Information specific to some classes/PCs

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GreyWolfVT
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Information specific to some classes/PCs

#1 Post by GreyWolfVT »

Holy Sword
A holy sword is a special type of consecrated weapon that provides a paladin with
unique benefits. Though the sword +5, Holy Avenger (described in the Appendix of the
DMG) is one of the more common examples, others exist as well. A few are described in
Chapter 6 of this book.
Aside from their exceptional craftsmanship, holy swords are often indistinguishable
from ordinary magical weapons. A paladin may not become aware of the sword's special
powers until he uses it. In some cases, a paladin may be able to identify a holy sword by
its cryptic inscription (which may require the Ancient Languages proficiency or a
friendly mage's read magic spell to translate). A skilled weaponsmith or sage may also
recognize a holy sword. Occasionally, a holy sword will glow when touched by a paladin,
or the paladin's arm may tingle when he picks it up.
Holy swords are hard to come by, and a paladin rarely finds more than one in his
entire career. Usually, a paladin acquires a holy sword under difficult or extraordinary
circumstances. A holy sword may be part of a venerable red dragon's treasure horde,
concealed in a cave atop a high mountain. A paladin may hear rumors of a holy sword
buried in a desert ruins; in fact, the ruins contain a map that shows the actual location of
the holy sword, embedded in a glacier in an arctic wilderness. If a paladin reaches a high
level without acquiring a holy sword, his deity might direct him to one in a temple on the
ocean floor or a treasure chest on a remote island. In any case, the DM should treat the
acquisition of a holy sword as a significant campaign event, and design the circumstances
of its discovery accordingly.
When unsheathed and held by a paladin, every holy sword projects a circle of power
10 feet in diameter. The paladin's hand serves as the center of the circle. The circle moves
with the paladin and persists as long as he grips the sword. The sword projects the circle
even if a glove, gauntlet, or bandage covers the paladin's hand.
Note: The first sentence in the paragraph regarding the paladin's holy sword in
Chapter 3 of the PH (page 27) should read: "A paladin using a holy sword projects a
circle of power 10 feet in diameter when the sword is unsheathed and held."
Within its range, the circle of power dispels all hostile magic of a level less than or
equal to the paladin's experience level and creates a magic resistance of 50%.
Specifically:
• All evil opponents within the circle are unable to cast spells, including monsters and
characters of evil alignment; extraplanar, conjured, and summoned evil entities; and
monsters and characters who have been charmed or controlled by evil casters. The circle
neutralizes a spell the instant it's cast. Opponents may not make saving throws to resist
the circle of power.
• Evil opponents have normal use of their spell and spell-like abilities once they leave
the range of the circle. However, the paladin remains immune to their spells, even when
cast from outside the circle. An evil wizard can cast a fireball spell at a paladin, but the
fireball dissipates as soon as it enters the circle. An evil spellcaster's attempts to mentally
probe or control a paladin (with spells such as ESP and magic jar) will also fail.
• Magical items created by evil magic won't work within the circle. Physical
properties remain unchanged, however; a sword +1 may still be wielded as a normal
sword. Outside the circle, magical items function normally, but the paladin remains
immune to their effects.
The following restrictions also apply:
• The paladin is always vulnerable to magic from opponents whose level exceeds his
own. The paladin has the normal chances of avoiding the affects of these magical attacks.
• The circle functions only as long as the paladin grips the holy sword. Should he
sheathe or drop it, he immediately becomes vulnerable to evil magic.
• The paladin must be conscious and in control of his own actions for the holy sword
to project a circle of power. A holy sword doesn't dispel magic in the grip of a comatose
or sleeping paladin.
• An evil spellcaster may temporarily negate the magic of a holy sword, including its
power to project a circle of protection, by casting dispel magic directly on the weapon.
The holy sword may resist the spell with a successful saving throw vs. spell, using the
paladin's saving-throw number. If the throw fails, the holy sword's magic is inert for 1-4
rounds.
• A paladin is still subject to indirect effects of evil magic. If an evil spellcaster uses a
lighting bolt spell to cause an avalanche, the paladin risks damage from falling boulders.
Certain holy swords may have additional benefits and limitations. A Holy Avenger,
for instance, inflicts +10 points of damage on chaotic evil opponents. Each holy sword
described in Chapter 6 has its own special properties. In designing holy swords, the DM
may use the standard benefits and limits described above, perhaps adding a +1 to +5
bonus on attack and damage rolls against certain kinds of evil opponents.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Joined: Wed Oct 30, 2013 10:02 pm
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Re: Information specific to some classes/PCs

#2 Post by GreyWolfVT »

Some information for those that need it on "defensive combat" or as they call it Parrying
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“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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