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 14:52] – malcolm | regeln:start [2021/01/09 02:10] (aktuell) – [Using Action Points] malcolm | ||
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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 796: | Zeile 803: | ||
====Armor==== | ====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==== | ====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==== | ====Magic Items==== | ||
regeln/start.1283863924.txt.gz · Zuletzt geändert: 2016/09/05 12:07 (Externe Bearbeitung)