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 Revised Deities (3.5e): Tempus, Lord of Battle

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T O P I C    R E V I E W
LordofBones Posted - 21 Aug 2024 : 15:59:51
TEMPUS
Lord of Battles, the Battle Lord, the Foehammer
Greater Power of Limbo
Symbol
A blazing silver sword on a blood-red shield or field
Realm Knight’s Rest/Warrior’s Rest (Limbo)
Alignment Chaotic Neutral
Aliases Tempos (Icewind Dale)
Superior none (AO)
Allies Beshaba (lover), Brilros, Gond, Nobanion, Uthgar, Valkur
Foes Garagos
Servants The Red Knight
Servitor Creatures animated objects and weapons, badgers (normal and dire), centaurs, colossi, constructs, einheriar (former warriors of all sorts), eagles (normal, dire and behemoth), golems, intelligent weapons, panthers (normal and dire), tigers (normal, legendary and dire), war dogs, war horses
Manifestations riding Veiros (victory) or Deiros (defeat) on the side of an army, or riding with one foot on each horse; visions of Tempus, Veiros, Deimos or dead warriors that may or may not speak
Signs of Favor sudden appearance of weapons before the weaponless; special weapons that appear where none were before; ghostly figures in the form of lost battle companions; items made of steel; gemstones associated with bravery
Worshipers barbarians, brawlers, combatants, crusaders, fighters, gladiators, marshals, martial champions, military officers, Northmen, soldiers, swordsages, warblades, warpriests, warmages, warriors, weapon masters
Cleric Alignments CE, CG, CN
Specialty Priests Battleguard
Holy Days eves and anniversaries of great battles, the Feast of the Moon
Important Ceremonies Song of the Sword, Feast of Heroes, Song for the Fallen
Portfolio battle, war, warriors
Domains Army, Chaos, Competition, Courage, Destruction, Endurance, Limbo, Protection, Pride, Strength, War, Wrath
Favored Weapon Battle Prowess (any)


TEMPUS
Male Fighter 25, Warblade 20, Legendary Dreadnought 20
CN Medium Outsider (Chaotic, Extraplanar)
Divine Rank 17
Init 46 (+13 Dex, +5 insight, +8 Superior Initiative), Supreme Initiative; Senses 17-mile-radius; Clearsight (170 ft.); Listen 83, Spot 83; remote sensing (20 locations), portfolio sense
Aura divine aura (17 miles, Will DC 74); aura of courage (+4 to saves vs fear in 10 ft.), Ironheart Aura; Languages can communicate with any living creature; Dark Speech, Words of Creation
______________________________________________________________________

AC 117, attacks of opportunity and traps 121, touch 57, flat-footed 102 (+18 armor, +15 deflection, +13 Dex, +2 Dodge, +17 divine, +30 natural, +12 shield); Battlesense
hp 2,208 (25d10 + 40d12 plus 48 plus 1,430), divine shield 25/day (170 points of damage); DR 79/-
Immune ability damage, ability drain, acid, antimagic, banishment, death effects, disease, disintegration, energy drain, fire, imprisonment, mind-affecting effects, paralysis, poison, rebuking, sleep, stunning, transmutation, and turning
Resist cold 37, electricity 37; SR 81
Fort 94 Ref 79 Will 88; +4 traps; +4 to all saves during Combat Focus
______________________________________________________________________

Speed 60 ft. (12 squares)
Melee battle prowess 146/146/146/141/136/131 (161 plus 18 chaotic and 1 negative level vs lawful/16-20/x4 plus 18 plus 72 chaotic and 4 negative levels vs lawful plus death [Fort DC 67]); +17 attack rolls during attacks of opportunity, +17 damage rolls during attacks of opportunity or against flat-footed or flanked opponents, +17 critical rolls; or
Melee spell 105 or
Ranged spell 85
Space 5 ft.; Reach 5 ft.
Base Atk 63; Grp 119
Atk Options destructive smite 17/day (+4 attack and +65 damage), dungeon crasher (+75 damage), divine blast 18/day (17 miles, 384 points of damage), smite law 14/day (+15 attack and +65 damage vs law), unstoppable 4/day; Awesome Blow, Bounding Assault, Cleave, Close-Quarters Fighting, Combat Brute, Combat Focus, Combat Stability, Combat Strike, Combat Tactician, Cometary Collision, Death Blow, Defensive Sweep, Driving Attack, Epic Sunder, Great Cleave, Improved Bull Rush, Improved Combat Expertise, Improved Combat Reflexes, Improved Grapple, Improved Trip, Improved Whirlwind Attack, Intimidating Strike, Karmic Strike, Leap Attack, Lunging Strike, Mobility, Power Attack, Rapid Blitz, Ride-by Attack, Robilar’s Gambit, Shards of Granite, Shock Trooper, Slashing Flurry, Spirited Charge, Spring Attack, Stone Power, Stormguard Warrior, Terrifying Warrior, Trample, Weapon Supremacy (all)
Special Actions alter reality, feat of endurance 17/day (+32 Con for 1 minute), feat of strength 17/day (+65 Str for 1 round), inspire allies 17/day (speak for 1 round to grant +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls to all allies for 15 rounds), pride domain 17/day (reroll any 1 and keep the new roll), protective ward 17/day (+65 resistance bonus to next save for 1 hour), unmovable 4/day, wrath 17/day (up to -65 Wis and +32 Str for 65 rounds); Adaptive Style, Armed Deflection, Exceptional Deflection, Infinite Deflection, Mounted Combat, Reflect Arrows
Combat Gear battle prowess

Spell-like Abilities (CL 65th; +1 chaos spells)
At will – aid, animate objects, antimagic field, baleful polymorph (DC 47), bear’s endurance, bigby’s clenched fist, bigby’s crushing hand, bigby’s grasping hand, blade barrier (DC 48), bless, bull’s strength, chaos hammer (DC 46), cloak of bravery, cloak of chaos (DC 49), contagion (DC 45), disintegrate (DC 49), dispel law (DC 47), divine power, divination, eagle’s splendor, earthquake (DC 50), easy march, endure elements, enlarge person (DC 43), entropic shield, flame strike (DC 47), forbiddance (DC 48), globe of invulnerability, greater cloak of bravery, greater heroism, greater scrying (DC 49), greater shout (DC 50), greater spell immunity, greater teleport (DC 49), greater visage of tempus, harm (DC 48), heroes’ feast, heroism, hypnotism (DC 43), implosion (DC 51), inflict critical wounds (DC 46), inflict light wounds (DC 43), insanity (DC 49), iron body, lesser confusion (DC 43), lighten load, lion’s roar (DC 50), magic circle against law, magic vestment, magic weapon, mass bear’s endurance, mass charm monster (DC 50), mass heal (DC 50), mass inflict light wounds (DC 47), mass reduce person (DC 46), mind blank, moment of prescience, perinarch (DC 46), planar perinarch (DC 51), plane shift (DC 49), power word blind, power word kill, power word stun, prayer, prismatic sphere (DC 51), protection from energy, protection from law, rage, refreshment, regenerate, remove fear, repulsion (DC 49), resist planar alignment, rhino’s rush, righteous might, sanctuary (DC 43), shapechange, shatter (DC 44), shield other, shout (DC 46), song of discord (DC 48), spell immunity, spell turning, spell resistance, spiritual weapon, stoneskin, storm of vengeance (DC 51), summon monster IX (chaos only), sustain, teleportation circle, tenser’s transformation, valiant fury, word of chaos (DC 50), zeal, zealot pact

Typical Maneuvers and Stances Known (IL 65th; +152 atk, +3/discipline)
Stances – blood in the water (1st), leading the charge (1st), press the advantage† (5th), stance of alacrity† (8th)
Strikes – adamantine hurricane† (8th), ancient mountain hammer† (7th), avalanche of blades† (7th), bonesplitting strike (4th), bonecrusher (DC 63) (3rd), bounding assault† (4th), charging minotaur† (1st), colossus strike† (DC 67) (7th), death from above (4th), diamond nightmare blade† (8th), finishing move (7th), greater insightful strike† (6th), leading the attack (1st), mithral tornado (4th), mountain tombstone strike† (9th), pouncing charge† (5th), rabid wolf strike (1st), strike of perfect clarity† (9th), swooping dragon strike (7th), time stands still† (9th), war leader’s charge (6th), white raven hammer† (8th)
Boosts – moment of alacrity† (6th), raging mongoose† (8th), sudden leap† (1st), white raven tactics† (3rd)
Counters – action before thought† (2nd), moment of perfect mind† (1st), wall of blades (2nd)
Other – iron heart surge† (3rd)
Disciplines: Desert Wind, Devoted Spirit, Diamond Mind, Iron Heart, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw, White Raven
† - Readied Maneuver
______________________________________________________________________

Abilities Str 60, Dex 36, Con 54, Int 45, Wis 34, Cha 40
SQ avatar, battle ardor, battle clarity, battle cunning, battle mastery, battle skill, competition domain (+1 to all opposed checks), divinity, immortality, improved uncanny dodge, powerful build, shrug off punishment (48 hp), stance mastery, thick skinned (12/-), uncanny dodge, weapon aptitude
Feats Adaptive Style, Awesome Blow, Blade Meditation (all), Blind-Fight, Bounding Assault, Cleave, Close-Quarters Fighting, Combat Brute, Combat Defense, Combat Expertise, Combat Focus (13 rounds), Combat Reflexes, Combat Stability, Combat Strike, Combat Tactician, Cometary Collision, Crushing Strike, Dark Speech (B), Death Blow, Defensive Sweep, Dodge, Driving Attack, Endurance, Great Cleave, Greater Weapon Focus (all) (B), Greater Weapon Specialization (all) (B), Improved Bull Rush, Improved Combat Expertise, Improved Critical (all) (B), Improved Grapple, Improved Initiative, Improved Sunder, Improved Unarmed Strike, Intimidating Strike, Ironheart Aura, Karmic Strike, Leadership, Leap Attack, Melee Weapon Mastery (blunt, piercing, slashing), Mobility, Mounted Combat, Mounted Fighting, Power Attack, Power Critical (all), Ranged Weapon Mastery (blunt, piercing, slashing), Rapid Blitz, Ride-by Attack, Robilar’s Gambit, Shards of Granite, Shock Trooper, Slashing Flurry, Spirited Charge, Spring Attack, Steadfast Determination, Stone Power, Stormguard Warrior, Superior Unarmed Strike, Terrifying Warrior (Will DC 67), Trample, Weapon Focus (all) (B), Weapon Specialization (all) (B), Weapon Supremacy (all), Whirlwind Attack, Words of Creation (B)
Epic Feats Armed Deflection, Chosen Weapon Specialization (all) (B), Devastating Critical (all), Dire Charge, Epic Leadership, Epic Prowess, Epic Sunder, Epic Weapon Focus (all) (B), Epic Weapon Specialization (all) (B), Exceptional Deflection, Improved Combat Reflexes, Improved Whirlwind Attack, Infinite Deflection, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical (all), Reflect Arrows, Spellcasting Harrier, Superior Initiative
Salient Divine Abilities Annihilating Strike (Fort DC 84 or die; destroy 17,000 ft of cubic matter), Area Divine Shield (170 ft. square or 17 ft. radius sphere or hemisphere), Battlesense, Blood of War (unique salient divine ability), Clearsight (170 ft), Divine Armor Mastery, Divine Battle Mastery, Divine Fast Healing (37), Divine Weapon Focus (all), Divine Weapon Mastery, Divine Weapon Specialization (all), Indomitable Strength, Irresistible Blows (Fort DC 81), Increased Damage Reduction, Invulnerable (unique salient divine ability), Know Death, Lord of Battles (unique salient divine ability), Mass Divine Blast (384 damage to 85 targets each no more than 17 miles apart; 1700 ft. cone, 850 ft. radius burst or spread, 850 ft radius and 170 ft. high cylinder), Sunder and Disjoin (Will DC 74), Supreme Initiative, Wave of Chaos (CL 77th, Will DC 74), Wound Enemy (Heal DC 84)
Skills Appraise 69 (77 armor and weapons), Balance 103, Climb 130, Concentration 127, Craft (armorsmithing) 122, Craft (weaponsmithing) 122, Diplomacy 94, Handle Animal 120, Intimidate 120, Jump 138, Knowledge (arcana) 79, Knowledge (architecture and engineering) 79, Knowledge (history) 122, Knowledge (local) 79, Knowledge (nobility and royalty) 79, Knowledge (religion) 68, Knowledge (the planes) 79, Listen 83, Martial Lore 122, Ride 126, Search 88 (92 secret doors and compartments), Sense Motive 83, Spellcraft 79, Spot 83, Survival 83 (92 extraplanar and tracking), Swim 128 (132 to resist nonlethal damage), Tumble 126
Possessions battle prowess, warplate, warhelm

Battle Ardor (Ex) The sheer love of battle lends uncanny strength to Tempus’s blows. He has an insight bonus equal to his Intelligence bonus (+17) on rolls made to confirm critical hits.

Battle Clarity (Ex) Tempus can enter a state of almost mystical awareness of the battlefield around him. As long as he is not flat-footed, he gains an insight bonus equal to his Intelligence bonus (+17) on his Reflex saves.

Battle Cunning (Ex) Tempus’s instinct for seizing the moment gives him a significant advantage over foes unprepared for his attack. He has an insight bonus equal to his Intelligence bonus (+17) on melee damage rolls against flat-footed or flanked opponents.

Battle Mastery (Ex) Tempus notices the most subtle openings and cues offered by his opponents. He has an insight bonus equal to his Intelligence bonus (+17) on melee attack rolls and melee damage rolls made whenever he makes an attack of opportunity.

Battle Skill (Ex) Tempus anticipates his enemies' ploys and tactics. He has an insight bonus equal to his Intelligence bonus (+17) on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.

Blood of War (unique salient divine ability) Tempus’s blood burns hot and fierce. Any creature that strikes and damages the god in melee combat suffers 68 points of acid and 68 points of fire damage as the Foehammer’s wine-red blood sprays over them (Ref DC 81 halves). If ingested, the blood of Tempus or his mounts grants a +16 bonus to the imbiber’s Strength score for 2d4 hours.

Divinity Tempus is an embodiment of ancient divine power. As such, reality is his to shape as he sees fit.
Alter Reality: Tempus may alter reality within the bounds of his portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. He can additionally alter his size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner.
Avatar: Tempus can have up to twenty avatars at any given time. The Lord of Battles appears as a human giant 12 feet tall, his plate armor battered and bloodied by combat, his face hidden by a massive war helm but his hooded gaze a palpable force. He bears a great battleaxe or a black sword notched and stained from much use in his gauntleted hands. His legs and arms are bare and crisscrossed by bleeding wounds, but this does not affect him as he rides into battle. He sometimes appears afoot but is often riding a white mare (Veiros) or a black stallion (Deiros).
Divine Blast: Tempus can create a ray of divine power that extends for up to 17 miles, dealing up to 384 points of damage, as a ranged touch attack with no saving throw. Tempus can unleash a divine blast 18 times per day, and alter the visual, auditory and sensation-based qualities of his divine blast as he desires. Tempus’s divine blasts generally take the form of great barbed spears of force accompanied by the stampeding of hooves.
Divine Shield: As a free action 25 times per day, Tempus can create a shield that lasts 10 minutes and stops 170 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Tempus is naturally immune to does not count towards the shield’s limits.

Dungeon Crasher Tempus has a +4 competence bonus on saves and to Armor Class when attacked by traps. He also has a +10 bonus on Strength checks to break a door, wall, or similar obstacle.

In addition, he has a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, he stops as normal. However, his momentum crushes him against it, dealing 8d6 points + 60 bludgeoning damage.

Invulnerable (unique salient divine ability) Tempus cannot be stopped. Tempus cannot be moved. He is invincible and he is unconquerable. Indeed, the Foehammer’s burly, hulking frame benefits from the Powerful Build quality, save that he can use weapons of any size without penalty and treats all weapons of his current size category as one size larger. He cannot be knocked down or knocked prone.

So impervious is Tempus to the drudgery of war that any form of non-epic weapon that strikes him is instantaneously destroyed. Epic weapons that strike the Foehammer must succeed at a Fortitude save (DC 81) or be destroyed, but even a successful saving throw must contend with Tempus’s formidably enhanced damage resistance. The personal weapons of divine beings and creatures of similar stature are immune to this effect.

As the god of war, Tempus is near-impervious to damage. He adds his Constitution to his damage reduction, and it is further modified by his indomitable nature; Tempus possesses DR 67/- before further modifiers.

Lord of Battles (unique salient divine ability) Tempus has mastered all forms of combat. In effect, he gains the effects of Improved Critical, Weapon Focus, Weapon Specialization and their derivative Greater and Epic versions in all weaponry as bonus feats. In addition, Tempus’s feats and salient divine abilities that apply to a specific discipline, weapon or physical damage type instead apply to all disciplines, weapons and damage types. His Divine Weapon Mastery salient divine ability additionally encompasses exotic weapons in addition to simple and martial weapons.

Furthermore, Tempus’s mastery of weaponry doubles the numeric benefits of his Weapon Focus and Weapon Specialization feats and their derivative Greater and Epic versions, as well as the bonuses from his Divine Weapon Focus and Divine Weapon Specialization salient divine abilities.

Tempus additionally combines his mastery of mundane combat with more exotic styles of warfare. He uses the sum of his character level to determine his effective fighter level, his initiator level and his fighter bonus feats. He adds his divine rank to his number of maneuvers known and maneuvers readied, and he can select maneuvers from any discipline. As a full-round action, Tempus can swap any of his known and prepared maneuvers for new ones from any of his disciplines.

Finally, Tempus can gain the benefit of any alternate class feature of the fighter and warblade classes without replacing his existing class features.

Shrug off Punishment (Ex) Tempus has 48 bonus hit points.

Stance Mastery (Ex) Tempus can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.

Thick Skinned (Ex) Tempus has damage reduction 12/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, feats, and this ability itself.

Unmovable (Ex) Tempus can concentrate his or her power, making himself unmovable 4 times per day This power grants him a +20 bonus on any one of the following:
• A grapple check made to avoid being grabbed with the improved grab ability.
• A Strength check to avoid the effects of a bull rush, trip attempt, or similar effect.
• A Strength check against any effect that would move the character either physically or magically.
• Any one saving throw. If an effect that would move Tempus either physically or magically does not normally allow a saving throw, he can use this ability to gain a Will saving throw. He still gains the +20 bonus on the saving throw in such a case.

Unstoppable (Ex) Tempus can concentrate his or her power, gaining a +20 bonus on his Strength check to break or burst a door or item 4 times per day. As a special use of this ability, he can attempt to break a wall of force (Strength DC 32, and Tempus applies his unstoppable bonus to this check as well). Alternatively, the Foehammer can apply the +20 bonus to a single attack roll.

Weapon Aptitude (Ex) Tempus’s training with a wide range of weaponry and tactics gives him great skill with particular weapons. He qualifies for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as a 43rd level fighter.

He also has the flexibility to adjust his weapon training. Each morning, he can spend 1 hour in weapon practice to change the designated weapon for any feat he has that applies only to a single weapon (such as Weapon Focus). He must have the newly designated weapon available during your practice session to make this change. He can adjust any number of your feats in this way, and he doesn’t have to adjust them all in the same way. However, he can't change the weapon choices in such a way that he no longer meets the prerequisite for some other feat he possesses.

This ability is superseded by Tempus’s Lord of Battles unique salient divine ability.


Possessions
Tempus carries Battle Prowess. Battle Prowess is not so much a single weapon as it is the concept of a weapon given form in the god’s hands. Battle Prowess is a +10 chaotic power collision speed warning weapon of martial discipline (all) and wounding that penetrates all forms of alignment- and material-based damage reduction. It can take the form of any weapon as a swift action at will (usually a battleaxe or greatsword in Tempus’s hands), dealing triple base weapon damage with a base critical range of 17-20 and a multiplier of x4. When used as a ranged weapon, it does not suffer distance-based penalties. The above statistics assume Tempus is wielding battle prowess as a battleaxe.

Regardless of its form, battle prowess always looks like blackened and battle-worn silver in Tempus’s hands and deals damage as a two-handed weapon even when wielded in one hand. When the Battle Lord desires, battle prowess can manifest the abilities of any known non-artifact weapon or weapon property. (CL 65th)

Tempus also wears the warplate, a +10 heavy fortification full plate of freedom with no maximum Dexterity bonus or armor check penalty. His warhelm functions as a +10 heavy shield of exceptional arrow deflection. (CL 65th)


Other Divine Powers
As a greater power, Tempus automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks, and saves). He treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.
Senses Tempus can see (using normal vision or darkvision), hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 20 locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 17 hours.
Portfolio Sense Tempus is aware of any act of combat, regardless of the number of people involved, up to 17 weeks in the past and 17 weeks in the future.
Automatic Actions Tempus can use any skill related to his portfolio as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.
Create Magic Items Tempus can craft any magical item associated with combat and warfare, any magic weapon, and any magic armor or shield, including artifacts.


NEW DOMAIN AND SPELLS

ARMY [Dragon 317]
Granted Powers
You have the spell-like ability to inspire allies within 30 feet, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear you speak for 1 round. Using this ability is a full-round action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.

Army Domain Spells:
1 - Bless
2 - Lighten Load
3 - Prayer
4 - Divination
5 - Easy March
6 - Heroes' Feast
7 - Scrying, Greater
8 - Heal, Mass
9 - Teleportation Circle


Easy March [Dragon Magazine 317 p78]
Transmutation
Level: Army 5, Cleric 5
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft + 5 ft / level)
Area: 30ft-radius spread
Duration: 1 day / level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

You enable all creatures making local or overland movements, including mounts, to move swiftly overland without suffering the tiring effects of prolonged travel. Creatures hustling under the effects of this spell are treated as they are merely walking, ignoring the potential to take damage or become fatigued from hustling. In addition, forced march movements are easier to sustain, requiring only a Constitution check (DC 5, +1 per extra hour) each hour after a day’s initial 8 hours of travel.

For example, a troop (all of which have a speed of 30 feet) marching under the effects of this spell could hustle for an entire day’s travel (8 hours), moving 48 miles, without making any checks for fatigue. If the troop wanted to make a forced march by traveling for longer than 8 hours, it must make a Constitution check (DC 5, +1 per every hour it continues on after its first additional hour) per continued hour of travel, moving another 6 miles each hour.

This spell has no effect on round to round (tactical) movement or to modifiers to speed due to terrain, fatigue, weather, or other factors.

Lighten Load [Dragon Magazine 317 p78]
Transmutation
Level: Army 2, Cleric 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You are capable of carrying a greater load than your Strength might allow. While affected by this spell, your carrying capacity is improved as if you had gained +1 Strength per caster level, to a maximum of +10. This virtual Strength is only useful for calculating carrying capacities and determining the effects of carrying loads. The Strength bestowed by this spell offers no benefit to combat rolls, skill checks, or other activities moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except as noted above. Thus, if a 6th level cleric were to cast this spell up a character with a 12 Strength, the target’s Strength remains the same, yet his maximum heavy load increases to 300 lbs. as if he had a Strength of 18.
5   L A T E S T    R E P L I E S    (Newest First)
Galuf the Dwarf Posted - 07 Sep 2024 : 19:07:05
quote:
Originally posted by Delnyn


And Garagos should get at least 10 levels of frenzied berzerker



Hmmmm.... Good thinking.
Delnyn Posted - 28 Aug 2024 : 16:43:56
quote:
Originally posted by Galuf the Dwarf

quote:
Originally posted by LordofBones

Warblade's emphasis on calculated strikes based on Intelligence certainly fits Tempus's takedown of Garagos. Targus is pretty much the archetypal raging barbarian.



If I did get around to statting all the gods (which was my original plan but life more or less said "I don't think so!"), I'd DEFINITELY give Garagos 20 Barbarian levels. What else, I'm not sure but I was thinking one of the Tome of Battle classes.


And Garagos should get at least 10 levels of frenzied berzerker
Galuf the Dwarf Posted - 26 Aug 2024 : 01:18:10
quote:
Originally posted by LordofBones

Warblade's emphasis on calculated strikes based on Intelligence certainly fits Tempus's takedown of Garagos. Targus is pretty much the archetypal raging barbarian.



If I did get around to statting all the gods (which was my original plan but life more or less said "I don't think so!"), I'd DEFINITELY give Garagos 20 Barbarian levels. What else, I'm not sure but I was thinking one of the Tome of Battle classes.
LordofBones Posted - 25 Aug 2024 : 01:20:25
Warblade's emphasis on calculated strikes based on Intelligence certainly fits Tempus's takedown of Garagos. Targus is pretty much the archetypal raging barbarian.
Galuf the Dwarf Posted - 22 Aug 2024 : 19:24:03
Yeah, I thought giving him levels in either Warblade or Swordsage was a good idea, but I was leaning more towards Swordsage with him and Warblade more for Garagos.

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