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Equipment

Page history last edited by Ian 13 years, 9 months ago


 

Armor and Shield

Armor is composed of three components: Helm, Chest-piece and Greaves. Each of these items can be either Light, Medium or Heavy. Light pieces grant +0.5 armor, Medium pieces afford +1 armor and Heavy pieces grant +2 armor.

Shields can be either a Buckler (+1 to Parry), Medium (+2 to Parry) or Tower (+4 to Parry or can be used for Cover).

Armor Check Penalty

Any armor, as well as any shield, hurts a character's ability to use Dexterity- and Strength-based skills. An armor check penalty applies to all Dexterity- and Strength-based skill checks and to attack Penalty. The armor

check penalty is equal to the armor’s Toughness bonus.  The Armor Check Penalty of armor is the sum of the ACP of each item. The Shield ACP is equal to the Defense bonus of the Shield.

Light Armor

Any armor and shield that combine to give an Armor Check Penalty of 3 or less are considered Light Armor for effects regarding the Armor Training feats are Considered to have Light Encumbrance.

Medium Armor

Any armor and shield that combine to give an Armor Check Penalty between 4 and 6 are considered Medium Armor for effects regarding the Armor Training feats and have Medium Encumbrance.

Heavy Armor

Any armor and shield that combine to give an Armor Check Penalty 7 or higher are considered Heavy Armor for effects regarding the Armor Training feats and Heavy Encumbrance.

Masterwork

Masterwork armor component's have an armor check penalty one lower than usual. The same holds for Shields. The cost of making a component Mastrwork is +5.

 

Encumbrance

The following table shows the encumbrance weight for different strengths.

 

Strength Light Medium Heavy
-5 8 16 24
-4 10 21 32
-3 14 28 42
-2 19 37 56
-1 25 50 75
0 33 67 100
1 44 89 133
2 59 118 178
3 78 158 237
4 104 210 316
5 139 281 421
6 185 374 562
7 247 499 749
8 330 665 999
9 440 887 1332
10 586 1183 1776

The effects of Incumbrance are:

Light Encumbrance

No special effect. Character's can Run at x4 speed and their speed isn't diminished.

Medium Encumbrance

Character's can Run at x3 speed and their speed isn't diminished.

Heavy Encumbrance

Character's can Run at x3 speed and their speed is erduced by 2/3.

Encumbrance and Armor Check Penalty

Creatures wearing Armor and who are Encumbered by what they are carrying use the higher rating between that determined by their ACp and their total encumbrance. For example, a character wearing a Masterwork heavy Chest-Piece and Heavy Leggings and helm has an armor Check Penalty of +5. This would place him in the Medium encumbrance category due to his armor. But if he's acarryin a total weight of 250 lbs and he has a +2 Strength, he would be considered heavily encumbered.

 

Housing

Purchasing a Home

Type/Location Very Rich Rich
Middle Class Poor
Manor 43 -
- -
House 41 37
35 33
Townhouse 40 35
33 32
Apartment 35 34
31 29
Flat - - - -
Studio - - - -

Renting a Home / (DC/month)

Type/Location Rich
Middle Class Poor
Manor -
- -
House 19
16 -
Townhouse 18
15 -
Apartment 17
12 11
Flat - 11 9
Studio - - 7

 

Magic Items

Crafting magic items does not require any special feats. Only characters with the following power source feats: Cleric, Sorcerer or Wizard can create magic items, although they may need help to create the basic nonmagical items which will be enchanted. The artificer must use the apropriate ritual to create the magic item, that is, during the game he must find or research the formula to create it.

 

Creation Cost

The necessary ingredients and other expenditures necessary to create an item (exclusive of the upkeep of the artificer) cost -2 listed price. It is possible to lower the price by finding the necessary ingredients during adventures – the Narrator should indicate the discount they provide. The item specific costs can be found in the ritual descriptions.

 

Creation Time

The creator also needs a fairly comfortable, well-lit and adequately equipped place in which to work. Creating an item requires about one day for items with a purchase DC of 15. For each +2 increase in the purchase DC it takes

another day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit. A character can work on only one item at a time. You can spend Time Points appropriately as well.

 

Slots

You can wear the following magic items: 2 rings, a helm, a breastplate, leggings, gloves, belt, amulet, cloak.

 

Special Items

Acid

You can throw a flask of acid as a grenadelike (splash) weapon. Treat this attack as a ranged attack with a range increment of 10 feet. A direct hit deals acid damage 2. Creature hit directly and which takes damage (at least the

bruised condition) from acid is nauseated for one round (this condition ends in the next round just before the initiative count when it begun). If it is resistant or immune to acid, it is not nauseated.  Every creature within 5 feet of the point where the acid hits takes acid damage 0 from the splash. 

 

Alchemist’s Fire

You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged attack with a range increment of 10 feet. A direct hit deals 2 points of fire damage. Every creature within 5 feet of the point where

the flask hits takes fire damage 0 from the splash. The creature hit directly is set aflame. If it is resistant or immune to fire, it is not set alight.

 

Bag of flour

You can throw it at an invisible creature (thrown weapon with the ranged increment of 10 feet). If the creature is standing on the ground, you can aim at its feet - the Difficulty to hit an approximate area is 5. All creatures

within 5 feet are covered in flour. An invisible creature is automatically pinpointed, but still benefits from concealment (20%, or 17 or more on d20). Flour can be brushed off as a full action.  Bag of flour cannot be used against incorporeal creatures.

 

Holy Water

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged attack with a range increment of 10 feet. A flask breaks

if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy

water only if you are adjacent to it. Doing so is a ranged attack. A direct hit by a flask of holy water deals damage 5 to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes damage 0 from the splash.

 

Tanglefoot Bag (Reflex)

When you throw a tanglefoot bag at a creature (as a ranged attack with PB range), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to

air. Make a check with a +10 against Reflex, and if succesful the target becomes Entangled. If the check succeeds by 5+ they are also glued to the floor, unable to move. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but if it the check succeeds by 5+ it is unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by scraping the glue with a slashing weapon, or similar tool (2 full rounds). Once free, the creature can move

(including flying) at half speed. A further two rounds of scraping are necessary to remove the glue entirely. The goo becomes brittle and fragile after 3 minutes, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

 

Thunderstone

You can throw this stone as a ranged attack with a range increment of 20 feet. (Hitting a square requires an attack against Defence 5). When it strikes a hard surface (or is struck hard), it creates a deafening bang that is

treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 3 minutes. Each deafened creature is stunned for 1 full round. Deafened creatures are obviously

invulnerable to all later thunderstones.

 

Tool Quality

Some tasks require tools. If tools are needed, the specific items are mentioned in the description of the task or skill. If you don’t have the appropriate tools, you can still attempt the task but at a –5 penalty on your check. Some tasks cannot be attempted without tools at all. Mastwerork Tools allow the character to use the Second Chance feat for that skill. Masterwork tools cost +5 more than the normal tool. Improvised tools, cost 5 less.

 

Weapons

Masterwork Weapons

Masterwork weapons add +1 to attack bonus. Their cost is higher by +5. The toughness of Master Work weapons increases by +2.

 

 

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