Campaign of the Month: September 2007
Brave New World
Divine Minds, Soul Knives, Soul Bows and other SoK-based prestige classes get Fighter base attack.
The Expanded Knowledge feat can be used to learn a power of any level your character can manifest, not one level lower than the highest level you can manifest.
After some discussion and thinking I’ve decided to bring back 0th-level powers, since there are some 1st-level powers that just aren’t worth taking compared with other powers. However, the way this works is going to be a little odd. You may still take any of these powers as 1st level powers. If you take it as a 0th level power, you cannot augment the power. Using a 0th level power costs 1 power point.
Psions, Erudites, and Wilders (by discipline):
Clairsentience: Detect Psionics, Know Direction and Location, Stone Mind
Metacreativity: Bolt (0th-level bolt creates ammo with no enhancement bonus), Create Sound
Psychokinesis: Control Flames, Control Light, Far Hand, My light
Psychometabolism: Slow Breathing, Urban Strider, Vigor
Psychoportation: Catfall, Float
Telepathy: Call to Mind, Distract, Eidetic Lock, Empty Mind, Missive, Primal Fear
All Psions know 6 0th-level powers: the ones in their discipline and then others of their choice up to 6 total. (Yes, I know telepathy is kind of screwed). You may still take any of these powers as 1st level powers. If you take it as a 0th level power, you cannot augment the power. Using a 0th level power costs 1 power point.
Erudites know any 3 0th-level powers from the above list. Using a 0th-level power does not count against the Erudite’s discrete powers per day total.
Wilders know any 4 0th-level powers from the above list.
Psychic Warriors: Catfall, Elfsight, Empty Mind, Extend Range, Float, My Light, Slow Breathing, Stone Mind, Urban Strider, Vigor
Psychic Warriors know any 4 of these 0th-level powers.
Lurks: Catfall, Deaden Blow, Distract, Empty Mind, Extend Range, Far Hand, Float
Lurks know any 4 of these 0th-level powersArdents and Divine Minds do not have any 0th-level powers.
Revised Grappling Rules
The grappling rules are, in my opinion, broken, especially for large creatures with tentacles. So, I’ve decided to do a revision based on the fact that there are really three distinct types of attacks going on here.
Standard Grappling, now called Wrestling:
This happens when the two creatures involved are within one size category of each other, and uses the rules from page 156 of the 3.5 PHB.
If you are attempting to grapple a creature MORE THAN ONE SIZE CATEGORY LARGER THAN YOU ARE, or Clinging:
The attacker is not trying to wrestle with the defender, but to grab and hold on. (The entire attempt to grab and hold on is a full-round action: melee touch as a standard, then the climb check is a move.) The attacker makes a melee touch attack and provokes an attack of opportunity as normal. The attacker then makes a climb check against a DC based on the relative size of the two creatures. The Base DC is 20, -4 for each size category that the defender is over Medium, +4 for each size below Medium. The attacker gets a bonus to this climb check based on size also: +4 for each size below medium, -4 for each size above medium.
If the attacker succeeds in this climb check, he is hanging onto the defender. The defender loses Dex to AC vs. the attacker, and when the defender moves, the attacker moves with it, incurring attacks of opportunity for movement as normal. (From other creatures, the defender does not incur any AoO’s from the clinger for moving.) (Designate which square or squares on the defender’s space the attacker takes up. They can change which squares these are by making another climb check on their round, as a move action, but he cannot move further than the move normally allowed to them when climbing.)
The attacker is treated in all ways as though he or she were climbing (same restrictions to movement, loss of Dex to AC, can’t use shield, can only use one hand) and can be pulled off or away as is standard with a climb check. Modifiers to the DC for slippery surface applies.
The defender can, as a standard action, make two different attempts to be rid of the attacker other than standard attacks.
The first is that they can try to crush the clinging person against a surface This is a regular melee slam attack appropriate for the creature’s size. The defender can also make standard melee attacks against the defender.
The second is that they can attempt, as a standard action, to shake the clinging person off by main force. This incurs attacks of opportunity from other threatening creatures, but not from the clinging creature. The clinging creature must immediately make another climb check of the standard DC above, plus the defender’s strength modifier or be shaken free and fall.
The Improved Grapple feat gives no bonus to the climb check to hang onto a large creature. Instead, it allows the attacker to make an opposed dexterity check against the defender once per round. If the attacker wins, he has managed to position himself where the defender cannot reach him and can only be subjected to the two actions specified above.
The defender of a Clinging attempt cannot attempt to grapple the attacker until the attacker fails a climb check and loses his grip. An attacker failing the climb check falls and takes falling damage as normal.
If a creature MORE THAN ONE SIZE CATEGORY LARGER THAN YOU ARE ATTEMPTS TO GRAPPLE YOU (snatching):
This is similar to standard grappling, with the following modifications:
The attacker gains no size bonus to the grapple check.
The attacker only loses Dex to AC versus the defender, not against anyone else.
The attacker can move the defender at will. The attacker can attempt to pin the defender, but cannot make disarm attempts on the defender or attempt to use the defender’s weapon as a result of this pin.
The grapple check occupies only one of the attacker’s natural attacks, so it can still make full use of however many other natural attacks it has, even on the snatched defender, although it cannot use other attacks of the same type on the snatched creature. It can also attempt to make an opposed grapple check with the occupied limb to deal unarmed damage. A creature can snatch as many other creatures as it has natural attacks.
Thus, if a troll has two claw attacks and a bite attack and snatches a halfling, it can either occupy its bite attack with the halfling and still attack the halfling with its claws, or it can occupy one of its claw attacks and only be able to attack the halfling with its bite, although it can still use its other claw attack on other creatures.