Spatzimaus
First Post
Okay, now that I'm home, the longer list:
Major Drawbacks:
> Immobile (see Dwarven Defender)
> Can't concentrate (PHB Barbarian)
> Can't take offensive actions (attacks, spells that affect enemies)
> Fail all saving throws
> Take 50% more damage from all sources while in trance
(We keep thinking up more as we go along.)
Minor Drawbacks:
-2 STR
-2 DEX
-2 CON
-1 to all saves (it's too easy to avoid if it's -2 to one save)
-2 to AC
-2 to all attack rolls
1/2 base movement speed
Fatigued for remainder of encounter
Trance duration decreases by 3 rounds
Requires standard action to enter trance
Cannot voluntarily end trance
Take (1d6 + 1 per character level or HD) Subdual damage when trance wears off
Bonuses:
Level 1:
+2 to one of (STR / DEX / CON / Fort / Ref / Will)
Level 5:
Evasion (improves to Improved Evasion if you already have Evasion)
+10' base movement
Hardness 1 (like DR X/-, but against any source, including elemental spell damage, and stacks with any DR)
Trance duration increases by 2 rounds
Low-light vision x2 (if you already have low-light vision, increase the distance multiplier by 1)
Level 9:
+2 to one of (INT / WIS / CHA)
Flurry (works on any weapon)
Gain one temporary HP per character level when trance begins
+1 to all skill checks
Darkvision 30' (if you already have darkvision, increase distance by 30')
Level 13:
remove one Minor Drawback (cannot be selected multiple times)
+2 to ranged attack rolls
+2 to melee attack rolls
May go into trance a number of additional times per day equal to your CHA modifier
Mettle of Fortitude (as Evasion, for Fort saves)
Mettle of Will (as Evasion, for Will saves)
Level 17:
+2 dodge AC
+2 natural AC
+2 melee damage
Add 2 to one of STR, DEX, or CON, selected at the start of each trance activation
Forgot to add: at level 1 it's 3 bonuses, 1 Major Drawback, and TWO Minor Drawbacks, not three.
Major Drawbacks:
> Immobile (see Dwarven Defender)
> Can't concentrate (PHB Barbarian)
> Can't take offensive actions (attacks, spells that affect enemies)
> Fail all saving throws
> Take 50% more damage from all sources while in trance
(We keep thinking up more as we go along.)
Minor Drawbacks:
-2 STR
-2 DEX
-2 CON
-1 to all saves (it's too easy to avoid if it's -2 to one save)
-2 to AC
-2 to all attack rolls
1/2 base movement speed
Fatigued for remainder of encounter
Trance duration decreases by 3 rounds
Requires standard action to enter trance
Cannot voluntarily end trance
Take (1d6 + 1 per character level or HD) Subdual damage when trance wears off
Bonuses:
Level 1:
+2 to one of (STR / DEX / CON / Fort / Ref / Will)
Level 5:
Evasion (improves to Improved Evasion if you already have Evasion)
+10' base movement
Hardness 1 (like DR X/-, but against any source, including elemental spell damage, and stacks with any DR)
Trance duration increases by 2 rounds
Low-light vision x2 (if you already have low-light vision, increase the distance multiplier by 1)
Level 9:
+2 to one of (INT / WIS / CHA)
Flurry (works on any weapon)
Gain one temporary HP per character level when trance begins
+1 to all skill checks
Darkvision 30' (if you already have darkvision, increase distance by 30')
Level 13:
remove one Minor Drawback (cannot be selected multiple times)
+2 to ranged attack rolls
+2 to melee attack rolls
May go into trance a number of additional times per day equal to your CHA modifier
Mettle of Fortitude (as Evasion, for Fort saves)
Mettle of Will (as Evasion, for Will saves)
Level 17:
+2 dodge AC
+2 natural AC
+2 melee damage
Add 2 to one of STR, DEX, or CON, selected at the start of each trance activation
Forgot to add: at level 1 it's 3 bonuses, 1 Major Drawback, and TWO Minor Drawbacks, not three.
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