna comment on the effects of gravity on the quiver of arrows, but you beaten me to the punch. I have a ranger who tends to do the same thing. He has this notion that he is some sort of gun turret. I have found spells like grease and dispel magic work best against slippers of spider-climb. Just the site of a person hanging upside down with a bow trying to succesfully fire arrows is quite amusing. Unfortanetly, the character convinced the sorcerer to cast fly on him whenever he wants it. :( I guess that means more dispel magics :D
 

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Your archer seems quite bent on placing himself in the open. He'd have to be in the open, in order to shoot at targets, with the occasional cover/concealment.

This makes one nice target for the sorcy/wiz who likes to use his area of effect and targeted spells.
I'd make it where their reflex save is lessened by say 1 or 2, when upside down, and possibly 2 or 3 when on a side wall.

The reflex save resembles a tumbling/dodging/lying flat effect where the avoiding PC has to roll, with the occasional feet over head result.
Now picture a PC on a side wall, attempting to dodge a lightning bolt. Remember, he's essentially fastened to the surface with those slippers.
He can move up, down, or sideways, with a movement of 20 per round, so how far can he go in 6 seconds? 1/10th of his total move. TWO feet.

The guy on the ceiling has just as much to worry about, except he can flatten himself against the surface. Still not too good.

Perhaps, you can houserule that they may have their normal save IF they relinquish their 'grip' with the slippers? At 10 -20 feet high, this might be a viable option. From the ceiling of a 50' high cavern, well, maybe not a good option.

I'm just winging it here, but, I will think on this now, as I have a rogue who just got those same slippers.
 

Realism vs rules

It's always a fine line between reality and how one thinks things 'should' work and how the rules actually say they do.

Version 3.5 slippers allow one to cast spells/shoot a bow etc without penalty. Basically if on a stable surface they provide you with the same kind of thing you have while under the effects of the 'fly' spell.

Adding things like well 'gravity would dump anything you dont have secured to the ground', is just looking for a way to nitpick what is a perfectly viable way to use the slippers. (IMHO)

To that end, it is simple enough that a character that often uses the slippers to shoot while horizontal on a wall or upside down will have trained to do such shots. They'll also have a quiver that probably has leather or some other material wrapped around the end of the quiver so only the feathers stick out. Thus securing them.

Finally, there's not a thing wrong with a ranger shooting the poor mobs 3x in a round. You just need to look at ways to effectively have the monsters deal with archers. The guy up on a tree shooting 3 arrows at my friends a round is likely going to get a 'bunch' of things thrown right back at him. (same as flying sorc/wiz types usually are the 1st noticed when a fight starts cuz they're up flying about like a target in the air)

Lifebane Soulshadow *
 

Ahhh excellent work,

that last lot of responses exceeded my expectations, and the DMing tips much appreciated. this is my first attempt at DMing and experience is definitely lacking. if anyone is interested, ill see how a -2 modifier on Reflex save and attacks goes. and maybe increase the intelligence with which i play my monsters with.

cheers,
woltage
 

When you are wearing slippers of spider climb (3rd or 3.5 version), you have a climb speed and it leaves your hands free.

That means that you can use your hands to do whatever you want (hold and use a bow, pick your nose, whatever).

It also means that:
A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if it is rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a -5 penalty. Creatures cannot run while climbing. A creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.

Yeah, I think that covers just about all of the effects of walking on walls that I can think of.

As to the quiver: please. Quivers which can be fought with at all (and we are assuming that this is an "adventurer's quiver" here), are weighted at the bottom and swivel. If you walk on the ceiling, the bottom of the quiver would hang down.

-Frank
 

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