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Thanks Larry, been busy here with the holiday slam and computer migrations. Preciate the posting.
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I'm using 2000 pro... don't see the font.. will check on my laptop (has XP) and see if it does there later.
Working on a post, will have it up this afternoon sometime. Now, off to bake christmas candy and goodies! :D |
The song quote used in the last Plaxica post comes from Haggard's song called Per aspera ad astra
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My bad, for some reason I was thinking the cleric used the projection type on blade barrier, lol ah well, had I realized he was using it as an actual "barrier" I would have done something much different.
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hmm, My understanding of blade barrier was that it was unmoving (ie once in place you can't move it, or yourself...) this makes things interesting... in a "the sky is falling" kind of way ;) working on a new tactic Larry, PM's to follow.
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Quote:
Besides, this is LoF. All kinds of crazy stuff happens, man! You know this!</font> |
hmm.... after reading the description it appears you may very well have stumbled upon a loophole and exploited it mercilessly, good show old chap, you're thinking like a gamer.
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indeed! crafty codger he is.
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A caltrop is a metal ball bristling with metal spikes or prongs. When a caltrop is left on the ground, there is always at least one spike standing more or less upright, ready to pierce the foot of the unwary.
In order to be effective, at least 10 caltrops must be dropped in an area of 25 square feet (a 5'x5' square). Each character entering the area must make a saving throw vs. paralyzation. Failure means that the pursuer has stepped on a caltrop, suffering 1d4 hit points of damage. The character will be able to move at only one-half his normal rate until the caltrop is dislodged from his foot. The victim must also make a second saving throw vs. paralyzation, with failure indicating that the character is lame for 24 hours (unless magically healed), and can move at only one-third his normal movement rate. In any case, the victim must spend one round removing the caltrop from his foot. If half the number of caltrops are dropped in an area (five in a 25 square foot area), the first save is made with a +4 bonus. For every five extra caltrops over the required 10 dropped in a 25 square foot area, the saving throw is made at a -2, up to a maximum penalty of -6. A new saving throw must be made for each five-foot section entered in which caltrops have been dropped. Characters moving at less than one-third their normal movement rate through an area of caltrops need not make a saving throw. They are moving slowly enough to avoid the caltrops (although they must be able to see the terrain in order to do so). Copyright 1999 TSR Inc. :D [img]graemlins/elf.gif[/img] |
I expect I may be a bit occupied for the next few days; if I fail to post, assume Marcos is composing himself in an effort to master the feeling of weakness.
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