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regeln:start [2010/09/07 14:59] malcolmregeln:start [2021/01/09 02:10] (aktuell) – [Using Action Points] malcolm
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 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).+    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.+    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 e ective caster level of one spell by 2. You must decide whether or not to spend an action point in this manner before casting the spell.+    You can spend 1 action point to increase the e ffective caster level of one spell by 2. You must decide whether or not to spend an action point in this manner before casting the spell.
   * **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.+    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.+    When dying, you can spend 1 action point to become stable at your current hit point total.
  
 **Improving Feats** **Improving Feats**
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   * **Blind-Fight:**   * **Blind-Fight:**
-    You can spend 1 action point to negate your miss chance for a single attack. Combat Expertise: You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of –3 on your attack roll, you gain a +6 dodge bonus to AC. Dodge: You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The e ect lasts for the entire encounter.+    You can spend 1 action point to negate your miss chance for a single attack.      
 +  * **Combat Expertise:** 
 +    You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of –3 on your attack roll, you gain a +6 dodge bonus to AC.  
 +  * **Dodge:** 
 +    You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
   * **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 e ect of your Improved Critical feat. This benefit  stacks with the benefit from Improved Critical, but not with other e ects that increase threat range. Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.+    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 of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range. Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
   * **Metamagic Feats:**   * **Metamagic Feats:**
-    You can spend 1 action point to add the e ect 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. +    You can spend 1 action point to add the e ffect 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. 
-    Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally as a 1st-level spell.+    * **Heighten Spell**  
 +    automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally as a 1st-level spell.
   * **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 +to your damage roll. Spell Focus: You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.+    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:** 
 +    You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.
   * **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 e ect lasts for the entire encounter.+    You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The e ect lasts for the entire encounter.
  
 =====Feats===== =====Feats=====
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 ====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:** These round or ovoid stones of volcanic
 +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/Cologne:** Perfume and cologne are
 +common accessories for those who hope to avoid
 +o ending through scent. More expensive scents
 +are available in finer quarters of any city. Rare perfumes
 +and colognes are sold in vials containing 10
 +applications, with a single dose lasting for 24 hours
 +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:** One side of this 8-foot-long
 +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:** The preservation of
 +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 e ect 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.1283864375.txt.gz · Zuletzt geändert: 2016/09/05 12:07 (Externe Bearbeitung)