I've finally got a character sheet. Credit to Mad Irishman for the original layout.
The character sheet includes a few things that haven't been added to the rules yet: namely the Artistry skill and the Corruption points system, which I've described below.
If you're one of the few people that have read through the rules, you should go back and check out the Races post for the new Advanced Races, as well as the equipment post, as that's where I'm adding content right now.
Corruption replaces Dark Side Points in the SWSAGA system. Characters with a Corruption score less than or equal to 1/2 of their wisdom score are considered Good and are not subject to Holy damage. Characters with a Corruption score greater than than their Wisdom score are considered Evil and are not subject to Unholy Damage. Characters with a Corruption score greater than 1/2 their Wisdom, but less than or equal to their Wisdom score are considered Neutral, and are not subject to either Holy or Unholy Damage, but gain no benefit from magic weapon abilities that deal extra aligned damage.
The "awarding" of Corruption points is entirely up to the DM, but they have a few rules of thumb:
If a player uses the lack of a moral compass to gain in-game benefit, whether for the sake of wealth or short-cutting encounters the character earns a Corruption point.
If a player willfully takes action that is destructive to the goals of the party, without adding value to the story, the character earns a Corruption point.
This means that robbing random villagers in order to accumulate wealth will get you a Corruption point, while freeing the slaves from an Orcish dungeon will not. Stealing from or assaulting your party members without cause will almost certainly earn you a Corruption point. Stealing a valuable artifact from a merchant might earn the character(s) a Corruption point, depending on the importance of the object to their quest, the importance of their quest, and their ability to acquire the object through honest means. Obviously there's a lot of gray area here, but the intention of the rule is to allow the DM some measure of control against players that might use their detachment from the character to take actions that a rational, decent person would not do.
What defines rational and decent? Well, that's largely up to the player. If a player devout follows the Utilitarian ethic of "the greatest good for the greatest number" for instance, they should not necessarily be given Corruption for making ruthless, yet overall beneficial decisions. A thief that steals from the rich to give to the poor in an oppressed nation should not necessarily be given Corruption, especially when he avoids bloodshed.
Players should always know when they are about to receive a Corruption point. Obviously, exceptions can be made when a player is being particularly obtuse, but when the DM believes they should award a character a corruption point the player should be given an opportunity to defend their position before taking the action. Some actions, like recklessly murdering or assaulting innocent bystanders without cause, should be clearly out of line and the DM is under no obligation to accept an argument.
Depending on the campaign, being Evil can have various consequences. In traditionally Good campaigns, Evil characters become NPCs under the control of the DM and must cease adventuring with the rest of the party. In Neutral Campaigns the consequences would be decidedly less harsh, giving a penalty to Charisma checks against Good characters, for instance, or simply having the local law be an effective enforcer of good behavior. Evil campaigns would have no negative consequences for being Evil, aside from the vulnerability to Holy damage.
D&D SAGA: The Lost Edition
A Fantasy rule revision for Wizards of the Coast's Star Wars SAGA RPG system.
Thursday, June 21, 2012
Monday, May 28, 2012
Artificer & Sage (Under Construction)
Sage
Req: Trained in 3 Knowledges, Arcane Gift, Divine
Gift, 2 Talents from Metamagic or Seer
Hit Dice: The Sage uses d6 Hit Dice
BAB: Low
Defense Bonuses: Sages gain a +4 class bonus to their Will defense
and a +2 class bonus to their reflex defense.
Special Ability: Sage Lore: You gain this as a bonus (+1 at 2nd,
+1 e/o lvl.) to all Knowledges you are Trained in and as a bonus to Will
defense versus Illusions.
Talent Trees
-Metamagic (Magic-User)
-Seer (Cleric)
-Healer (Cleric)
Loremaster
Monster Lore
You gain a +5 to Knowledge checks made to identify
creatures.
You gain
+1 to attacks, damage and opposed checks against creatures you have
successfully identified.
Recall
When you take a 10 on a knowledge check, treat the
die roll as a 12.
Eidetic Memory
Req: Recall
You may make an Int check with a DC equal to the
number of days since you have seen or heard something. If you exceed the DC you
remember that thing with perfect clarity.
Synergy
You gain a +2 synergy bonus in an associated skill
for each Knowledge skill you have trained.
History →
Perception, Arcana → Spellcasting, Religion → Devotion, Nature → Survival,
Underdark → Endurance, Politics → Diplomacy, Engineering → Mechanics, Tactics →
Initiative
Knowledgeable
Advice
You may spend a full-round action to give a player
than can see and hear you a +5 to a single skill check.
Uncanny
Linguist
You may make a DC 15 Int check you determine
whether you speak a given language. Once you have successfully made this check
for a language you do not have to make it again. You cannot retry this check.
Scholarship
You may reroll any Knowledge check, but must take
the result even if it is worse.
Practiced Advisor
Req: Knowledgeable Advice
Targets of your Knowledgeable Advice gain a
temporary action point. This action point is lost if it is not used by the end
of the encounter.
Exploit
Weakness
Req: Monster Lore
You may
spend two swift actions to give all allies that can see or hear you your Sage
Lore bonus to attacks against a creature you have successfully identified.
Theurgy
Adaptable Spell Pool
You may sacrifice
two spells to recall a spell you have already used.
Unified Magic
Req: Adaptable Spell
Pool, Ritual Master
You may choose to use either Spellcasting or
Devotion when casting any spell.
Action
Reserve
At the beginning of
each encounter you gain 1 temporary action point that may only be used to
augment spells. You may take this talent more than once.
Clarity
Req: Action Reserve
When you roll a natural 20 on a Spellcasting or
Devotion check you may recall a spell.
Signature Spell
Choose one spell.
Whenever you cast that spell you may take a 10 and do not provoke attacks of
opportunity.
Signature
Spell Focus
Req: Signature Spell
You gain a
+2 on all checks to cast your signature spell.
Ritual Master
You gain a +5 on all skill checks to cast rituals
and may use either Spellcasting or Devotion when either is called for.
Efficient Ritualist
Req: Ritual Master
It takes
you 3/4 as much gold and 3/4 as much time as normal for you to perform rituals.
Artificer
Req: Trained in Mechanics, Skill Focus: (Mechanics), Magical Gift, Academy Training, 2 Talents from either Melee Training or Ranged Training
Hit Dice: d8
BAB: mid
Defense Bonuses: Artificers gain a +4 Bonus to their Will Defense and a +2 Bonus to their Fortitude Defense.
Special Ability: Infusion
Talent Trees
-Either Melee or Ranged Training, depending on which one was used for class entry
-Metamagic
-Warpriest
Alchemist
Master Craftsman
Wednesday, May 23, 2012
Monsters & NPCs (Under Construction)
Monsters
and NPCs
The NPC
Class
HP:
NPCs gain 4+Con modifier HP/lvl.
BAB: Mid
Ability Scores: All NPC ability scores begin at 10.
Ability Scores: All NPC ability scores begin at 10.
Action
Points: NPCs do not gain Action
Points
Class
Skills (trained in 1+Int modifier, minimum 1) All skills except for
Spellcasting and Devotion
Starting
Feats
A NPC gets
3 starting feats at first level, chosen from the following list.
Armor Proficinecy (Light),
(Medium), Exotic Weapon Proficiency, Skill Focus, Skill Training, Weapon
Proficiency (Simple), (Marital Melee), (Ranged Martial)
Sample NPCS
Goblin Archer CL 1 (Non-heroic 4)
Str: 10, Dex: 14, Con 10, Int 10, Wis 10, Cha 8
Ref: 15, Fort 10, Will 10, HP 16
Skills: Stealth +14
Feats: Dodge, Mobility, AP (light), WP (simple), WP (Ranged Martial
Melee: +3 attack, Dagger 1d4+2 damage
Ranged: +5 attack, Short bow 1d6+2 damage
Armor: Leather (+2 Ref.)
Goblin Shaman CL 1 (non-heroic 4)
Str:8 Dex 13 Con 10 Int 10 Wis 12 Cha 10
Ref 14 Fort 10 Will 11 HP 16
Skills: Stealth +13, Devotion +7
Feats: Divine Gift, Temple Training, AP (light), WP (simple) WP (Ranged
martial)
Spells: Curse, Blindness/Deafness
Melee: +2 attack, Spear 1d8+1 Damage
Ranged: +4 attack, Spear 1d8+1 damage
Armor: Leather
Goblin Brute CL 1 (Non-heroic 4)
Str 13 Dex 12 Con 13 Int 8 Wis 8 Cha 8
Ref: 14 Fort 11 Will 9 HP 25
Skills: None
Feats: Toughness, Mighty Swing, AP (light), WP (simple), WP (Martial
Melee)
Melee: +3 attack, Spear 1d8+3 damage
Ranged: +4 attack, Spear 1d8+3 damage
Armor: Leather
Monster Classes
General Monster Rules:
Monsters choose only classes, not races.
Monster's starting ability scores are determined by their class.
Monsters don't get a General Feat every 3rd level, but they do still receive one at first and may sacrifice size for more talents or feats.
Beast
HD: 1d8
Skills: 1 + Int Mod. (Minimum 1)
Defenses: + 2 Fort, +2 Ref
Form: Beasts begin at first level as either small quadrupeds or medium bipeds, but without opposable thumbs.
Starting Ability Scores: Str: 10, Dex:10, Con 10, Int 2, Wis 10, Cha 4
Ability modifiers: Beasts gain a +2 to any ability at first level. The chosen ability increases by +2 at each additional odd level. In addition, at 4th level and every 4th level thereafter animals may add a +2 to any other ability score.
Size Changes: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. Every 4th level Beasts either gain a size increase, or an additional talent or feat.
Beast Talents: Beasts may chose from the Predator, Monstrous Form and Environment Talent Trees. They gain a talent at first level and every odd level thereafter. The following talents may only be taken by beasts.
Magical Beast
Req: Int 3
This monster may take talents from the Supernatural Talent Tree.
Opposable Thumbs
Req: Dex 12
This monster may use weapons and tools with 2 of their limbs.
Normal: Beasts do not have opposable thumbs.
Feats: At first level and every even level animals gain a feat chosen from the following list: Bantha Rush, Cleave, Crush, Dodge, Double Attack, Dreadful Rage, Extra Rage, Improved Defenses, Improved Damage Threshold, Great Cleave, Mighty Swing, Mobility, Pin, Power Attack, Powerful Charge, Skill Focus, Toughness, Trip, Weapon Finesse (Natural Attack), Weapon Proficiency (Simple)
Construct
HD: 10 HP/lvl
Skills: 1
Defenses: Immune to Fort and Will attacks.
Form: Constructs begin as either small quadrupeds or medium bipeds
Starting Ability Scores: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 1
Ability Modifiers: At third level and every odd level thereafter, Constructs gain a +2 to Str. At 4th level and every 4th level thereafter they may add +2 to either Dex or Wis.
Size Increases: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. At 4th level and every 4th level thereafter Beasts either gain a size increase, or an additional talent or feat.
Talents:
Feats:
Dragon
HD: 1d12
Skills: 3 + Int Mod. (Minimum 1)
Defenses: +2 Fort, +2 Ref, +4 Will
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Elemental
HD: 1d8
Skills: 1 + Int Mod (Minimum 1)
Defenses: +4 Ref, +2 Fort
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Ooze
HD: 1d6
Skills: 0
Defenses: +4 Fort, Immune to Will Attacks
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Outsider
HD: 1d8
Skills: 4 + Int Mod.(Minimum 1)
Defenses: +2 to all defenses
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Plant
HD: 1d6
Skills: 1 + Int Mod. (Minimum 1)
Defenses: +2 Fort, Immune to Will Attacks
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Giant
HD: 1d12
Skills: 2 + Int Mod (Minimum 1)
Defenses: +4 Fort
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Undead
HD: 8 HP / Lvl
Skills: 1 + Int Mod. (Minimum 1)
Defenses: Immune to Fort and Will attacks that do not specifically affect undead.
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Monster Classes
General Monster Rules:
Monsters choose only classes, not races.
Monster's starting ability scores are determined by their class.
Monsters don't get a General Feat every 3rd level, but they do still receive one at first and may sacrifice size for more talents or feats.
Beast
HD: 1d8
Skills: 1 + Int Mod. (Minimum 1)
Defenses: + 2 Fort, +2 Ref
Form: Beasts begin at first level as either small quadrupeds or medium bipeds, but without opposable thumbs.
Starting Ability Scores: Str: 10, Dex:10, Con 10, Int 2, Wis 10, Cha 4
Ability modifiers: Beasts gain a +2 to any ability at first level. The chosen ability increases by +2 at each additional odd level. In addition, at 4th level and every 4th level thereafter animals may add a +2 to any other ability score.
Size Changes: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. Every 4th level Beasts either gain a size increase, or an additional talent or feat.
Beast Talents: Beasts may chose from the Predator, Monstrous Form and Environment Talent Trees. They gain a talent at first level and every odd level thereafter. The following talents may only be taken by beasts.
Magical Beast
Req: Int 3
This monster may take talents from the Supernatural Talent Tree.
Opposable Thumbs
Req: Dex 12
This monster may use weapons and tools with 2 of their limbs.
Normal: Beasts do not have opposable thumbs.
Feats: At first level and every even level animals gain a feat chosen from the following list: Bantha Rush, Cleave, Crush, Dodge, Double Attack, Dreadful Rage, Extra Rage, Improved Defenses, Improved Damage Threshold, Great Cleave, Mighty Swing, Mobility, Pin, Power Attack, Powerful Charge, Skill Focus, Toughness, Trip, Weapon Finesse (Natural Attack), Weapon Proficiency (Simple)
Construct
HD: 10 HP/lvl
Skills: 1
Defenses: Immune to Fort and Will attacks.
Form: Constructs begin as either small quadrupeds or medium bipeds
Starting Ability Scores: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 1
Ability Modifiers: At third level and every odd level thereafter, Constructs gain a +2 to Str. At 4th level and every 4th level thereafter they may add +2 to either Dex or Wis.
Size Increases: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. At 4th level and every 4th level thereafter Beasts either gain a size increase, or an additional talent or feat.
Talents:
Feats:
Dragon
HD: 1d12
Skills: 3 + Int Mod. (Minimum 1)
Defenses: +2 Fort, +2 Ref, +4 Will
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Elemental
HD: 1d8
Skills: 1 + Int Mod (Minimum 1)
Defenses: +4 Ref, +2 Fort
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Ooze
HD: 1d6
Skills: 0
Defenses: +4 Fort, Immune to Will Attacks
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Outsider
HD: 1d8
Skills: 4 + Int Mod.(Minimum 1)
Defenses: +2 to all defenses
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Plant
HD: 1d6
Skills: 1 + Int Mod. (Minimum 1)
Defenses: +2 Fort, Immune to Will Attacks
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Giant
HD: 1d12
Skills: 2 + Int Mod (Minimum 1)
Defenses: +4 Fort
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Undead
HD: 8 HP / Lvl
Skills: 1 + Int Mod. (Minimum 1)
Defenses: Immune to Fort and Will attacks that do not specifically affect undead.
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Bite
Claw
Gore
Slam
Monster Talent Trees
Predator Tree
Ambush
Ambush
Req: Trained in Stealth, Dex 14
SWSAGA pg. 276 (Nexu)
Constrict
Req: Str 16
THRT pg. 109 (Gundark)
Camouflage
Req: Trained in Stealth
THRT pg. 125 (Sarlacc)
Overwhelm
THRT pg. 129 (Womp Rat)
Poison
THRT pg.107 (Corellian Sand Panther)
Ferocious
THRT pg. 116 (Mantellian Savrip)
Rage
SWSAGA pg.277 (Reek)
Rend
SWSAGA pg. 277 (Wampa)
Scent
Req: Wis 12
SWSAGA pg. 277 (Tauntaun)
Trip
THRT pg. 126 (Varactyl)
Mastermind Tree
Automatic Concentration
Req: Spellcasting or Devotion, any other 2 Monster Talents
You may maintain one spell without spending any actions to do so. You may take this talent multiple times.
Extra Move Action
Req: Any other 2 Monster Talents.
The creature gains an extra move action on each of its turns.
Extra Standard Action
Req: Extra Move Action
The creature gains an extra standard action on each of its turns.
Retinue
Req: Any other 2 monster talents.
The creature is always encountered with 4 minions and one non-heroic NPC or monster, the minions have 1/4 of the levels of the creature and the NPC has 1/2. This talent may be taken multiple times. These creatures do not increase the CL of the encounter. This talent may be taken multiple times.
Monstrous Form Tree
Crush
Devour
THRT pg. 114 (Krayt Dragon)
Disturbing Visage
Extra Head
Extra Limb
Fast Healing 5
Req: Con 20
SWSAGA pg. 276 (Acklay) This talent may be taken multiple times. Its effects stack.
Improved Flight
Natural Armor
Prehensile Tail
Tentacle Grab
THRT pg. 125 (Sarlacc)
Weaponized Tail
Wings
Environment Tree
Elemental Subtype
Excellent Athlete (Swim/Jump/Climb)
THRT pg. 126 (Varactyl)
Blindsight
Elemental Resistance
Aquatic Adaptation
Arctic Adaptation
Desert Adaptation
Subterranean Adaptation
Volcanic Adaptation
Breath Weapon
Tremorsense
THRT pg. 114 (Krayt Dragon)
Supernatural Tree
Damage Reduction
Fearsome Roar
SWSAGA pg. 276 (Nexu)
Constrict
Req: Str 16
THRT pg. 109 (Gundark)
Camouflage
Req: Trained in Stealth
THRT pg. 125 (Sarlacc)
Overwhelm
THRT pg. 129 (Womp Rat)
Poison
THRT pg.107 (Corellian Sand Panther)
Ferocious
THRT pg. 116 (Mantellian Savrip)
Rage
SWSAGA pg.277 (Reek)
Rend
SWSAGA pg. 277 (Wampa)
Scent
Req: Wis 12
SWSAGA pg. 277 (Tauntaun)
Trip
THRT pg. 126 (Varactyl)
Mastermind Tree
Automatic Concentration
Req: Spellcasting or Devotion, any other 2 Monster Talents
You may maintain one spell without spending any actions to do so. You may take this talent multiple times.
Extra Move Action
Req: Any other 2 Monster Talents.
The creature gains an extra move action on each of its turns.
Extra Standard Action
Req: Extra Move Action
The creature gains an extra standard action on each of its turns.
Retinue
Req: Any other 2 monster talents.
The creature is always encountered with 4 minions and one non-heroic NPC or monster, the minions have 1/4 of the levels of the creature and the NPC has 1/2. This talent may be taken multiple times. These creatures do not increase the CL of the encounter. This talent may be taken multiple times.
Monstrous Form Tree
Crush
Devour
THRT pg. 114 (Krayt Dragon)
Disturbing Visage
Extra Head
Extra Limb
Fast Healing 5
Req: Con 20
SWSAGA pg. 276 (Acklay) This talent may be taken multiple times. Its effects stack.
Improved Flight
Natural Armor
Prehensile Tail
Tentacle Grab
THRT pg. 125 (Sarlacc)
Weaponized Tail
Wings
Environment Tree
Elemental Subtype
Excellent Athlete (Swim/Jump/Climb)
THRT pg. 126 (Varactyl)
Blindsight
Elemental Resistance
Aquatic Adaptation
Arctic Adaptation
Desert Adaptation
Subterranean Adaptation
Volcanic Adaptation
Breath Weapon
Tremorsense
THRT pg. 114 (Krayt Dragon)
Supernatural Tree
Damage Reduction
Fearsome Roar
THRT pg. 106 (Corellian Banshee Bird)
Null Field
THRT pg. 131 (Ysalamiri, all references to Force replaced with relevant Spellcasting/Devotion terms)
THRT pg. 131 (Ysalamiri, all references to Force replaced with relevant Spellcasting/Devotion terms)
Shielding
Spells
Spells
Energy types and (elemental) spells:
Elemental spells and other effects
do fire, acid, cold, electrical, holy or unholy damage. These supersede the SAGA
"energy" damage type.
When a caster chooses a spell with the
Elemental descriptor they must specify an energy type. That spell may only use
that energy type. The caster may use another known spell to learn the spell
with a different energy type.
Holy
and Unholy damage only effect evil and good creatures, respectively. Undead
and Fiends are always considered evil for the purposes of holy damage.
Celestial and Fey are always good for the purposes of unholy damage.
Divine spells are
listed in blue, while Arcane spells are listed in red. Spells that may be either arcane
or divine are listed in purple.
Blast
(Elemental)
Standard Action, All other creatures in a
blast centered on you.
Spellcasting or Devotion check. The check result determines the area and damage of
the Blast. If the check result does not exceed a target's Ref defense they only
take half damage and suffer no additional effects.
DC15: 1 square radius, 2d6 damage
DC20: 2 square radius, 4d6
damage
DC25: 3 square radius, 6d6
damage. All target is pushed 1 square away from the center of the blast.
DC30: 4 Square radius, 8d6
damage. All target is pushed 2 squares away from the center of the blast and
knocked prone.
Action point: Increase the radius of the blast by 1 and the
damage by 2d6.
Divine: You
may only choose Holy or Unholy damage as the energy type when you select the
Blast power with the Divine Gift feat.
Bless
Standard action. You and all allies within
6 squares.
Devotion check. The result of the check determines the effect.
DC15: All targets gain a +1 divine bonus to
attack rolls as long as are within 6 squares of the caster.
DC20: As above, except
targets also gain a +1 bonus to will defense against fear and mind-affecting
spells.
DC25: +2 to attacks, +2 vs.
fear and mind-affecting.
DC30: +2 to attacks, +4 vs.
fear and mind-affecting.
Concentration:
Swift action. Allies must be within
6 squares to benefit.
Blindness/Deafness
Standard action. One enemy within 6
squares.
Devotion check. If the result of the check exceeds the target's
Fort defense you may choose one effect. The effect lasts until the beginning of
your next turn.
Blindness: The target
is flat footed and treats all targets as having total concealment.
Deafness: The target
is flat-footed and takes a -5 on all Perception, Stealth and Spellcasting
checks.
Action point:
Plot
Point: The effect is permanent
and may only be removed by the caster or a Cleric using the Remove Curse spell.
Boost
Move action. You or one adjacent ally.
Devotion check. Choose one ability score. The target gets a
divine bonus based on the result to all rolls and any defense based off of that
score. This bonus lasts until the beginning of your next turn.
DC15: +1
DC20: +2
DC25: +3
DC30: +4
Concentration:
Move action. You may maintain
concentration on an ally as long as they remain within line of sight.
Action
point: Increase the bonus by 1.
Charm
Standard. One creature within 6 squares that
can see, hear and understand you.
Spellcasting check. The effect is determined by how much the check
exceeds the target's will defense.
Will: The target's attitude improves by one
step and the target may not attack you or your allies until the beginning of
your next turn.
Will+5: The target's attitude
improves by 2 steps and you may direct the target's next swift action.
Will+10: The target's
attitude improves by 3 steps and you may direct the target's next swift and
move actions.
Will+15: The target's
attitude improves by 4 steps and you may direct the target's next turn.
The attitude improvement
lasts until you or one of your allies attacks the target or one of its allies.
When the improvement wears off the target will realize it has been charmed and
will step down one attitude from it's normal state.
Action
Point: Improve the target's attitude by one step
Plot Point: The effect
is permanent and can only be removed by a Dispel spell.
(Remove)
Curse
Standard. One creature within 6 squares.
Spellcasting or Devotion check. If the result exceeds the target's will defense
the target suffers an effect chosen by the caster. The possible effects are
determined by how much the target’s will defense is exceeded by.
Target's Will: Target suffers a -2 to all
rolls and defenses.
Will+5: The target suffers a
-5 penalty on all rolls based on an ability score of your choice.
Will+10: The target has a 50%
chance to lose any action it attempts, immediately ending the action.
Will+15: The target is
transformed into a Tiny Animal. It retains it's mental ability scores and hit
points, but drops all carried items.
Concentration:
Move Action
Divine: When used as a Divine power you Curse may end a
Curse effect by making a Devotion check opposing the Spellcasting or Devotion
check used to inflict the curse. This use of Curse does not expend the spell.
Action
Point: The effect lasts until
the end of the encounter without concentration.
Plot
Point: The effect is permanent
and may only be ended by a Divine Remove Curse.
Dispel
Standard Action. One ongoing spell.
Spellcasting or Devotion check. If your result exceeds the Spellcasting or
Devotion result used for the targeted spell or ritual it is immediately ended.
Energy
Resistance
Standard action. You and up to four
adjacent allies.
Devotion Check. Choose one energy type. The result of the check
determines the effect.
DC15: The targets gain DR 5 against the
chosen energy type until the beginning of your next turn.
DC20: The targets gain DR 10
against the chosen energy type until the beginning of your next turn.
DC25: The targets gain DR 15
against the chosen energy type until the beginning of your next turn.
DC30: The targets gain DR 20
against the chosen energy type until the beginning of your next turn.
Concentration:
Swift action
Action
Point: You may spend an action
point to use this spell as a reaction.
Etherealness
Move action. Personal.
Spellcasting Check. The result of the check determines the effect of
the spell.
DC15: You gain a phasing speed of 3
squares. While phasing you may ignore all characters and terrain, but must end
your move in an unoccupied square. This effect lasts until the beginning of
your next turn.
DC20: As above, except that
your phasing speed is 4 squares.
DC25: Phasing speed 5.
DC30: Phasing speed 6.
Action Point: Increase you phasing speed by 2 squares.
Concentration: Move action. Whenever you maintain the etherealness power you may move
at your phasing speed.
(Remove)
Fear
Standard. A number of creatures within 12
squares.
Spellcasting or Devotion check. If the result exceeds the target's Will defense it
flees from you in terror for 1 minute. The check result also determines the
number of creatures effected.
DC15: One creature
DC20: Two creatures
DC25: Three creatures
DC30: Four creatures
This spell has no effect on
targets of equal or higher level than the caster.
Cleric: Clerics may end a Fear effect
by making a Devotion check as a standard action opposing the Spellcasting or Devotion check used to
inflict the fear. This use of Fear does not expend the spell.
Action
Point: The target take a -2
penalty on all attacks and skill checks until the end of the encounter.
Guided
Strike
Swift action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
DC15: +1 divine bonus on your next attack
roll and deal an additional 1d6 points damage if the attack hits.
DC20: As above, except the
bonus damage increases to 2d6.
DC25: +2 to attack, +3d6 damage
DC30: +2 to attack, +4d6
damage
Action
point: Gain a +1 to attack or
an additional +1d6 damage
Heal
Standard Action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
The target gains a number of hit points equal to 1/2 of the Devotion check result.
Action Point: You may target one additional adjacent ally.
Invisibility
Standard Action. Personal.
Spellcasting Check. The result of the check determines the effect, if
any.
DC15: You are considered to have total
concealment against all targets until the beginning of your next turn.
DC20: As above, plus you
receive a +2 magic bonus to Stealth checks.
DC25: As DC15, plus a +4
magic bonus to Stealth checks.
DC30: As DC15, plus a +6
magic bonus to Stealth checks.
Concentration:
You can maintain Invisibility as a
standard action but you must make a new Spellcasting check each round.
Action
point: Increase your bonus to
stealth checks by 5.
Obscure
Standard. A blast radius within 6 squares.
Spellcasting check. The spellcasting check determines the effect of
the spell.
DC15: 2 square radius grants concealment
DC20: 3 square radius grants
concealment
DC25: 3 square radius grants
total concealment
DC30: 4 square radius grants
total concealment
Action
Point: The concealment granted
by this spell cannot be ignored by dark or low-light vision.
Ray
(Elemental)
Standard. One creature within 12 squares.
Spellcasting or Devotion Check. Make
a ranged attack. If the attack
hits the check determines the effect of the Ray.
DC15: 2d6 damage
DC20: 2d6 Damage, -1 CT
DC25: 4d6 damage, -1 CT
DC30: 4d6 damage, -2 CT
Action
Point: +2d6 damage or -1 CT
Divine: When chosen using the Divine Gift power you may
only choose Holy or Unholy damage as the energy type for the Ray power.
Special:
Weapon-like. Feats that apply to
ranged attacks also apply to rays. You may specify (ray) for feats that require
you to specify a weapon.
Revive
Standard action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
DC15: The target moves +1 CT
DC20: The target moves +2 CT
or you may remove one persistent condition.
DC25: The target moves +3 CT
or you may remove two persistent condition .
DC30: The target moves +4 CT or
you may remove two persistent conditions or you can make a character who has
died during this encounter unconscious instead.
Action
Point: Move the target an additional +1 CT or remove one persistent
condition.
Shield
(Other)
Reaction, Personal
Spellcasting or Devotion check.
DC15: You gain SR 5 until the beginning of
your next turn
DC20: You gain SR 10 until
the beginning of your next turn
DC25: You gain SR 15 until
the beginning of your next turn
DC30: You gain SR 20 until
the beginning of your next turn
Concentration:
Move Action. If your shield rating
is depleted the effect ends.
Action
Point: Increase the SR by 5.
Cleric: Clerics may use Shield on an adjacent ally and may
maintain the power as long as the ally remains within line of sight.
Sleep
Standard Action, One Creature within 12
squares
Spellcasting Check. If the result exceeds the target's will defense
the target moves -1 CT. For every 5 points by which you exceed the target's
will defense the target moves an additional -1 CT.
Action Point: Move
the target an additional -1 CT.
Plot Point: If the
target is reduced to 0 on the CT this effect is permanent and may only be
removed by the caster or Cleric using the Remove Curse spell.
Summon
Standard Action, Summons a creature within
6 squares.
Spellcasting Check. The result of the check determines the effect of
the spell. The beast remains in play until he beginning of your next turn.
DC15: Summons a small beast with a CL equal
or less than 1/2 your character level, minimum 1.
DC20: Summons a medium beast
with a CL equal or less than 1/2 your character level, minimum 1.
DC25: Summons a large beast
with a CL or less than 1/2 your character level, minimum 1.
DC30: Summons a huge beast
with a CL equal or less than 1/2 your character level, minimum 1.
The beast is under your
control and counts as an ally to your party. You may use your actions to give
the beast equivalent actions. You may only Summon one creature at a time.
Concentration:
Standard action.
Action
Point: The CL of the beast you
summon can be +2 higher than normal.
Telekinesis
Standard Action, One Character or object
within 10 squares
Spellcasting Check. The result of the check determines the maximum
size of the target you can lift.
DC15: Move Medium object (2d6)
DC20: Move Large object (4d6)
DC25: Move Huge object (6d6)
DC30: Move Gargantuan object
(8d6)
DC35: Move Colossal object
(10d6)
If the target is a creature that resists your attempt your Spellcasting
check must also exceed their Will defense. You can hurl the target at another
target in range if you Spellcasting check exceeds the second target's Ref.
Defense. Both targets take damage determined by you Spellcasting result.
Concentration:
Standard Action, but the effect ends once you use it to do damage.
Action Point: Increase
the maximum size category by one and the damage by 2d6.
Wall
Standard Action, 12 squares
Spellcasting Check. The result of the check determines the number of
continuous squares of low objects the caster may place on the map. These
squares remain in place until the end of the encounter.
DC15: 3 Squares of low objects
DC20: 4 Squares
DC25: 5 Squares
DC30: 6 Squares
Action
Point: You may choose to make
any number of the squares blocking terrain.
Equipment (Under Construction)
Equipment
Armor
Armor check penalties are applied to Acrobatics, Athletics, Endurance,
Initiative, Ride, and Stealth. They are doubled if the character is not proficient
in the armor worn.
Ref. Fort.
Max Dex. ACP Speed
GP
Leather Armor (L) +2 - +6 - - 10
Studded Leather (L) +3 - +5 -1 - 25
Chain Shirt (L) +4 - +4
-1 - 100
Hide Armor (M) +3 +1
+3 -2 -1 25
Breastplate (M) +4 +1 +3
-2 -1 200
Scale Mail (M) +5 +2
+3 -3 -1 400
Chain Mail (H) +6 +3 +2 -4 -2 800
Plate Mail (H) +8 +4
+1 -6 -2 1000
Special Materials and
Masterwork Weaponry
Special Materials
Special Materials
Adamantine:
Hardness 20, HP 40
Weapons made of adamantine bypass the first
20 hardness of any object. The Everbright and Finely Honed masterwork qualities
may be applied to Adamantine weapons without GP cost, but it still increases
the craft DC.
Armor made of adamantine
grants damage reduction 2 for light armors, 4 for medium armor and 6 for heavy
armor. Adamantine armor's ACP is reduced by one. The Everbright quality may be
applied to Adamantine armor without cost.
Craft DC +10, Market Value +5,000GP for
weapons and light armor, 10,000 for Medium Armor, 15,000 for Heavy Armor
Abyssal
Steel: Hardness 10, HP 30
Abyssal Steel weapons always bypass the Damage
Reduction or Shield Rating of any Fey or Celestial they hit.
Medium or Heavy armor made of Abyssal Steel
gives the wearer Electricity Resistance 5.
Craft
DC +5, Market Value +1,000 GP for weapons and +3500 GP for medium or heavy
armor.
Bone: Hardness 5, HP 10
Bone arms and armor are inferior to steel, but are the best available to some.
On a natural 1 to attack you miss as normal, but roll the damage and apply it to the weapon. On a critical hit the damage dealt is done to both the weapon and the target.
Only light armor can be made with bone, and gains no special benefit.
Craft DC -, Market Value 1/4 normal
Blue Ice: Hardness 10, HP 30
Blue Ice weapons deal +1 cold damage on a hit and +1d6 cold damage on a critical hit.
Armor made from Blue Ice grants Cold Resistance 5.
Craft DC +5, Market Value +500 GP for weapons, 3000GP for armor
Celestial
Silver: Hardness 10, HP 30
Celestial silver weapons always bypass the Damage
Reduction or Shield Rating of any Fiend or Undead they hit.
Medium or Heavy armor made of Celestial
Silver gives the wearer Acid Resistance 5.
Craft
DC +5, Market Value +1,000 GP for weapons and +3500 GP for medium or heavy
armor.
Crystal: Hardness 10, HP15
Crystal weapons grant the wielder a +2 equipment bonus on any Spellcasting or Devotion checks.
Armor and shields cannot be constructed from crystal.
Craft DC +5, Market Value +1000 GP
Darkwood: Hardness 10, HP 20
Darkwood weapons and shields weigh half as much as their steel counterparts. The Mighty Pull quality may be apply to darkwood bows without an additional GP cost, but the craft DC still increases.
Armor cannot be constructed from Darkwood.
Craft DC +5, Market Value +500 GP for weapons and shields.
Dragonbone Hardness 10, HP 30
Dragonbone weapons weigh 1/2 as much as normal, reducing their EP by one. The Lightened quality may not be applied to Dragonbone weapons.
You may apply the Brutal and Mighty pull qualities to weapons made of Dragonbone without paying an the GP cost, but the craft DC still increases.
Armor and shields cannot be constructed from dragonbone.
Craft DC +5, Market Value +1000
Dragonscale Hardness 10, HP 30
Dragonscale can be used to construct any shields and any scale or plate armor. The weight or the item is reduced by 1/4, reducing its EP by one, and any ACPs are reduced by 1. The Lightened quality may not be added to Dragonscale armor or shied
Craft DC +5, Market Value +4000
Heart Iron: Hardness 10, HP 30
Heart Iron weapons deal +1 fire damage on a hit and +1d6 fire damage on a critical hit.
Armor made from Heart Iron grants Fire Resistance 5.
Craft DC +5, Market Value +500 GP for weapons
Mithril: Hardness 15, HP 30
Items made of mithril weigh half as much as normal, reducing their EP by one, to a minimum of one.
The Everbright and Balanced properties may be added to Mithril Weapons without cost, but they still increase the craft DC. The Lightened property may not be applied to Mithril arms and armor.
The armor type of Mithril armor is reduced by one step (Heavy-->Medium-->Light), which also reduces its EP by one. In addition, its Max Dex bonus increases by +1 and it's Armor check penalty is reduced by 1. The Everbright quality may be applied to Mithril armor without cost.
Craft DC +5, Market Value +2,000GP for weapons and light armor, 4,000 for Medium Armor, 8,000 for Heavy Armor
Obsidian:
Hardness 2, HP 10
Obsidian weapons are naturally sharp, but brittle.
All Obsidian weapons gain the Finely honed
quality for free, with no increase to the cost or craft DC.
Armor cannot be constructed
from obsidian.
Craft
DC -, Market Value 1/2 normal
Spidersilk:
Hardness 10, HP20
Spidersilk may be used to construct any Leather,
Hide or Chain armor. It's
armor type is reduced by one step (Heavy-->Medium-->Light), reducing its EP by one. In addition, its Max Dex
is increased by one and its ACP is reduced by 1. The Lightened quality may not be added to Spidersilk armor.
Spidersilk may not be used to construct
shields or weapons.
Craft
DC +10, Market Value +4000
Wickerweave:
Hardness 5, HP15
Wickerweave may be used to construct any Scale,
Chain or Plate armor. It's
armor type is reduced by one step (Heavy-->Medium-->Light), reducing its EP by one. In addition, its ACP
does not apply to stealth checks made outdoors.
Wickerweave may not be used to construct
shields or weapons.
Craft
DC +10, Market Value +2000
Masterwork Qualities
Accurate
Accurate weapons grant a +1 equipment bonus on attacks made with them.
Craft DC +2, Market Value +200
Serrated
Balanced
Balanced my only be applied to melee weapons.
Balanced weapons may be thrown and count as thrown weapons when it is beneficial to the player.
Craft DC +4, Market Value +400
Brutal
Brutal may only be applied to two-handed melee weapons.
Brutal weapons reroll any ones on damage dice.
Craft DC +4, Market Value +800
Collapsible
Collapsible may only be applied to weapons made mostly of wood.
The weapon may be broken down into smaller pieces, or has telescoping elements. When collapsed the weapons grant a +5 on stealth checks used to conceal them.
Collapsible weapons hardness is reduced by 2 and their HP are reduced by 5.
Craft DC +2. Market Value +200
Everbright
Everbright may only be applied to metal weapons and armor.
Everbright weapons do not rust and have acid resistance 5.
Craft DC +4, Market Value +400
Finely Honed/Weighted
Finely Honed weapons get a +1 bonus to all damage dice.
Craft DC +4, Market Value +400
Hardened
Hardened weapons or armor gain 2 Hardness and 5 hit points.
Craft DC +2, Market Value +100
Lightened
Lightened arms and armor have their EP reduced by one, to a minimum of one.
Craft DC +4, Market Value +100
Maker's Mark
Marker's mark is elaborate ornamental work meant to show off the maker's skill. Any amount of gold may be used for a maker's mark, simply increasing the value of the weapon or armor.
Craft DC +2, Market Value: Varies
Mighty Pull
Mighty Pull may only be applied to bows.
You may add your Str modifier to damage when using a Mighty Pull bow.
Craft DC +4, Market Value +800
Parrying
Parrying weapons grant a +2 on all Initiative checks used for the Block talent.
Craft DC +2, Market Value +100
Personalized
Personalized weapons or armor are made for a specific wielder or wearer. Any other character that uses the item gets a -1 to attacks made with it or an additional -1 ACP, whichever is relevant.
Craft DC +2, Market Value +100
Serrated weapons always deal the average result of
their damage die, rounded down. d4=2, d6=3, d8=4, 2d6=7 etc.
Craft DC +2, Market Value +200
Trapped
When someone that is not aware of the trap
attempts to use trapped weapons or armor the equipment makes an immediate
attack at 1d20+owner's level. If this attack hits the target take 1d6 + 1/2 the
owner's character level in damage and is moved -1 CT.
Craft DC +4, Market Value +400
Magical
Qualities
Elemental Damage (Flaming/Icy/Acidic/Shocking/Holy/Unholy)
Choose one of the elemental descriptors when applying this enchantment to a melee or ranged weapon. The weapon deals one additional die of damage of the appropriate type.
+1 Magical enhancement, Weapons only
Elemental Effect
Each Elemental damage quality has a corresponding elemental effect. These enhancements may only be applied to weapons that already have the appropriate Elemental Damage Quality.
Ignition: On a critical hit the target catches fire, suffering 1d6 of fire damage every round until the flames are extinguished, which requires 2 swift actions.
+1 Magical Enhancement, Requires Flaming
Freezing: On a critical hit, the target suffers -1CT. Creatures that are resistant to Cold damage are immune to this effect.
+1 Magical Enhancement, Requires Icy
Corrosive: On a critical hit, any armor or equipment bonus to the target's Reflex or Fortitude defense is reduced by 2. This reduction lasts until the armor is repaired. This effect does not work on Everbright armor.
+1 Magical Enhancement, Requires Acidic
Stunning: On a critical hit, the target is immobilized until the beginning of your next turn. Creatures that are resistant to Electrical damage are immune to this effect.
+1 Magical Enhancement, Requires Shocking
Disrupting: On a critical hit, undead targets are instantly destroyed if the attack exceeds their Fortitude defense. Intelligent undead gain a +5 bonus to their Fort defense for determining the result of the attack.
+1 Magical Enhancement, Requires Holy
Vampiric: On a critical hit, half of the damage dealt to the target is absorbed by the attacks as Hit Points. These Hit Points may take the attacker above his starting maximum, but any excess HP left at the end of an encounter are lost.
+1 Magical Enhancement, Requires Unholy
(Elemental) Burst
Each elemental quality has a corresponding elemental burst. Elemental Burst requires the appropriate Elemental damage quality before it can be applied. Elemental Burst Weapons do an additional 2 dice of elemental damage on a critical hit.
+1 Enhancement, Requires appropriate elemental damage quality.
Choose one of the elemental descriptors when applying this enchantment to a melee or ranged weapon. The weapon deals one additional die of damage of the appropriate type.
+1 Magical enhancement, Weapons only
Elemental Effect
Each Elemental damage quality has a corresponding elemental effect. These enhancements may only be applied to weapons that already have the appropriate Elemental Damage Quality.
Ignition: On a critical hit the target catches fire, suffering 1d6 of fire damage every round until the flames are extinguished, which requires 2 swift actions.
+1 Magical Enhancement, Requires Flaming
Freezing: On a critical hit, the target suffers -1CT. Creatures that are resistant to Cold damage are immune to this effect.
+1 Magical Enhancement, Requires Icy
Corrosive: On a critical hit, any armor or equipment bonus to the target's Reflex or Fortitude defense is reduced by 2. This reduction lasts until the armor is repaired. This effect does not work on Everbright armor.
+1 Magical Enhancement, Requires Acidic
Stunning: On a critical hit, the target is immobilized until the beginning of your next turn. Creatures that are resistant to Electrical damage are immune to this effect.
+1 Magical Enhancement, Requires Shocking
Disrupting: On a critical hit, undead targets are instantly destroyed if the attack exceeds their Fortitude defense. Intelligent undead gain a +5 bonus to their Fort defense for determining the result of the attack.
+1 Magical Enhancement, Requires Holy
Vampiric: On a critical hit, half of the damage dealt to the target is absorbed by the attacks as Hit Points. These Hit Points may take the attacker above his starting maximum, but any excess HP left at the end of an encounter are lost.
+1 Magical Enhancement, Requires Unholy
(Elemental) Burst
Each elemental quality has a corresponding elemental burst. Elemental Burst requires the appropriate Elemental damage quality before it can be applied. Elemental Burst Weapons do an additional 2 dice of elemental damage on a critical hit.
+1 Enhancement, Requires appropriate elemental damage quality.
Defending: Each turn you may choose to apply a Defending weapon's Enhancement bonus to either your attack and damage or all of your Defenses.
+1 Enhancement, Melee weapons only
+1 Enhancement, Melee weapons only
Returning: Returning weapons return to the thrower at the beginning of their next turn.
+1 Enhancement, Thrown Weapons Only
+1 Enhancement, Thrown Weapons Only
Nimble: Nimble armor's ACP is reduced by one and its Max Dex is increased by 1.
+1 Enhancement, Armor and Shields only
+1 Enhancement, Armor and Shields only
Spell-storing: At the start of each day, choose one spell you know. You may cast that spell one additional time that day. You may take this enhancement more than once.
+1 Enhancement
+1 Enhancement
Keen\Impacting\Piercing: Increase the weapon's critical range by one.
+1 Enhancement, Weapons only
+1 Enhancement, Weapons only
Fatiguing: Any time a successful attack from this weapon would move the target down the condition track the target suffers an additional -1 CT.
+2 Enhancement, Weapons only
+2 Enhancement, Weapons only
Energy
Resistance: For each +1 enhancement in this quality, the wearer gains SR 10 against the chosen damage type.
+1-+5 Enhancement, Armor and Shields only
+1-+5 Enhancement, Armor and Shields only
Dancing: Each round that a character attacks with a dancing weapon, it gains a dancing charge. The player may spend a dancing charge to cause the weapon to fly out of his hand an attack the players foes on its own until the beginning of the player's next turn. Spending an additional dancing charge as a swift action extends the effect for one round. The weapon goes on the initiative count immediately following the player's own turn.
Releasing the weapon requires a swift action, and the player may not attack with the weapon in the same round he releases it.
+3 Enhancement, Melee Weapons only
Releasing the weapon requires a swift action, and the player may not attack with the weapon in the same round he releases it.
+3 Enhancement, Melee Weapons only
Fortification: Fortification gives a bonus to the wearer's DT. Light Fortification adds +3, Medium adds +6 and Heavy adds +9. Heavy Fortification may only be placed on Heavy armor, and Medium Fortification requires Medium or Heavy Armor. Shields may only provide Light Fortification.
+1 (light), +2 (medium) or +3 (heavy) Enhancment, Armor and Shields only
Arrow Deflection: Arrow deflection allows the wielder to use the Block talent to deflect ranged attacks.
+1 Enhancment (shields) or +2 Enhancement (melee weapons), Melee Weapons or Shields only.
Specific Arms and Armor
Automatic Crossbow
This +2 Hand Crossbow possesses an automatic reloader and an seemingly endless number of bolts that appear out of thin air. For each attack the character makes with the automatic crossbow, they may choose to "Double Tap", taking a -2 to their attack and gaining an additional die of damage (2d4 total). The crossbow does not require an action to reload, and the wielder may make any number of attacks with the weapon in a single turn, assuming they have another feat or ability that grants them additional attacks.
Level 10
Bloodthirsty Axe
The Bloodthirsty Axe is a +3 Brutal Abyssal Steel Greataxe. Each time the wielder scores a critical hit with the Bloodthirsty Axe they gain half of the damage dealt as temporary HP and gain +1 CT. If the Bloodthristy Axe does not score a successful hit on a given day it imparts a persistent -1 CT until it draws blood from a foe.
Level 12
Corrosive Gloves
These +2 Acidic Corrosive Gloves ignore the first 5 points of hardness of inanimate objects. In addition, the wearer gains the benefits of the Sunder feat.
Level 8
Dragon's Bane
This +4 Dragonbone Mighty Pull Longbow deals an extra die of damage against all targets with the Dragon type. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. The wielder gain a +4 Will defense against any Fear effect caused by a Dragon and the bow hums with excitement when a dragon is within 1 mile.
Level 12
Elven Chain Mail
This set of +3 Mithril Chain Mail does not provide an Armor Check Penalty to Spellcasting checks.
Level 10
Flametongue
This legendary +1 two-handed Flambard is the prototypical flaming sword. In addition to being a Heart Iron blade with the Flaming, Ignition and Flaming Burst magical qualities, when unsheathed Flametongue sheds light as a torch in a 30 ft. radius. When an attack with Flametongue exceeds the Damage Threshold of any Ice creature it inflicts an additional -1 CT.
Level 12
Icicle
This +1 Icy Freezing Blue Ice Dagger leaves pieces of itself in its victims, damaging them over time. On a critical hit the tip of the dagger breaks off inside of its victim and continues tunneling into their body. The victim takes 2d4 cold damage at the beginning of each of their turns for the remainder of the encounter or until they spend three swift actions digging the point out, which itself deals 2d4 damage.
Level 12
Ironbody Full Plate
This set of +2 Adamantine Full Plate allows the wearer to transform into an adamantine statue of themselves for a brief period of time. Once per encounter the wearer may transform, and the transformation lats until the beginning of their next turn. During the transformation the character may not act, but also cannot be injure by any attack of effect that would not damage an adamatine statue.
Level 10
Lightning Spear
This +1 Accurate Celestial Silver Returning Shocking Spear transforms into a lightning bolt when thrown. It has a uses the Short range table and strikes each target along a straight path. The effect ends and the spear returns to its owner when it hits blocking terrain or misses an attack against a target.
Level 10
Orcbane Short Sword
This +2 Mithril Short Sword deals an extra die of damage against all Orcs, Half-Orcs and Goblins. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. Whenever an Orc or Goblin is within 100 ft. of the wielder, the sword glows blue.
Level 8
Seeking Bow
This +3 Accurate Mighty Pull Longbow ignores one square of blocking terrain or low terrain when determining line of sight to its target, including any cover bonuses that terrain might cause.
Level 10
Thunder Hammer
This +2 Balanced Returning Greathammer deafens it's target (as the Blindness/Deafness spell) on a critical hit. In addition, the wielder may make an attack against each creature within 2 squares of the target using their normal attack bonus with the thunder hammer. If these attacks hit, each of the targets is also deafened. The deafening effect lasts until the beginning of the character's next turn.
Level 8
+1 (light), +2 (medium) or +3 (heavy) Enhancment, Armor and Shields only
Arrow Deflection: Arrow deflection allows the wielder to use the Block talent to deflect ranged attacks.
+1 Enhancment (shields) or +2 Enhancement (melee weapons), Melee Weapons or Shields only.
Specific Arms and Armor
Automatic Crossbow
This +2 Hand Crossbow possesses an automatic reloader and an seemingly endless number of bolts that appear out of thin air. For each attack the character makes with the automatic crossbow, they may choose to "Double Tap", taking a -2 to their attack and gaining an additional die of damage (2d4 total). The crossbow does not require an action to reload, and the wielder may make any number of attacks with the weapon in a single turn, assuming they have another feat or ability that grants them additional attacks.
Level 10
Bloodthirsty Axe
The Bloodthirsty Axe is a +3 Brutal Abyssal Steel Greataxe. Each time the wielder scores a critical hit with the Bloodthirsty Axe they gain half of the damage dealt as temporary HP and gain +1 CT. If the Bloodthristy Axe does not score a successful hit on a given day it imparts a persistent -1 CT until it draws blood from a foe.
Level 12
Corrosive Gloves
These +2 Acidic Corrosive Gloves ignore the first 5 points of hardness of inanimate objects. In addition, the wearer gains the benefits of the Sunder feat.
Level 8
Dragon's Bane
This +4 Dragonbone Mighty Pull Longbow deals an extra die of damage against all targets with the Dragon type. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. The wielder gain a +4 Will defense against any Fear effect caused by a Dragon and the bow hums with excitement when a dragon is within 1 mile.
Level 12
Elven Chain Mail
This set of +3 Mithril Chain Mail does not provide an Armor Check Penalty to Spellcasting checks.
Level 10
Flametongue
This legendary +1 two-handed Flambard is the prototypical flaming sword. In addition to being a Heart Iron blade with the Flaming, Ignition and Flaming Burst magical qualities, when unsheathed Flametongue sheds light as a torch in a 30 ft. radius. When an attack with Flametongue exceeds the Damage Threshold of any Ice creature it inflicts an additional -1 CT.
Level 12
Icicle
This +1 Icy Freezing Blue Ice Dagger leaves pieces of itself in its victims, damaging them over time. On a critical hit the tip of the dagger breaks off inside of its victim and continues tunneling into their body. The victim takes 2d4 cold damage at the beginning of each of their turns for the remainder of the encounter or until they spend three swift actions digging the point out, which itself deals 2d4 damage.
Level 12
Ironbody Full Plate
This set of +2 Adamantine Full Plate allows the wearer to transform into an adamantine statue of themselves for a brief period of time. Once per encounter the wearer may transform, and the transformation lats until the beginning of their next turn. During the transformation the character may not act, but also cannot be injure by any attack of effect that would not damage an adamatine statue.
Level 10
Lightning Spear
This +1 Accurate Celestial Silver Returning Shocking Spear transforms into a lightning bolt when thrown. It has a uses the Short range table and strikes each target along a straight path. The effect ends and the spear returns to its owner when it hits blocking terrain or misses an attack against a target.
Level 10
Orcbane Short Sword
This +2 Mithril Short Sword deals an extra die of damage against all Orcs, Half-Orcs and Goblins. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. Whenever an Orc or Goblin is within 100 ft. of the wielder, the sword glows blue.
Level 8
Seeking Bow
This +3 Accurate Mighty Pull Longbow ignores one square of blocking terrain or low terrain when determining line of sight to its target, including any cover bonuses that terrain might cause.
Level 10
Thunder Hammer
This +2 Balanced Returning Greathammer deafens it's target (as the Blindness/Deafness spell) on a critical hit. In addition, the wielder may make an attack against each creature within 2 squares of the target using their normal attack bonus with the thunder hammer. If these attacks hit, each of the targets is also deafened. The deafening effect lasts until the beginning of the character's next turn.
Level 8
Rituals (Under Construction)
Alarm
Alter Self
Binding
Consecrate/Desecrate
Control
Weather
Create
Food and Water
Create
Undead
Create
Wondrous Item
Enchant
Arms and Armor
Familiar
Pocket
Floating
Disk
Gaseous
Form
Gate
Heroes' Feast
Locate
Creature
Locate
Object
Magic
Circle
Magnificent
Mansion
Overland
Flight
Plane
Shift
Pyrotechnics
Raise Dead
Regeneration
Reincarnation
Resurrection
Rope Trick
Scrying
Secret
Chest
Secret Hut
Symbol
Telepathic
Link
Teleportation
Circle
Tongues
True
Seeing
Veil
Non-detection
Water
Breathing
Wondrous Items
Head/Neck/Face
Circlet of Telepathy
Goggles of Seeing
Lens of Seeking
Mask of Disguise
Mind Shielding Helmet
Body/Torso/Armor
Cape/Cloak
Cloak of Blending
Cloak of Elemental Resistance
Cloak of Gliding
Duelist's Cape
Scintillating Cape
Survivor's Cloak
Hands/Rings
Glove of Daggers
Glove of Storing
Ki Straps
Pacifying Gauntlet
Ring of Binding
Ring of Invisibility
Ring of Regeneration
Shield Ring
Legs/Waist/Feet
Boots of Running and Jumping
Belt of Lifting and Throwing
Seductive Dress\Pants
Unstoppable Sandals
Non-slotted Items
Bag of Holding
Crystal Ball
Flying Carpet
Magic Tent
Portable Hole
Wands
Staves
Wondrous Items
Head/Neck/Face
Circlet of Telepathy
Goggles of Seeing
Lens of Seeking
Mask of Disguise
Mind Shielding Helmet
Body/Torso/Armor
Cape/Cloak
Cloak of Blending
Cloak of Elemental Resistance
Cloak of Gliding
Duelist's Cape
Scintillating Cape
Survivor's Cloak
Hands/Rings
Glove of Daggers
Glove of Storing
Ki Straps
Pacifying Gauntlet
Ring of Binding
Ring of Invisibility
Ring of Regeneration
Shield Ring
Legs/Waist/Feet
Boots of Running and Jumping
Belt of Lifting and Throwing
Seductive Dress\Pants
Unstoppable Sandals
Non-slotted Items
Bag of Holding
Crystal Ball
Flying Carpet
Magic Tent
Portable Hole
Wands
Staves
Encumbrance Points (replaces
equipment weight)
Characters have a number of EP equal to ½ their Str
score.
Containers take up EP, but allow the bearer to carry a number of small
items without them taking up EP.
Small items (those marked with a *) do not take EP if they are in an
appropriate container. When they are not stowed they take up 1 EP.
Negligible items (those marked with a -) mass is insignificant
individually. 5 Negligible items count as a single small item.
50 GP is equal to one small item.
Light Load = ½ Str score, Medium Load = ¾ Str. Score, Heavy Load = Str. Score
Characters bearing a medium load are moved -1 CT and have their speed
reduced by 1, characters bearing a heavy load are moved -3 CT, have their speed
reduced to ½ and may not run or charge.
Containers
Container|Cost|EP
Backpack |2 gp| 2 (20)
Backpacks may contain up to 20 small items. They may also carry one 1 EP item without additional cost.
Barrel |2 gp| 4 (100)
Barrels may contain 100 small items.
Case, map or scroll |1 gp| 1 (50)
Map or Scroll cases may contain 50 sheets of paper, maps or scrolls.
Chest (empty) |2 gp| 4 (50)
Chest may contain 50 small items.
Pouch, belt (empty) |1 gp| 1 (5)
Belt pouches may contain 5 small items.
Quiver |1 gp| 1 (30)
Quivers may contain 30 arrows or bolts.
Sack (empty) |1 sp|2 (50)
Sacks may contain 50 small items. Folded sacks are *
Item | Cost | EP
Basket (empty) | 4 sp | 1
Bedroll | 1 sp | 1
Bell | 1 gp | *
Blanket, winter | 5 sp | 1
Block and tackle | 5 gp | 1
Bottle, wine, glass | 2 gp | 1
Bucket (empty) | 5 sp | 1
Caltrops | 1 gp | *
Candle | 1 cp | -
Canvas (5 sq. yds.) | 1 sp | 1
Chain (10 ft.) | 30 gp | 1
Chalk, 1 piece | 1 cp | -
Crowbar | 2 gp | 1
Firewood (per day) | 1 cp | 4
Fishhook | 1 sp | -
Fish net 25 sq.ft. | 4 gp | 1
Flask (empty) | 3 cp | *
Flint and steel | 1 gp | -
Grappling hook | 1 gp | 1
Hammer | 5 sp | 1
Ink (1 oz. vial) | 8 gp | *
Inkpen | 1 sp | -
Jug, clay | 3 cp | 1
Ladder, 10-foot | 5 cp | 4
Lamp, common | 1 sp | 1
Lantern, bullseye | 12 gp | 1
Lantern, hooded | 7 gp | 1
Lock (very simple) | 20 gp | *
Lock (average) | 40 gp | *
Lock (good) | 80 gp | *
Lock (amazing) | 150 gp | *
Manacles | 15 gp | 1
Manacles,masterwork | 50 gp | 1
Mirror, small steel | 10 gp | *
Mug/Tankard, clay | 2 cp | *
Oil (1-pint flask) | 1 sp | *
Paper ( 10 sheets) | 1 gp | —
Pick, miner’s | 3 gp | 2
Pitcher, clay | 2 cp | 1
Piton | 1 sp | *
Pole, 10-foot | 2 sp | 3
Pot, iron | 5 sp | 2
Ram, portable | 10 gp | 4
Rations, trail (day)| 5 sp | *
Rope, hempen 50 ft | 1 gp | 2
Rope, silk (50 ft.) | 10 gp | 1
Sealing wax | 1 gp | *
Sewing needle | 5 sp | —
Signal whistle | 8 sp | —
Signet ring | 5 gp | —
Sledge | 1 gp | 2
Soap (per lb.) | 5 sp | *
Spade or shovel | 2 gp | 2
Spyglass | 100 gp | 1
Tent | 10 gp | 4
Torch | 1 cp | 1
Vial, ink or potion | 1 gp | -
Waterskin | 1 gp | 1
Whetstone | 2 cp | *
Light Weapons | X | *
One-handed Weapons | X | 1
Two-handed Weapons | X | 2
Polearms | X | 3
Light Armor | X | 1
Medium Armor | X | 2
Heavy armor | X | 3
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