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| dengarbountyhunter09-18-07, 04:22 PM | You can put here any crazy dungeon element that you've used or experienced, especially if it gives interesting possibilities in combat. I would like hard and fast rules rather than just ideas, but anything would be appreciated! Oh, and comment those if you want to! Chandelier Uses: For game purposes, they are great, as they can be broken to smash down on enemies, they can be grabbed to swing across the room, or they can be swung across the room to hit an enemy. It is even possible to stand on the largest ones. One or many chandeliers can be the theatre of a very climatic fight, as two protagonists fight on the same chandelier or even on two different ones, hitting each other as they swing back and forth, almost crashing one chandelier into the other each time, and all the while trying to push the other down to his doom (for more info, see moving ground below). -Chandeliers are usually fitted with a mechanism to raise or lower them to change the candles; if the chain or mechanism is broken, the chandelier falls to the ground. Mechanisms can be broken with a DC 20 Strength check or DC 15 Disable Device check. They have 10 hit points and hardness 5. -Standing on a chandelier requires a DC 20 Balance check or DC 15 if the character holds the chain. -Swinging by holding onto a chandelier requires a DC 15 Tumble check. -Variable Jump checks can be required to jump to or from a chandelier. Chandeliers come in varying size: Chandelier, small: Small chandeliers may be between three and seven feet wide. They weight about 50 pounds, and their chain has a break DC of 26, hardness of 10 and 5 hit points. They will support 200 pounds. Small chandeliers carry about 20 candles; they give bright illumination in a radius of 20 ft and faint illumination in a radius of 40 ft. Chandelier, medium: Medium chandeliers may be between seven and ten feet wide. They weight about 150 pounds, and their chain has a break DC of 30, a hardness of 10 and 10 hit points. They will support 500 pounds. Medium chandeliers carry about 50 candles; they give bright illumination in a radius of 30 ft and faint illumination in a radius of 60 ft. Chandelier, large: Large chandeliers may be between ten and fifteen feet wide. They weight about 500 pounds, and their chain has a break DC of 35, a hardness of 10 and 20 hit points. They will support 1500 pounds. Medium chandeliers carry about 50 candles; they give bright illumination in a radius of 30 ft and faint illumination in a radius of 60 ft. Faith cannon Uses: The presence of faith cannons in a room could be justified by the need to feed a wounded half-god with energy, to fuel a portal to an outer plane, etc. In game terms, they allow a slow-moving cleric to support his allies in a big room by healing them or damaging the enemies. These mobile turrets that channels positive or negative energy from a turn or rebuke attempt into a beam of positive or negative energy, that can heal or damage creatures. The beam needs a touch attack to hit the target (AC of 10-size modifier for willing creatures). There is no save. For each turn or rebuke check that could affect a creature with 3 HD, the beam deals 1d6 points. Each 1d6 points require sufficient energy to turn or rebuke a 3 HD creature; for each 3 more HD that could be turned or rebuked, 1d6 points are added. Thus, if a 3rd-level cleric makes a turn check of 10 (which is sufficient to affect a 3 HD creature) and a damage check of 6, he can shoot a 2d6 beam of positive energy. Faith cannons have a maximum range of 50 ft., a hardness of 10, 15 hit points and a break DC of 25. They provide cover to their user as a low wall would. They take up a 5-foot square that the user enters to use. Faith cannons are artefacts, and cannot be created or purchased. Moving ground Uses: The rules for “moving ground” can be used when characters are chasing each other on flying carpets, swinging back and forth on huge chandeliers, fencing on a cart driven by mad horses, being caught in a farmhouse during a landslide or standing on rafts in a rushing river. Not only are these conditions dangerous by themselves, but they make combat much more difficult. -Simply standing on moving ground requires a Balance check with a DC from 10 to 25, depending on the degree of movement, which left to the judgement of the DM.. Failing that check means that the character falls prone on the moving object; failure by 5 or more means that the character falls off, which can have a number of different effects depending on the nature of the moving ground. It is possible to simply hold on to the moving object, as a full-round action, to avoid falling; use a grapple check against the DC of the Balance check. Size modifiers apply, reflecting the fact that it is hard to hold on to a large object. -Ranged attacks are made with a penalty, as with mounted ranged combat, that can range from -4 to -8, depending on the degree of movement, which is left to the judgement of the DM. -When the ground under a character is moving towards another creature, the rules for mounted combat can be applied; the character makes his attack at the moment he is close enough, and if the speed of the moving ground allows it, he receives the benefits and penalties of a charge. -Concentration checks (DC 10 to 15+spell level) are required to cast spells while the caster is on moving ground. The base DC depends on the degree of movement, left to the judgement of the DM. |