Subject: MYSTARA-L Digest - 4 Feb 2004 to 5 Feb 2004 (#2004-32) From: Automatic digest processor Date: 06/02/2004, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 3 messages totalling 183 lines in this issue. Topics of the day: 1. Fighter Skills 2. "New" Third Level Spells Part 2 3. 3.0/3.5 MYSTARA project ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Thu, 5 Feb 2004 09:34:13 -0000 From: Colin Davidson Subject: Fighter Skills Skills and the Fighter Presented here are four non-weapon skills that are useful for fighter characters; they flesh out the fighter character a little, and if taken at character generation they can add a bit of cultural flavour from the outset. A fighter, at first level, can sometimes seem an unattractive character to play. He's probably got a low intelligence, and of his four non-weapon skill slots he's very likely to have one devoted to riding and has only three to choose from. Of the options in the Rules Cyclopedia, he's got only a few appealing options. There aren't many strength based skills, there are a few dexterity based ones, but his prime attributes don't lend themselves to getting the most out of the skills system I propose that the fighter ought to be cut a little more slack. In my campaign, I allow a fighter to pick an extra two skills at character generation, on the condition that four of the six skills now available be culturally linked. So for example, a fighter who has grown up on horseback on the Steppes of Ethengar might take cavalry combat (q.v.), riding, horse empathy and horse training. A pirate from Minrothad might take boat sailing, ship piloting, navigation and rigging combat. This system encourages the player of a fighter to think a little about where the fighter has come from, and what set of subskills might make a good representation of that background. To broaden out the skill choices for fighters a little further, here are some more skills that I've added to my campaign. As well as providing details of what each skill does for the individual fighter, I've also included BR modifiers for War Machine. Archery (Dexterity based skill): The skill of firing off a lot of arrows, without necessarily being any more accurate, and without enduring undue fatigue. A well trained unit of archers will be expected to fire 15 arrows, per man, per minute, and the percentage of thus trained archers will affect BR bonus of a unit as follows: (1) 10% of the unit are skilled archers (2) 50% of the unit are skilled archers Note that this skill isn't for hitting a single target (this is covered by weapon mastery and level), but a successful skill check will allow the archer to unleash 3d3 extra arrows per minute, providing the target is 15 opponents or more (damage is 2 weapon mastery levels lower, minimum basic). Block Fighting (Wisdom or Strength based skill, depending on situation): The skill of fighting as part of a block, thus benefitting from others also holding a formation. While a unit of such warriors ma make their way across a battlefield more slowly than some others, they will do so more cohesively and very often more effectively. Adds BFR based bonuses to BR as follows: (1) 40% of infantry are skilled (2) 100% of infanntry are skilled Note that depending on terrain, such advantages may be neutralised. A successcul check will allow a lone fighter to hold footing where he might otherwise be forced back, e.g. when receiving heavy blows from a foe, when receiving a charge, etc.). A sucessful check negates the effects of battle charge (q.v.) Battle Charge (Strength based skill): The knack of charging hell for leather into a battle with little regard for ones own safety. Much used by so-called 'barbarian' cultures. The purpose is to break opposing formations and throw their tactics into disarray. In appropriate terrain, BFR based bonuses are added to BR as follows: (1) 20% of infantry have this skill (2) 40% of infantry have this skill If space permits, a warrior can use this skill alone. A successful chack alows the fighte to move up to his full running speed tto enter combat in a round. If the distance charged is between encounter speed and half running speed, the first attack is made at +2 to hit and damage. Cavalry combat (Dexterity based skill): The ability to make the most out of fighting on horseback. A successful check gives +1 to hit and damage from horseback, and foes are at -1 to hit and damage. Add BFR bonuses as follows: (1) 20% of mounted force is skilled (2) 60% of mounted force is skilled. ------------------------------ Date: Thu, 5 Feb 2004 09:35:40 -0000 From: Colin Davidson Subject: "New" Third Level Spells Part 2 As before, as far as I know these are all novel, developed mostly by PC's in my Mystara based campaigns over the years. Peril Pitstop Range: Caster Duration: 1 Round per level of the caster Effect: Caster Only Upon casting this spell, the caster brings into effect an invisible barrier one inch from his body. This barrier will block the first 2d6+1 per caster level points of magical damage directed towards the caster. For example, a 9th level magic user casts this spell and rolls 7 on 2d6, giving him a barrier of 16 (7+9) points. He is then hit by a magic missile for 6 points of damage, reducing the shield to 10. He is then hit by a fighter wielding a two handed sword +3, for 11 points of damage, but takes only 8 due to the 3 points of magical damage absorbed by the shield. This spell does not provide a complete barrier against non-damage inflicting combat spells, but it does provide a +2 bonus to saving throws against such spells. If the save against such magics succeeds, then the shield will lose twice as many points as spell levels absorbed. In the case of spell like effects, the DM must adjudicate an effective spell level. Dianas Defense Range: 0 Effect: Caster Only Duration: 4 turns Effectively a more powerful version of Shield, this spell bestows an armour class of 2 versus hand held attacks, and 4 versus all others. Immunity to Magic Missile spells is also granted Water Sphere Range: 10' Duration: 6 turns Effect: 1 water sphere This spell creates a floating sphere of water, up to 6 inches in diameter per level of the caster. The caster can move the sphere by concentration, at walking pace. If sufficient water was present when the spell is cast, then the caster can choose to use the water already present. At the end of the spells duration, said water falls to ground wherever the sphere is. If no water is available, of if the caster chooses, water is created by the spell. Said water disappears at the end of the spells duration, and is therefore unsuitable for drinking. Fish and aquatic plants can be accomodated by the sphere, and the spell can be bade permanent. Assassins Arrow Range: 240' Duration: Instant (and see below) Effect: Creates one magical, poisoned missile Upon completion of this spell, a magical dart flies from the casters hand to a stated target within range. The victim will take 1d3 damage per casters level, save versus spells for half damage. In the next round, the victim will take half of this damage again, and in the third rounda further quarter (saving for half each time). In the first round the victim (if of lower level or having less HD than the caster) must also make a save versus poison or be paralysed for 2d6 turns. A neutralise poison spell will prevent any further damage, and remove the paralysis effect. Come Not Hither! Range: 60' Duration: 6 Turns Effect: 10'x10'x1' This spell creates a vaguely purple area of air which crackles audibly. Any creature passing through said barrier will suffer immense pain, take 1d10 points of damage, and suffer a -2 to hit, damage and skill checks for 1 turn (no saving throw). ------------------------------ Date: Thu, 5 Feb 2004 14:07:07 -0800 From: Larry Subject: 3.0/3.5 MYSTARA project Where is it? I need to know please... :-) ===== "Happy Hunting!" My web site: http://www.geocities.com/boonedale/ __________________________________ Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online. http://taxes.yahoo.com/filing.html ------------------------------ End of MYSTARA-L Digest - 4 Feb 2004 to 5 Feb 2004 (#2004-32) *************************************************************