A few unknown questions came up during the last session and I mostly hand-waved them away, but now that I’ve a little more (out of game) time…
(Core book reading and internet sleuthing.)
Banaal’s almost forgotten ‘Cloak of Etherealness’.
Although it’s a magical item and requires no material components or somatic gestures, it still requires a Standard action to activate AND deactivate.
The activation command word is: ‘Otherworld’ as you raise the hood over your head.
You become both invisible, inaudible AND ethereal.
You exist simultaneously in both worlds. Gravity doesn’t affect you but momentum still does.
You can move in any direction; up, down, left and right etc.
You can only hear and see sixty feet, and only then in muted… tones.
Force effects spells from the material plane (such as Magic missile) can still affect you but it doesn’t work in reverse.
You can use the cloak for a total of ten minutes a day but you can break that up into ten one minute blocks.
If you ‘solidify’ inside a solid object, you take 1d6 for the very 5’ you’re shunted to safety.
Fighting defensively.
If you use this style, you gain +2 to your Armour Class but suffer a -4 to hit with all attack that round. You can combine this with ‘Combat expertise’ if chosen. Henshaw exploited this tactic fanatically.
The ‘Total defence’ action.
Total Defence means putting all your effort into protecting yourself at the expense of attacking. It’s a ‘Standard action’ so you’re still able to take a single ‘Move action’. +4 to your Armour Class but not attack. You cannot combine this with ‘Combat expertise’ or ‘Fighting defensively’. You also can make no ‘Attacks of Opportunity’.
Dispel magic.
Scott/Liga Bur tried this (experience bonus) nice idea against the possession of the Red-eyed Orcs. I was impressed with the thought process AND the fact that you were actively trying to liberate the Orcish slaves.
Good job!
Sadly for you and the Orc meat puppets, this is a (Spell-like effect) deeper magic by a Creature with a caster level of twenty! This means (even if I allowed it) you’d have to beat a Thirty-one!
Holy Smite
Fourth level Cleric spell that does 4d8 damage to evil creatures and characters in 20’ radius burst AND it blinds for one round. 180’ range for centre. Will save for half damage and no blindness. Good characters are unaffected and Neutral characters take only half damage (a quarter if saved).
Cleave and Greater Cleave.
I muddied the water by adding regenerating creatures and allowing you to use the cleave action on them, with the proviso that taking them down to -10 would activate a further cleave. I was mistaken. If you down an opponent, you activate the cleave but you do not get one for killing an already downed opponent. You can target a downed opponent but killing him won’t trigger a further cleave action.
High Armour Class protect against critical hits.
With three Party ‘Armour Classes’ in the twenties, I was statistically hitting you guys about one in five attempts. I also realised on my occasional natural twenties, that even when I critical hit, I would generally miss on my ‘confirmation' hit. Meaning that a high Armour class also offers a pretty decent protection from those double and triple damage attacks!
Bardic ‘Inspire Courage’ ability.
Sadly, this bonus moral +1 applies only to Melee Attack and Damage rolls within hearing range (300’). It does not affect spells. :(
Anything else I’ve forgotten?