regeln:start
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
regeln:start [2010/09/07 14:34] – malcolm | regeln:start [2021/01/09 02:10] (aktuell) – [Using Action Points] malcolm | ||
---|---|---|---|
Zeile 188: | Zeile 188: | ||
at the DM’s option. | at the DM’s option. | ||
* **Boost Defense:** | * **Boost Defense:** | ||
- | | + | You can spend 1 action point when fighting defensively. This grants double the normal benefit for fighting defensively for the entire round (+4 dodge bonus to AC). |
* **Extra Attack: | * **Extra Attack: | ||
- | | + | You can spend 1 action point to make an extra attack at your highest attack bonus when you take a full attack action. |
* **Spell Boost: | * **Spell Boost: | ||
- | | + | You can spend 1 action point to increase the effective |
* **Spell Recall:** | * **Spell Recall:** | ||
- | | + | You can spend 1 action point to cast a spell without losing that prepared spell, if you prepare spells, or a daily spell slot, if you’re a spontaneous spellcaster. Either use must be done during the same round that the spell is cast. |
* **Stabilize: | * **Stabilize: | ||
- | | + | When dying, you can spend 1 action point to become stable at your current hit point total. |
**Improving Feats** | **Improving Feats** | ||
Zeile 208: | Zeile 208: | ||
* **Blind-Fight: | * **Blind-Fight: | ||
- | | + | You can spend 1 action point to negate your miss chance for a single attack. |
+ | * **Combat Expertise:** | ||
+ | | ||
+ | * **Dodge:** | ||
+ | | ||
* **Improved Critical:** | * **Improved Critical:** | ||
- | | + | You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19–20 to 18–20, from 17–20 to 15–20, or from 15–20 to 12–20, including the effect |
* **Metamagic Feats:** | * **Metamagic Feats:** | ||
- | | + | You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level, without any level adjustment because of the feat, and it takes no extra time to cast. |
- | | + | |
+ | | ||
* **Power Attack:** | * **Power Attack:** | ||
- | | + | You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of –3 on your attack roll, you add +12 to your damage roll. |
+ | * **Spell Focus:** | ||
+ | | ||
* **Spell Penetration: | * **Spell Penetration: | ||
- | | + | You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The eect lasts for the entire encounter. |
=====Feats===== | =====Feats===== | ||
Zeile 537: | Zeile 544: | ||
=====Equipment===== | =====Equipment===== | ||
+ | ====Weapons==== | ||
+ | **Bich’hwa: | ||
+ | tail", this short, double-curved blade has no | ||
+ | hilt but features a knuckle guard and can easily be | ||
+ | used in either hand. A bich’hwa provides a +2 | ||
+ | bonus on the Combat Maneuver Defense against | ||
+ | disarming it. | ||
+ | \\ | ||
+ | **Blunderbuss: | ||
+ | its trumpet-shaped barrel, making it effective as | ||
+ | a fowling weapon or as a close-fighting personal | ||
+ | defense weapon. While potentially devastating | ||
+ | up close, it becomes quickly ineffectual against | ||
+ | human-sized targets at a distance. | ||
+ | \\ | ||
+ | **Dogslicer: | ||
+ | bits of sharpened metal, goblins named the weapon | ||
+ | after the act for which it’s most commonly employed. | ||
+ | Holes drilled in the weapon’s blade make it | ||
+ | easier to heft. If a wielder rolls a natural 1 when attacking | ||
+ | with a dogslicer, the weapon breaks. Masterwork | ||
+ | and magical dogslicers do not have this | ||
+ | flaw. Most dogslicers are size Small. | ||
+ | \\ | ||
+ | **Double Crossbow:** This heavy weapon fires a | ||
+ | pair of iron tipped bolts with a single squeeze of | ||
+ | the trigger. Due to its size and weight, however, | ||
+ | non-proficient wielders suffer a -8 penalty on their | ||
+ | attack rolls. Even proficient wielders takes a -2 | ||
+ | penalty on their attack rolls. If the attack succeeds, | ||
+ | the target takes the listed damage twice, but critical | ||
+ | hits and precision damage are only applied to one | ||
+ | of the bolts. Reloading a double crossbow requires | ||
+ | 2 standard actions (1 for each bolt), although the | ||
+ | Rapid Reload feat reduces this to 2 move actions | ||
+ | (meaning it can be accomplished in 1 round). The | ||
+ | Crossbow Mastery feat allows you to reload one | ||
+ | bolt in a double crossbow as a free action, but not | ||
+ | both bolts. | ||
+ | \\ | ||
+ | **Dueling Sword, Aldori:** You can use theWeapon | ||
+ | Finesse feat to apply your Dexterity modifier instead | ||
+ | of your Strength modifier on attack rolls | ||
+ | with an Aldori Dueling Sword sized for you, even | ||
+ | though it isn’t a light weapon. You may wield an | ||
+ | Aldori Dueling Sword in two hands in order to | ||
+ | apply 1-1/2 times your Strength bonus to damage, | ||
+ | even when using it with Weapon Finesse. These | ||
+ | swords are about 3-1/2-feet long, very slightly | ||
+ | curved and sharp only along the outer edge. | ||
+ | \\ | ||
+ | **Earth Breaker:** A massive hammer used by | ||
+ | Varisia’s Shoanti tribes, the crude metal of the | ||
+ | weapon’s head ends in multiple blunt spikes, | ||
+ | which channel themomentumof a powerful swing. | ||
+ | \\ | ||
+ | **Falcata: | ||
+ | falcata has a single edged, concave blade and a | ||
+ | hook-shaped hilt often stylized in the shape of a | ||
+ | horse. Its shape distributes the weight to give it | ||
+ | the momentum of an axe with the cutting edge of | ||
+ | a sword. | ||
+ | \\ | ||
+ | **Horsechopper: | ||
+ | with an enlarged hook opposite the blade. | ||
+ | When using a horsechopper, | ||
+ | on your Combat Maneuver Bonus to trip an opponent | ||
+ | with more than two legs. | ||
+ | \\ | ||
+ | **Katar, Tri-bladed: | ||
+ | punching daggers) boast a single long, thick blade, | ||
+ | the tribladed katar features a fan of three splayed | ||
+ | razor edges. | ||
+ | \\ | ||
+ | **Klar:** Traditionally a Shoanti blade bound to the | ||
+ | skull of a horned spirestalker (a breed of Storval | ||
+ | Plateau giant gecko), in recent years the armorers | ||
+ | of southern Varisia have started crafting these | ||
+ | bladed shields from iron. You can attack an opponent | ||
+ | with a klar, using it as an one-hand, martial slashing | ||
+ | weapon. For the purpose of penalties on | ||
+ | attack rolls, treat a klar as a light weapon. If you use | ||
+ | a klar to make an attack, you lose its AC bonus until | ||
+ | your next action (usually until the next round). | ||
+ | Both the sword and shield segments of a klar can | ||
+ | be enhanced separately. An enhancement bonus | ||
+ | on the shield does not improve the e | ||
+ | ectiveness of | ||
+ | the blade. | ||
+ | \\ | ||
+ | **Maulaxe: | ||
+ | passed down through the dwarvish lords of | ||
+ | the Five Kings. It initially appears like a heavyheaded | ||
+ | axe, but a skilled wielder can strike equally | ||
+ | well with its chopping edge as with the forged | ||
+ | sledge that backs the blade; thus it can be used | ||
+ | to deliver bludgeoning or slashing damage as the | ||
+ | wielder desires.\\ | ||
+ | A dwarven maulaxe is a martial weapon for | ||
+ | dwarves and an exotic weapon for members of | ||
+ | other races. It is not a double weapon and any | ||
+ | enchantments applied to the weapon operate normally | ||
+ | regardless of which part of the weapon’s | ||
+ | head is used to deliver the blow, except for enhancements | ||
+ | that apply only to blunt or sharp weapons. | ||
+ | Such enhancements apply only to attacks dealing | ||
+ | the appropiate type of damage. | ||
+ | \\ | ||
+ | **Musket:** This smooth-bore longarm fires largecaliber | ||
+ | bullets. What it lacks in accuracy it makes | ||
+ | up for in high damage potential. | ||
+ | \\ | ||
+ | **Ogre Hook:** A huge crook of crude, sharpened | ||
+ | metal, ogre hooks take their name from the savages | ||
+ | who most typically employ them. Usually created | ||
+ | by giants and their ilk, ogre hooks are commonly | ||
+ | size Large and awkward for most humanoids to | ||
+ | use. | ||
+ | \\ | ||
+ | **Osirian Khopesh:** The Osirian khopesh begins | ||
+ | as a straight blade extending 2 feet from its hilt. It | ||
+ | then extends a further 2 feet in a curved crescent, | ||
+ | enabling the weapon to be used for trip attacks. | ||
+ | \\ | ||
+ | **Pata:** An evolution of the standard katar, the | ||
+ | pata is a short sword that ends in a full, fingerless | ||
+ | gauntlet hilt. You punch rather than stab with the | ||
+ | weapon, allowing you to put more force behind | ||
+ | each strike. A pata provides a +10 bonus on Combat | ||
+ | maneuver defense against disarming the pata. | ||
+ | \\ | ||
+ | **Pistol:** The single-shot, | ||
+ | easy to conceal. You gain a +2 bonus on | ||
+ | Sleight of Hand checks made to conceal a pistol. | ||
+ | \\ | ||
+ | **Revolver: | ||
+ | a revolver has up to five chambers that each hold a | ||
+ | bullet and a wad of guncotton. Cocking the hammer | ||
+ | spins the chambers to align the next bullet with | ||
+ | the barrel. The complicated mechanism of a revolver | ||
+ | makes it misfire on a natural 1 or 2. | ||
+ | \\ | ||
+ | **Rifle:** Firing small-caliber rounds at high velocity | ||
+ | from a rifled barrel, a rifle makes for an excellent | ||
+ | long-range weapon and is favored by snipers. | ||
+ | \\ | ||
+ | **Sawtooth Sabre:** The signature weapons of the | ||
+ | notorious assassins’ guild known as the Red Mantis, | ||
+ | sawtooth sabres are cruel but ecient weapons. | ||
+ | Their curved, serrated blades are capable of making | ||
+ | deep wounds and in the hands of a skilled user are | ||
+ | treated as light weapons. A char acter without ExoticWeapon | ||
+ | Proficiency (sawtooth sabre) can wield | ||
+ | one of these weapons as a longsword. | ||
+ | \\ | ||
+ | **Scattergun: | ||
+ | scattergun fires a devastating blast of shot, that can | ||
+ | be quite ruinous at close range. | ||
+ | \\ | ||
+ | **Shoanti Bola:** The Shoanti often use special bolas | ||
+ | carved from bones and weighted with stones. | ||
+ | These bolas function as standard bolas but deal | ||
+ | lethal damage rather than nonlethal damage. Most | ||
+ | Shoanti bolas can also function as bullroarers — | ||
+ | tiny holes carved in the weights cause them to emit | ||
+ | a mournful keening sound when spun. | ||
+ | \\ | ||
+ | **Temple Sword:** Typically used by guardians | ||
+ | of religious sites, temple swords have distinctive | ||
+ | crescent-shaped blades, appearing as an amalgam | ||
+ | of a sickle and a sword. Many temple swords | ||
+ | have holes drilled into the blade or places on the | ||
+ | pommel, where charms, bells or other holy trinkets | ||
+ | might be attached. | ||
+ | \\ | ||
+ | **Thorn Bracer:** These sturdy leather bracers are | ||
+ | studded with lacquered rose thorns that can be | ||
+ | used to pierce foes. You can attack with these | ||
+ | bracers even while holding objects in your hands. | ||
+ | When attacking with thorn bracers you lose any | ||
+ | shield bonus to AC gained from a readied shield | ||
+ | until your next action. A thorn bracer can be used | ||
+ | to make an offhand attack if you aren’t wielding a | ||
+ | weapon or shield in that hand. | ||
+ | \\ | ||
+ | **Thorn bow:** This polished rosewood bow is | ||
+ | studded with thorns and tiny rose flowers. You | ||
+ | need at least two hands to use a thorn bow, regardless | ||
+ | of its size. You can use a thorn bow while | ||
+ | mounted. Penalties for low Strength apply on damage | ||
+ | rolls rolls made with a thorn bow. Thorn bows | ||
+ | cannot be made into composite thorn bows. | ||
+ | \\ | ||
+ | **War Razor:** In all appearances, | ||
+ | oversized razor or flip knife. As the razor folds | ||
+ | into the handle, no sheath is required, making the | ||
+ | weapon easy to hide, granting you a +2 bonus on | ||
+ | Sleight of Hand checks made to conceal the weapon | ||
+ | on your body. | ||
+ | \\ | ||
+ | **Wooden stake:** Popular in certain parts of Ustalav, | ||
+ | a wooden stake proves very handy against | ||
+ | vampires. | ||
+ | \\ | ||
+ | ====Firearms==== | ||
+ | Although generally quite deadly, firearms remain | ||
+ | rare on Golarion thanks to the greater power and | ||
+ | reliability of magic. In places where magic is fickle | ||
+ | or doesn’t work at all (such as the Mana Wastes), | ||
+ | firearms become more desirable but no less expensive. | ||
+ | Firearms generally work like any other | ||
+ | weapons, except where noted here. | ||
+ | \\ | ||
+ | **Firearm Profiency: | ||
+ | (firearms) feat grants profiency with all the firearms | ||
+ | listed here. A non-proficient character who attacks | ||
+ | with a firearm does so at the standard -4 penalty | ||
+ | on attack rolls, but also suers twice the normal | ||
+ | chances for a misfire. | ||
+ | \\ | ||
+ | **Attacks of Opportunity: | ||
+ | firearm provokes attacks of opportunity. | ||
+ | Capacity: This lists the number of shots the | ||
+ | weapon can hold. You may fire a weapon as many | ||
+ | times in a round as you have attacks, up to this | ||
+ | number. Reloading a flintlock firearm (blunderbuss | ||
+ | and musket) requires 1 round. Reloading a | ||
+ | percussion cap firearm (pistol, revolver, rifle, scattergun) | ||
+ | requires 1 move action per shot. | ||
+ | \\ | ||
+ | **Bullets: | ||
+ | sized bullets, individual bullets cost the | ||
+ | same, regardless of the firearm they are used for. A | ||
+ | pouch of 10 bullets costs 1 gp. | ||
+ | \\ | ||
+ | **Damage:** The round bullets of firearms deal | ||
+ | bludgeoning and piercing damage because they | ||
+ | rely on kinetic force to punch into their targets. A | ||
+ | bullet that fails to penetrate deeply can still damage | ||
+ | its target, just from the force of impact alone. | ||
+ | Exploding Dice: Whenever you deal damage | ||
+ | with a firearm and roll maximum on any damage | ||
+ | die, reroll that die and add that roll to the total as | ||
+ | well. If you roll maximum on rerolls, continue to | ||
+ | reroll, adding the damage each time. | ||
+ | \\ | ||
+ | **Misfire: | ||
+ | roll made with a firearm, your firearm might | ||
+ | misfire. Immediately roll 1d20. On a 1, the | ||
+ | firearm is damaged and the powder explodes out | ||
+ | the breech, dealing the weapon’s damage to you; on | ||
+ | a 2-7 the firearm is damaged; on a 8-18 the firearm | ||
+ | jams; and on a 19-20 you simply miss. A damaged | ||
+ | firearm requires a DC 20 Craft (gunsmithing) check | ||
+ | and 1 hour to repair. A jammed firearm requires 1 | ||
+ | round to clear, but as long as at least one chamber | ||
+ | holds a bullet it can be fired immediately. | ||
+ | |||
+ | ====Armor==== | ||
+ | |||
+ | **Armored Kilt:** Popular among the Keleshite soldiers | ||
+ | of Qadira, the armored kilt is made of a thick | ||
+ | cloth skirt with bars of steel hanging down fromthe | ||
+ | waist and a ring of horizontal steel plates just above | ||
+ | the hem. An armored kilt can be worn separately | ||
+ | as light armor, or it can be added to other suits of | ||
+ | light and medium armor. Adding an armored kilt | ||
+ | increases a suit of armor’s armor bonus by +1, but it | ||
+ | adds 15 pounds to the armor, lowers the maximum | ||
+ | Dex bonus by 1, and increases the armor’s weight | ||
+ | category (from light to medium and from medium | ||
+ | to heavy). Adding an armored kilt to heavy armor | ||
+ | does not provide an armor bonus increase. | ||
+ | \\ | ||
+ | **Field Plate:** This heavy armor is similar to full | ||
+ | plate but lighter in construction, | ||
+ | protection for greater flexibility and mobility. | ||
+ | \\ | ||
+ | **Hide Shirt:** Made fromthe hide, bones, and thick | ||
+ | scales of the giant lizards, a suit of this light armor | ||
+ | provides greater protection than its heft suggests. | ||
+ | Many Shoanti warriors favor this armor, especially | ||
+ | shirts made from rare black-scaled spirestalkers. | ||
+ | \\ | ||
+ | **Klar:** You can attack an opponent with a klar, | ||
+ | using it as an o-hand, martial slashing weapon. | ||
+ | For the purpose of attack roll penalties, treat a klar | ||
+ | as a light weapon. If you use a klar to make an | ||
+ | attack, you lose its AC bonus until your next action | ||
+ | (usually until the next round). Both segments of a | ||
+ | klar can be anhanced separately. An enhancement | ||
+ | bonus on the shield does not improve the eectiveness | ||
+ | of the blade and vice versa. | ||
+ | \\ | ||
+ | **Leaf Armor:** Druidic elves use secret alchemical | ||
+ | compounds to treat special leaves used in crafting | ||
+ | armor for their warriors. Stitching the overlapping | ||
+ | leaves into a leather jerkin, bracers, and leggins | ||
+ | provides great flexibility while deflecting blows as | ||
+ | well as metal armor. Leaf armor is always masterwork. | ||
+ | It cannot be constructed from other special | ||
+ | materials. | ||
+ | \\ | ||
+ | **Rosewood Armor:** This suit of leather armor is | ||
+ | wrapped in special rose vines. Anyone grappling a | ||
+ | creature wearing rosewood armor takes 1d4 points | ||
+ | of piercing damage per round. This damage can be | ||
+ | prevented by taking a -10 penalty on the grapple | ||
+ | check. The rose vines must be watered with at least | ||
+ | 1 gallon of water each day or they whither and die, | ||
+ | turning the armor into normal leather armor. | ||
+ | \\ | ||
+ | **Stoneplate: | ||
+ | from alchemically strengthened plates of shale or | ||
+ | basalt, stoneplate is heavy and unwieldy, but it offers | ||
+ | unparalleled protection to its wearer. | ||
+ | |||
+ | ====Gear==== | ||
+ | **Alkali flask:** This is a flask of caustic liquid that | ||
+ | reacts with an ooze’s natural acids. You can throw | ||
+ | an alkali flask as a splash weapon. Treat this attack | ||
+ | as a ranged touch attack with a range increment of | ||
+ | 10 feet. Adirect hit deals 1d6 points of acid damage. | ||
+ | Every creature within 5 feet of the point where the | ||
+ | acid hits takes 1 point of acid damage from the | ||
+ | splash. Oozs and other acid-based creatures take | ||
+ | double damage from the flask. | ||
+ | \\ | ||
+ | **Alkali salt:** These tiny granules can be dissolved | ||
+ | in water, creating a slimy material used to coat | ||
+ | metallic items such as weapons or armor. Such | ||
+ | a coatingneutralizes the metal-eating acid of black | ||
+ | puddings and gray oozes, protecting the item from | ||
+ | 1d3 contacts with an ooze’s acidic touch. | ||
+ | \\ | ||
+ | **Coffin, Common:** This is a plain, wooden funerary | ||
+ | box for transporting and holding dead bodies | ||
+ | or remains. | ||
+ | \\ | ||
+ | **Coffin, Ornate:** A more ornate version of the | ||
+ | common coffin, favired by aristocratic families for | ||
+ | displaying the remains of their dead scions before | ||
+ | they are reanimated as undead. Some undead Gebbies, | ||
+ | particularly vampires, continue using their | ||
+ | coffins as beds after their reanimation. | ||
+ | \\ | ||
+ | **False Jewelry:** Favored by rogues in statuesque | ||
+ | Magnimar, these adornments hide tiny secret compartments. | ||
+ | False jewelry grants a +8 bonus on | ||
+ | Sleight of Hand checks to hide a tiny object on | ||
+ | your person (does not stack with the bonus for hiding | ||
+ | very small objects) and negates the +4 bonuses | ||
+ | searchers receive when frisking you. | ||
+ | \\ | ||
+ | False jewelry costs 20 gp in addition to the value | ||
+ | of the ornament being fitted with the secret compartment. | ||
+ | \\ | ||
+ | **Harpy Musk:** The reek of this doubtful cureall | ||
+ | proves useful at scaring o Varisian goblins. If | ||
+ | smeared on a surface or used as a thrown weapon, | ||
+ | the musk fills a 30-foot area with the stink of harpies | ||
+ | for 1 minute. Any Varisian goblin who enters the | ||
+ | area must make a DC 14Will save or be shaken for | ||
+ | 1 minute. | ||
+ | \\ | ||
+ | Harrow Deck: This is a traditional fortunetelling | ||
+ | deck of cards used by Varisian soothsayers | ||
+ | and seers. Some Harrow decks are elaborately illustrated, | ||
+ | but most are parchment or paper cards | ||
+ | with hand-painted images. Harrow decks are often | ||
+ | handed down through generations and treated | ||
+ | with utmost care by their users as a result. | ||
+ | \\ | ||
+ | **Heatstones: | ||
+ | glass have a decent heft to them, weighing | ||
+ | from 2 to 4 pounds, and generate their own heat. | ||
+ | They provide enough heat to keep chambers warm | ||
+ | in the coldest winter. One heatstone keeps a 20- | ||
+ | foot-square are comfortably warm even in xtreme | ||
+ | cold (below -20°), or a 40-foot-square area in severe | ||
+ | cold (below 0°). | ||
+ | \\ | ||
+ | Heatstones do not generate enough warmth to | ||
+ | be useful in direct combat, although they are helpful | ||
+ | in keeping troops battle-ready. They last just | ||
+ | three winters and then must be replaced, ensuring | ||
+ | that the trade in them as luxuries in the North | ||
+ | stays constant. Rumor has it that some such stones | ||
+ | are scrying devices that enable Leleshite sorcerers | ||
+ | to hear the conversations of distant lands, but this | ||
+ | is surely idle paranoia. These naturally occurring | ||
+ | magical stones are found all throughout Qadira, | ||
+ | and desert nomads frequently arrive in Katheer | ||
+ | bearing dozens of them. | ||
+ | \\ | ||
+ | **Marker Dye:** This alechemical liquid leaves an | ||
+ | obvious, bright stain wherever splashed. The stain | ||
+ | is nearly impossible to remove with anything but | ||
+ | time – it fades after 72 hours, and disappears in | ||
+ | 2 weeks. Molthuni explorers use it to mark trails, | ||
+ | scouts to mark positions, some jailers to mark special | ||
+ | prisoners, and conquerors to claim their primacy. | ||
+ | When thrown, treat it as a ranged touch | ||
+ | attack with a range increment of 10 feet. | ||
+ | \\ | ||
+ | **Ooze grease:** This alchemical concotion can be | ||
+ | spread over a Medium or Small creature’s body as | ||
+ | a full-round action. It provides a +5 alchemical | ||
+ | bonus on Escape Artist checks, Combat Maneuver | ||
+ | Defense to avoid a grapple and reflex saves to | ||
+ | avoid an ooze’s improved grab or engulf abilities, | ||
+ | but gives a -5 penalty to disarm checks, grapple | ||
+ | checks to start or maintain a grapple or pin and | ||
+ | other checks that may be hindered by a loose grip | ||
+ | (such as Climb). One application lasts for up to 1 | ||
+ | hour and can be removed with soap and water. | ||
+ | \\ | ||
+ | **Perfume/ | ||
+ | common accessories for those who hope to avoid | ||
+ | oending through scent. More expensive scents | ||
+ | are available in finer quarters of any city. Rare perfumes | ||
+ | and colognes are sold in vials containing 10 | ||
+ | applications, | ||
+ | during which its wearer gains a +2 circumstance | ||
+ | bonus on Diplomacy checks against targets of her | ||
+ | own race. Exotic perfumes grant a +2 circumstance | ||
+ | bonus on all Diplomacy checks. | ||
+ | \\ | ||
+ | **Scarf, Pocketed:** An elaborate design disguises | ||
+ | several small pockets on one side of this scarf. This | ||
+ | scarf grants you a +4 bonus on Sleight of Hand | ||
+ | checks made to hide objects on your body. This | ||
+ | bonus does not stack with the bonus wearing heavy | ||
+ | clothing provides, but does stack with bonuses for | ||
+ | attempting to hide small objects. | ||
+ | \\ | ||
+ | **Scarf, Reinforced: | ||
+ | scarf is reinforced with chain links and metal plates. | ||
+ | While not enough to provide a benefit to Armor | ||
+ | Class, these versatile scarves can be used like a | ||
+ | length of chain to climb short distances or bind an | ||
+ | enemy. A reinforced scarf has hardness 10 and 4 hit | ||
+ | points. It can be burst with a DC 24 Strength check. | ||
+ | \\ | ||
+ | **Unguent of Revivification: | ||
+ | dead flesh is important in undead-friendly Geb. | ||
+ | Geb’s elite commonly use this alchemical ointment | ||
+ | as a cheaper alternative to gentle repose to give their | ||
+ | undead flesh the blush of life. A single dose staves | ||
+ | o the decomposition of dead flesh for 1d6 days. | ||
+ | It cannot reverse decay that is already present and | ||
+ | has no eect on the time limit for raising creatures | ||
+ | from the dead. | ||
+ | \\ | ||
+ | **Varisian Idol:** Scavenged from rare uneroded | ||
+ | Varisian monuments, these depictions of forgotten | ||
+ | spirits can be used to augment summoning magic. | ||
+ | If used as an additional material component for any | ||
+ | summon monster or summon nature’s ally spell, | ||
+ | the summoned creature has an additional +2 hit | ||
+ | points per Hit Die. | ||
+ | |||
+ | ====Magic Items==== | ||
=====Spells===== | =====Spells===== |
regeln/start.1283862852.txt.gz · Zuletzt geändert: 2016/09/05 12:07 (Externe Bearbeitung)