| Post/Author/DateTime | Post |
|---|---|
| Super Guy07-15-04, 08:25 PM | Ugh... this is a lot of typing. It's basically like its counterpart. The main reason I wanted this spell was... well, it suits something like a Cleric of Olidimarra or a similar sort whose god is not all about bein' buff. Whereas Righteous Might makes it easier to hit with an mace, this makes it easier to hit if you happen to have Weapon Finesse. Righteous Mite Transmutation Level: Clr 5 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Your height immediately halves, and your weight decreases by a factor of eight. This decrease changes your size category to the next smaller one, and you gain a +8 size bonus to Dexterity and a +4 miscellaneous bonus to Reflex saves. You gain a +5 dodge bonus to AC. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category (see Size Modifier, page 134). Use Table 8-4: Creature Size and Scale to determine your new space and reach. This spell doesn't change your speed. All equipment you wear or carry is similarly reduced by the spell. Melee and projectile weapons deal less damage (see Table 2-2 in the Dungeon Master's Guide). Other magical properties are not affected by this spell. Any reduced item that leaves your possession (including a projectile or thrown weapon) insntly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that decrease size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase your size while you are still under the effect of the first casting. Edit: Just fixing something. "It's" is not the same as "its". Edit 2: Another mistake. This time confusing large and small. |
| Pathanus07-16-04, 12:27 PM | I would probably reduce the Dodge bonus to AC since Dodge AC is better than Natural AC in my opinion. You are already going to get a +1 Size bonus to AC and a +4 Dodge AC from the Dex enhancement and a +1 Size bonus to Attack, so Dodge Bonus should be 3 or less in my opinion. And just make the +4 bonus to Reflex saves unnamed or size. Path |
| Super Guy07-16-04, 02:15 PM | Yeah, it was the Dodge bonus that I was worried about, mainly. I was just jealous of the +4 Constitution, so I figured +4 Ref saves and a dodge bonus instead of natural armor might make up for it. But, thinking about it, +4 ref save is more important to a cleric (who already has all other good saves) that a rogue, so... +3 Dodge bonus? +2, perhaps? Either way, I shall figure it out. |