Wizard Slayer = Disrupts magic casting with both ranged and melee... I’ve seen a couple of varieties of this over the years.
Druid love:
1. Wild Shapes = the vanilla game is once per rest regardless of level and SCS improved shape shifting is unlimited but I like to strike a balance so my rules are one per rest per seven levels... that’s one at level 7 and two at level 14 etc.
2. Fire Salamanders = a magic +1 fire damaging spear and are Specialized (two pips) in its use.
3. Spiders = no change... I know at least two players that make spiders immune to ‘Web’ but my play-testing showed it to be too powerful (see wyverns) so I compromised.
4. Baby Wyvern A = these can fly over obstacles so I gave them the ability to cheat ground based movement impediments like ‘Web’, ‘Entangle’ & ‘Grease’ but other adjustments such as ‘Haste’, ‘Slow’ and various types of ‘Stun’ still affect them... I find that this makes them tactically useful in combination with the ‘Web’ spell that Avengers get without making the already very powerful Spider shape any stronger.
5. Baby Wyvern B = D&D law says that Wyvern Hide armour gives the user protection from poison so I give these guys extra resistance... 5 points of poison reduction.





Retour en haut









