Equipment and Itemization: Difference between revisions

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In general:
In general:
*Weapon damage has been normalized across proficiency levels.
*Weapon damage has been normalized across proficiency levels.
*Weapon size does not factor into any combat features.
*Weapon size only factors into the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] and [[Feats#Single Weapon Fighting|Single Weapon Fighting]] feats.
*Weapons all possess 20/x2 critical range and multiplier.
*Weapons all possess 20/x2 critical range and multiplier.
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed.
*Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the 'Combat Style' line of feats for their replacements.




These changes were made to encourage weapons that fit an aesthetic instead of mechanical superiority and allows a character to use different weapon types without sacrificing combat effectiveness.
These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.


{| class="wikitable"
{| class="wikitable"
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!Name !! Damage !!Critical Range!! Critical Multiplier !!Damage Type !!Size !!Other
!Name !! Damage !!Critical Range!! Critical Multiplier !!Damage Type !!Size !!Other
|-
|-
|Dagger|| 1d4 ||20|| x2|| Piercing|| Tiny|| Finesse
|Dagger|| 1d6 ||20|| x2|| Piercing|| Tiny|| Finesse
|-
|-
|Kama|| 1d4|| 20|| x2|| Slashing|| Small|| Finesse
|Handaxe|| 1d6|| 20|| x2|| Slashing|| Small|| Finesse
|-
|-
|Mace|| 1d4|| 20|| x2|| Bludgeoning|| Small|| Finesse
|Kama|| 1d6|| 20|| x2|| Slashing|| Small|| Finesse
|-
|-
|Sickle|| 1d4|| 20|| x2|| Slashing|| Small|| Finesse
|Mace|| 1d6|| 20|| x2|| Bludgeoning|| Small|| Finesse
|-
|Sickle|| 1d6|| 20|| x2|| Slashing|| Small|| Finesse
|-
|-
|Club|| 1d6|| 20|| x2|| Bludgeoning|| Medium||
|Club|| 1d6|| 20|| x2|| Bludgeoning|| Medium||
|-
|Heavy Mace|| 1d6|| 20|| x2|| Bludgeoning|| Medium||
|-
|-
|Quarterstaff|| 1d8|| 20|| x2|| Bludgeoning|| Large|| Finesse
|Quarterstaff|| 1d8|| 20|| x2|| Bludgeoning|| Large|| Finesse
|-
|-
|Spear|| 1d8|| 20|| x2|| Piercing|| Large||
|Spear|| 1d8|| 20|| x2|| Piercing|| Large|| Finesse
|}
|}


Line 34: Line 38:
!Name !!Damage!! Critical Range!! Critical Multiplier!! Damage Type!! Size!! Other
!Name !!Damage!! Critical Range!! Critical Multiplier!! Damage Type!! Size!! Other
|-
|-
|Dart|| 1d4|| 20|| x2|| Piercing|| Tiny||
|Throwing Dagger|| 1d6|| 20|| x2|| Piercing|| Tiny||
|-
|-
|Sling|| 1d4|| 20|| x2|| Bludgeoning|| Small||
|Sling|| 1d6|| 20|| x2|| Bludgeoning|| Small||
|-
|-
|Light Crossbow|| 2d8|| 20|| x2|| Piercing|| Small||
|Light Crossbow|| 2d8|| 20|| x2|| Piercing|| Small||
|-
|-
|Shortbow|| 1d6|| 20|| x2|| Piercing|| Medium ||
|Shortbow|| 1d6|| 20|| x2|| Piercing|| Medium ||
|}
{| class="wikitable"
!colspan="7"|Gauntlets
|-
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other
|-
|Gauntlets||1d8||20||x2||Bludgeoning||Small||Finesse, Requires Improved Unarmed Strike
|-
|Great-Gauntlets||2d6||20||x2||Bludgeoning||Large||Finesse, Requires Improved Unarmed Strike
|}
|}


Line 46: Line 60:
!colspan="7"|Martial Melee
!colspan="7"|Martial Melee
|-
|-
!Name!! Damage!! Critical Range!! Critical Multiplier!! Damage Type!! Size!! Other
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other
|-
|-
|Kukri|| 1d6|| 20|| x2|| Slashing|| Tiny|| Finesse
|Kukri||1d8||20||x2||Slashing||Tiny||Finesse
|-
|-
|Handaxe|| 1d6|| 20|| x2|| Slashing|| Small|| Finesse
|Shortsword||1d8||20||x2||Piercing||Small||Finesse
|-
|-
|Shortsword|| 1d6|| 20|| x2|| Piercing|| Small|| Finesse
|Light Hammer||1d8||20||x2||Bludgeoning||Small||Finesse
|-
|-
|Light Hammer|| 1d6 ||20|| x2|| Bludgeoning|| Small|| Finesse
|Whip||1d8||20||x2||Slashing||Small||Finesse, Cannot be used in Off-Hand
|-
|-
|Whip|| 1d8|| 20|| x2|| Slashing|| Small|| Finesse, Cannot be used in Off-Hand
|Battleaxe||1d8||20||x2||Slashing||Medium||
|-
|-
|Battleaxe|| 1d8|| 20|| x2|| Slashing|| Medium ||
|Light Flail||1d8||20||x2||Bludgeoning||Medium||
|-
|-
|Light Flail|| 1d8|| 20|| x2|| Bludgeoning|| Medium||
|Longsword||1d8||20||x2||Slashing||Medium||Finesse
|-
|-
|Longsword|| 1d8|| 20 ||x2|| Slashing|| Medium|| Finesse
|Rapier||1d8||20||x2||Piercing||Medium||Finesse
|-
|-
|Rapier|| 1d8|| 20|| x2|| Piercing|| Medium|| Finesse
|Scimitar||1d8||20||x2||Slashing||Medium||Finesse
|-
|-
|Scimitar|| 1d8|| 20|| x2|| Slashing|| Medium|| Finesse
|Warhammer||1d8||20||x2||Bludgeoning||Medium||
|-
|-
|Warhammer|| 1d8|| 20|| x2|| Bludgeoning|| Medium ||
|Morningstar||1d8||20||x2||Piercing||Medium||Cannot be used in Off-Hand
|-
|-
|Morningstar|| 1d8|| 20|| x2|| Bludgeoning/Piercing|| Medium||
|Bastard Sword||1d8||20||x2||Slashing||Medium||
|-
|-
|Bastard Sword|| 1d8|| 20|| x2|| Slashing|| Medium ||
|Katana||1d8||20||x2||Slashing||Medium||Finesse
|-
|-
|Katana|| 1d8|| 20|| x2|| Slashing|| Medium ||Finesse
|Dwarven Waraxe||1d8||20||x2||Slashing||Medium||
|-
|-
|Dwarven Waraxe|| 1d8|| 20|| x2|| Slashing|| Medium ||
|Greataxe||2d6||20||x2||Slashing||Large||
|-
|-
|Heavy Mace|| 1d8|| 20|| x2|| Bludgeoning|| Medium||
|Greatsword||2d6||20||x2||Slashing||Large||
|-
|-
|Greataxe|| 2d6|| 20|| x2|| Slashing|| Large||
|Halberd||2d6||20||x2||Slashing||Large||
|-
|-
|Greatsword|| 2d6|| 20|| x2|| Slashing|| Large||
|Heavy Flail||2d6||20||x2||Bludgeoning||Large||
|-
|Halberd|| 2d6|| 20|| x2|| Slashing/Piercing|| Large ||
|-
|-
|Heavy Flail|| 2d6|| 20|| x2|| Bludgeoning|| Large||
|Maul||2d6||20||x2||Bludgeoning||Large||
|-
|-
|Trident|| 2d6|| 20|| x2|| Piercing|| Large||
|Trident||2d6||20||x2||Piercing||Large||
|-
|Dire Mace|| 1d8|| 20|| x2|| Bludgeoning|| Large|| Dual-wield
|}
|}


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!Name!! Damage !!Critical Range!! Critical Multiplier!! Damage Type!! Size!! Other
!Name!! Damage !!Critical Range!! Critical Multiplier!! Damage Type!! Size!! Other
|-
|-
|Shuriken|| 1d6|| 20|| x2|| Piercing|| Tiny||
|Shuriken|| 1d8|| 20|| x2|| Piercing|| Tiny||
|-
|-
|Throwing Axe|| 1d6|| 20|| x2|| Slashing|| Small||
|Throwing Axe|| 1d8|| 20|| x2|| Slashing|| Small||
|-
|-
|Heavy Crossbow|| 2d10|| 20|| x2|| Piercing|| Medium||
|Heavy Crossbow|| 2d10|| 20|| x2|| Piercing|| Medium||
|-
|-
|Longbow|| 1d8|| 20|| x2|| Piercing|| Large||
|Longbow|| 1d8|| 20|| x2|| Piercing|| Large||
|}
{| class="wikitable"
!colspan="7"|Mystic
|-
!Name!!Damage!!Critical Range!!Critical Multiplier!!Damage Type!!Size!!Other
|-
|Casting Gauntlet||1d4||20||x2||Bludgeoning||Small||Finesse
|-
|Tome||1d4||20||x2||Bludgeoning||Medium||
|-
|Mystic Staff||1d6||20||x2||Bludgeoning||Medium||
|}
|}


Line 112: Line 134:
*Arcane spell failure from armor does not exist.
*Arcane spell failure from armor does not exist.
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.
*The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type.
*Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.




Line 118: Line 140:
!colspan="6"|Light Armor
!colspan="6"|Light Armor
|-
|-
!Name!! Base AC !!Max Dex Modifier!! Armor Check Penalty!! Arcane Spell Failure!! Weight
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight
|-
|-
|None|| 0|| 10|| 0|| 0%|| 1.0 lbs
|None||0||10||0||0%||1.0 lbs
|-
|-
|Padded Armor|| 1|| +9|| -1|| 0%|| 5.0 lbs
|Padded Armor||1||+9||-1||0%||5.0 lbs
|-
|-
|Leather Armor|| 2|| +8|| -2|| 0%|| 5.0 lbs
|Leather Armor||2||+8||-2||0%||10.0 lbs
|-
|-
|Studded Leather Armor|| 3|| +7|| -3|| 0%|| 10.0 lbs
|Studded Leather Armor||3||+7||-3||0%||15.0 lbs
|}
|}


Line 132: Line 154:
!colspan="6"|Medium Armor
!colspan="6"|Medium Armor
|-
|-
!Name!! Base AC !!Max Dex Modifier!! Armor Check Penalty!! Arcane Spell Failure!! Weight
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight
|-
|-
|Chain Shirt|| 4|| +6|| -4|| 0%|| 15.0 lbs
|Chain Shirt||4||+6||-4||0%||20.0 lbs
|-
|-
|Chainmail Coat|| 5|| +5|| -5|| 0%|| 30.0 lbs
|Chainmail Coat||5||+5||-5||0%||25.0 lbs
|-
|-
|Breastplate|| 6|| +5|| -6|| 0%|| 40.0 lbs
|Breastplate||6||+4||-6||0%||30.0 lbs
|}
 
{| class="wikitable"
!colspan="6"|Heavy Armor
|-
!Name!!Base AC!!Max Dex Modifier!!Armor Check Penalty!!Arcane Spell Failure!!Weight
|-
|Splintmail Coat||7||+3||-7||0%||35.0 lbs
|-
|Half Plate||8||+2||-8||0%||40.0 lbs
|-
|Full Plate||9||+1||-9||0%||45.0 lbs
|}
 
{| class="wikitable"
!colspan="5"|Shields
|-
!Name!!Base AC!!Armor Check Penalty!!Arcane Spell Failure!!Weight
|-
|Buckler||2||0||0%||6.0 lbs
|-
|-
|Large Shield||2||0||0%||6.0 lbs
|-
|Tower Shield||2||0||0%||6.0 lbs
|-
|Shield Gauntlet||2||0||0%||6.0 lbs
|}
|}
=== '''AC Types''' ===
Any AC an item grants, including its Core Bonus, is applied as one of the AC types below, decided by the kind of item it is. '''AC of the same type does not stack, including Dodge from equipment/spells''' - only the largest applies - so the type an item uses determines what it competes with. Dodge AC from sources other than equipment and spells stacks as usual.


{| class="wikitable"
{| class="wikitable"
!colspan="6"|Heavy Armor
|-
|-
!Name!! Base AC !!Max Dex Modifier!! Armor Check Penalty!! Arcane Spell Failure!! Weight
! AC Type !! Item Types
|-
| '''Armour Enchantment''' || Armour, Helmet
|-
| '''Natural''' || Amulet, Ring
|-
| '''Deflection''' || Belt, Bracers
|-
| '''Dodge''' || Boots, Cloak
|}
 
== '''Scar-touched Items''' ==
 
The items and equipment produced by Forging Seeds are generated with random positive and negative properties, and can be tailored to your character using XP and Orbs.
 
[[File:Item_Description_Example.png |thumb|An example scar-touched item.]]
 
Examining a scar-touched item opens its item panel, displaying its Power, Disruption, Capacity, Weight, and every property the item holds. From this menu you may mould the item to fit your needs.
 
=== '''Power, Disruption, and Capacity''' ===
 
'''Power''' is the item's overall strength. It determines the item's Core Bonus, raises the strength of its Intrinsic properties, qualifies for Extrinsic properties the item is allowed to hold, and feeds its Capacity.
 
'''Disruption''' represents the item's latent instability. It fills Disrupted slots with negative properties, and subtracts directly from Capacity. On a freshly generated item, Disruption can never exceed 2/3 of Power.
 
'''Capacity''' is the available budget for extra Extrinsic slots and properties:
 
Capacity = Power - Disruption - (10 x each extra Extrinsic slot created)
 
Raising Power raises Capacity, lowering Disruption raises Capacity, and creating an additional Extrinsic slot costs 10 Capacity for as long as that slot exists.
 
=== '''Slots''' ===
 
Every scar-touched item has three separate kinds of slot. They do not compete with one another.
 
{| class="wikitable"
|-
! Slot type !! How many !! Notes
|-
| '''Intrinsic''' || 1 to 3, successively rarer || Chosen at the highest rank the item's Power allows, and they '''upgrade automatically''' as Power rises. They cannot be changed or removed.
|-
| '''Extrinsic''' || 1 to 4 free at generation, successively rarer || The mutable properties. Created at generation or filled with an Orb of Potential or an Orb of Extrinsics, and may be removed from the item panel. Each additional slot costs 10 Capacity.
|-
| '''Disrupted''' || 0 if Disruption is 0, otherwise [1 + Disruption/10] || Filled with negative properties drawn from the Disrupted table.
|}
 
A new Extrinsic slot can be created while the item has at least 10 spare Capacity. An '''empty''' Extrinsic slot can be destroyed to return that 10 Capacity, down to a minimum of one slot.
 
The number of Extrinsic slots an item was '''generated''' with is shown separately from its current total, both on the item panel and in the item's own description. Slots you create or destroy never change it.
 
=== '''Core Bonuses''' ===
 
Every item has a Core Bonus equal to '''one point per 10 Power, to a maximum of +5'''. It occupies no slot and costs no Capacity.
 
* '''Weapons''' (main hand, off-hand, ranged, and mystic) always have Enhancement Bonus.
* '''Everything else''' takes either AC or an ability score. The type is rolled at generation, with an equal chance of AC or of any one of the six ability scores.
 
An '''Orb of Coring''' lets you '''select''' the Core Bonus type on any non-weapon item, rather than leaving it to the roll. The choices are AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
 
=== '''Capstone Bonus''' ===
 
Every equipped item of '''50 Power or more''' contributes '''+1 attack bonus''', to a '''maximum of +5'''. The kind of gear does not matter, so any five capstoned pieces will do.
 
Only worn and wielded equipment counts.
 
=== '''Item XP''' ===
 
Scar-touched items hold experience of their own, split in two:
 
* '''Available XP''' is the pool consumed to empower the item. Filled by transferring your own XP into the item from its panel, or from an Orb of Escrow.
* '''Invested XP''' is the total XP spent on the item thus far. An Orb of Transfusion can retrieve this, at the cost of destroying the item.
 
Raising Power and lowering Disruption are done from the item panel, and both are paid for out of the item's '''Available XP'''. Your own XP is never spent directly — it has to be moved into the item first, and the item then spends its own.
 
{| class="wikitable"
|-
! Action !! XP cost
|-
| Raise Power by 1 || '''Power<sup>3</sup> / 10''' - e.g. Power 20 requires 800XP, Power 40 requires 6,400XP, and Power 80 requires 51,200XP.
|-
| Lower Disruption by 1 || '''(100 - Disruption)<sup>2</sup>''' - e.g. Disruption 40 requires 3,600XP, Disruption 20 requires 6,400XP, and Disruption 5 requires 9,025XP.
|}
 
Raising Power carries a '''50% chance of also adding a point of Disruption'''. Lowering Disruption past a multiple of 10 removes a Disrupted slot, and with it one of the item's negative properties, chosen from the most potent Disruption bracket present, at random if several tie. Negative properties that survive are also re-graded downwards to match the item's new Disruption.
 
=== '''Item Generation''' ===
 
Forging Seeds come in three tiers, and every item cracked out of one is rolled from that tier.
 
{| class="wikitable"
|-
! Tier !! Seed !! Power !! Disruption !! Resulting Capacity
|-
| Low || Minor || 7 + 3d4 (10-19) || 5 + 1d6 (6-11) || 4-13
|-
| Medium || Medium || 17 + 3d4 (20-29) || 8 + 1d8 (9-16) || 7-20
|-
| High || Major || 27 + 3d4 (30-39) || 11 + 1d10 (12-21) || 10-27
|}
 
Disruption is then clamped to at most two thirds of the rolled Power.
 
Cracking a seed produces one item, weighted as follows: 70% a piece of equipment drawn from the itemisation templates, 10% armour, 10% a weapon, 5% a throwable, and 5% a scroll.
 
=== '''Rarity''' ===
 
Each property roll first draws a rarity, and that draw sets the ceiling of what the roll may reach for.
 
Rarity also gates what an '''Orb of Extrinsics''' can reach, according to its own rarity.
 
=== '''Selection Logic''' ===
 
When a slot is filled, the system:
 
# Rolls a rarity, as above.
# Picks a '''property type''' at random from every type that is legal for that item slot, whose minimum Power the item meets, whose cheapest rank the remaining Capacity can afford, whose rarity is within the roll, and which the item's repeat rules still allow.
# Picks a '''rank''' of that type at random from the ones the item can afford. Intrinsic slots are the exception: they always take the highest affordable rank.
# Deducts the rank's Capacity cost, and moves on to the next slot.
 
Because the type is chosen before the rank, a family with fifty entries is no more likely to appear than one with three. Skills and saves do not crowd out the rest of the table.
 
'''Repeat rules''' are set per property type, and come in three strengths:
 
* '''Not repeatable''' - one property of that type on the item, full stop.
* '''Repeatable, one per subtype''' - one bonus per skill, per save, per damage type, and so on. Different subtypes may all appear.
* '''Repeatable, but not at the same rank''' - the same subtype may appear more than once, provided the ranks differ.
 
Two further constraints apply: '''Increased Charges''' can only be rolled onto an item that already has a spell, and likewise '''Reduced Charges''' only onto an item that has one to reduce.
 
Disrupted properties are chosen the same way, keyed to Disruption instead of Power, except that once a type is chosen the system always takes the '''highest''' Disruption bracket the item qualifies for.
 
=== '''Charges''' ===
 
Casting a spell from an item costs charges equal to that spell's innate level.
 
An item's '''maximum''' charges are the sum of the innate levels of every Cast Spell property on it, plus any Increased Charges, minus any Reduced Charges, floored at zero. An item with a level 3 spell and a level 2 spell therefore holds 5 charges.
 
Charges are restored:
 
* '''Fully''', by resting while the item is equipped.
* '''By half''', when you stabilise.
 
=== '''Stacking Caps''' ===
 
'''Maneuver DC''' and '''Spell DC''' bonuses are each capped at a net '''+5''' across all your equipment, after any Disrupted penalties have been subtracted. Everything else stacks normally.
 
=== '''Item Names''' ===
 
A scar-touched item is named for its Capacity at the time of the last change, in the form ''&lt;Adjective&gt; Scar-Touched &lt;item&gt; [+Power/-Disruption]''.
 
{| class="wikitable"
|-
! Capacity !! Adjective
|-
| 8 or less || Crude
|-
| 9-14 || Common
|-
| 15-21 || Superior
|-
| 22-29 || Exceptional
|-
| 30 or more || Masterpiece
|}
 
== '''Orbs''' ==
 
=== '''Craftable Orbs''' ===
 
These are brewed at the crafting bench. Every one costs '''10 scrap''' plus the ichor listed.
 
{| class="wikitable"
|-
! Orb !! Ichor !! Effect
|-
| '''Orb of Potential''' || 1 Red, 1 Green, 1 Blue || Rolls a new Extrinsic property into a free slot, within the item's spare Capacity. Requires an empty Extrinsic slot.
|-
| '''Orb of Transference''' || 2 Blue, 1 Red || Absorbs all properties, Power, and Disruption from an item, to be transferred onto another of the same type.
|-
| '''Orb of Coring''' || 1 Red, 1 Green, 1 Blue || Lets you select the Core Bonus type of a non-weapon item: AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
|-
| '''Orb of Transfusion''' || 1 Red, 1 Green, 1 Blue || Extracts the XP (Available and Invested both) and the Power/Disruption combination from an item, destroying it, and transfers either the XP or Power/Disruption combination into another item. Overwriting Power and Disruption returns the target's Invested XP to its Available XP. Consumed once it transfers.
|-
| '''Orb of Conversion''' || 2 Red, 1 Green || Converts forging seeds into XP: 10XP per Minor, 20XP per Medium, and 30XP per Major, up to 78,000XP. Uses one charge per 10XP converted. You may gain at most 5,000XP from conversion orbs before you must diminish a scar to use one again. Must be used near the Well.
|-
| '''Orb of Escrow''' || 2 Green, 1 Blue || Lets you choose a level to drop down to, and banks the XP you earn while lowered. The banked XP can then be poured into a piece of equipment. Ending the escrow restores you to the level you started from.
|}
 
=== '''Orbs of Extrinsics''' ===
 
An Orb of Extrinsics lets you pick and apply any valid Extrinsic property the item can support. They come in rarity 1, 2, and 3 variants, and the variant sets how deep into the rarity tiers you may reach.
 
They cannot be brewed. Instead, declining the result of an '''Orb of Potential''' grants a '''Shard of Extrinsics'''. Collect '''100 Shards''' and they coalesce into a single Orb of Extrinsics.
 
=== '''Retired Orbs''' ===
 
The '''Orb of Infusion''', '''Orb of Stability''', and '''Orb of Abrogation''' have been retired.
 
== '''Property Tables''' ==
 
=== '''Properties''' ===
 
Each rank costs the listed Capacity, and cannot appear until the item reaches the listed Power. All are Rarity 1 unless noted.
 
{| class="wikitable"
|-
! Property !! Rank !! Capacity !! Min Power !! Repeat !! Item Slots
|-
| rowspan="5" | '''Skill Bonus'''
| +1
| 1
| 1
| rowspan="5" | Once per skill
| rowspan="5" | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt
|-
| +2
| 2
| 10
|-
| +3
| 3
| 20
|-
| +4
| 4
| 75
|-
| +5
| 5
| 85
|-
| rowspan="5" | '''Saves vs Specific'''
| +1
| 1
| 1
| rowspan="5" | Once per save type
| rowspan="5" | Varies by save, see reference
|-
| +2
| 2
| 10
|-
| +3
| 3
| 20
|-
| +4
| 4
| 60
|-
| +5
| 5
| 80
|-
| rowspan="4" | '''General Saves'''
| +1
| 7
| 10
| rowspan="4" | No
| rowspan="4" | Will: Head. Fortitude: Chest. Reflex: Cloak
|-
| +2
| 12
| 20
|-
| +3
| 17
| 65
|-
| +4
| 22
| 85
|-
| '''Ability Score'''
| +1
| 10
| 1
| No
| Ring, Neck
|-
| rowspan="4" | '''Bonus HP'''
| 1/2 HD
| 4
| 10
| rowspan="4" | No
| rowspan="4" | Head, Chest, Boots, Arms, Cloak, Belt
|-
| 1 HD
| 8
| 20
|-
| 1 1/2 HD
| 12
| 40
|-
| 2 HD
| 16
| 70
|-
| rowspan="3" | '''Stability'''
| +1
| 2
| 1
| rowspan="3" | No
| rowspan="3" | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt
|-
| +2
| 4
| 10
|-
| +3
| 6
| 20
|-
| rowspan="2" | '''Damage Immunity'''
| 5%
| 4
| 10
| rowspan="2" | Once per damage type
| rowspan="2" | Varies by type, see reference
|-
| 10%
| 8
| 20
|-
| rowspan="4" | '''DR Threshold'''
| 10%
| 6
| 10
| rowspan="4" | No
| rowspan="4" | Head, Chest, Neck, Belt
|-
| 15%
| 13
| 30
|-
| 20%
| 20
| 50
|-
| 25%
| 27
| 70
|-
| rowspan="4" | '''Stamina'''
| 10%
| 10
| 10
| rowspan="4" | No
| rowspan="4" | Chest, Boots, Belt
|-
| 15%
| 20
| 30
|-
| 20%
| 30
| 50
|-
| 25%
| 40
| 70
|-
| rowspan="4" | '''Dash Speed'''
| 5%
| 10
| 1
| rowspan="4" | No
| rowspan="4" | Boots, Cloak
|-
| 10%
| 20
| 30
|-
| 15%
| 30
| 60
|-
| 20%
| 40
| 80
|-
| rowspan="4" | '''Weight Reduction'''
| 80%
| 2
| 1
| rowspan="4" | No
| rowspan="4" | All except Off-Hand
|-
| 60%
| 4
| 10
|-
| 40%
| 6
| 20
|-
| 20%
| 8
| 30
|-
| rowspan="5" | '''Class Resource Capacity'''
| 10%
| 14
| 10
| rowspan="5" | Once per resource
| rowspan="5" | Chest, Neck, Belt
|-
| 15%
| 28
| 30
|-
| 20%
| 42
| 50
|-
| 25%
| 56
| 70
|-
| 30%
| 70
| 90
|-
| rowspan="4" | '''Generation'''
| 10%
| 15
| 15
| rowspan="4" | No
| rowspan="4" | Arms, Ring, Neck
|-
| 15%
| 30
| 40
|-
| 20%
| 45
| 65
|-
| 25%
| 60
| 90
|-
| rowspan="3" | '''Well Water Charges'''
| +1
| 15
| 15
| rowspan="3" | No
| rowspan="3" | Chest, Belt
|-
| +2
| 30
| 45
|-
| +3
| 45
| 75
|-
| rowspan="5" | '''Extra Maneuvers'''
| +1
| 4
| 1
| rowspan="5" | No
| rowspan="5" | Boots, Arms, Ring, Neck, Belt
|-
| +2
| 8
| 20
|-
| +3
| 12
| 40
|-
| +4
| 16
| 60
|-
| +5
| 20
| 80
|-
| rowspan="5" | '''Extra Metamagic'''
| +1
| 4
| 1
| rowspan="5" | No
| rowspan="5" | Boots, Arms, Ring, Neck, Belt
|-
| +2
| 8
| 20
|-
| +3
| 12
| 40
|-
| +4
| 16
| 60
|-
| +5
| 20
| 80
|-
| rowspan="5" | '''Maneuver DC'''
| +1
| 10
| 1
| rowspan="5" | No, capped at +5 net
| rowspan="5" | Boots, Arms, Ring, Neck, Belt
|-
| +2
| 16
| 20
|-
| +3
| 21
| 40
|-
| +4
| 25
| 60
|-
| +5
| 28
| 80
|-
| rowspan="5" | '''Spell DC'''
| +1
| 10
| 1
| rowspan="5" | No, capped at +5 net
| rowspan="5" | Boots, Arms, Ring, Neck, Belt, Mystic Weapon
|-
| +2
| 16
| 20
|-
| +3
| 21
| 40
|-
| +4
| 25
| 60
|-
| +5
| 28
| 80
|-
| rowspan="5" | '''Bonus Spell Slot'''
| L1
| 6
| 1
| rowspan="5" | Once per class and level
| rowspan="5" | Boots, Arms, Ring, Neck, Belt
|-
| L2
| 12
| 10
|-
| L3
| 18
| 20
|-
| L4
| 24
| 30
|-
| L5
| 30
| 40
|-
| rowspan="3" | '''Cast Spell'''
| L1
| 6
| 1
| rowspan="3" | Once per spell
| rowspan="3" | Varies by spell
|-
| L2
| 12
| 10
|-
| L3
| 18
| 20
|-
| rowspan="6" | '''Increased Charges'''
| +1
| 2
| 1
| rowspan="6" | No, and requires an existing spell
| rowspan="6" | All except Off-Hand
|-
| +2
| 4
| 10
|-
| +3
| 6
| 20
|-
| +4
| 8
| 40
|-
| +5
| 10
| 60
|-
| +6
| 12
| 80
|-
| rowspan="3" | '''Rune Damage'''
| 1d8
| 3
| 1
| rowspan="3" | No
| rowspan="3" | Melee, Ranged, Mystic Weapon
|-
| 1d10
| 6
| 10
|-
| 1d12
| 9
| 20
|-
| rowspan="3" | '''Oil Damage'''
| 1d6
| 2
| 1
| rowspan="3" | No
| rowspan="3" | Melee, Ranged Weapon
|-
| 1d8
| 4
| 10
|-
| 1d10
| 6
| 20
|-
| rowspan="2" | '''Massive Criticals'''
| 1d10
| 8
| 1
| rowspan="2" | No
| rowspan="2" | Melee, Ranged Weapon
|-
| 2d10
| 10
| 10
|-
| '''Sneak Attack'''
| +1d6
| 10
| 1
| No
| Melee, Ranged Weapon
|}
 
'''Bonus Spell Slot''' is available to Bard, Cleric, Druid, Sorcerer, and Wizard at levels 1 to 5. Paladin and Ranger have levels 1 to 3 only, at a stiffer Power requirement: L1 @ 1, L2 @ 20, and L3 @ 40.
 
==== '''Percentage Damage Bonuses''' ====
 
Appear on Arms, Melee Weapon, Ring, and Ranged Weapon; the spell-related lines also appear on Mystic Weapon.
 
{| class="wikitable"
|-
! Applies to !! Bonus !! Capacity !! Min Power !! Rarity
|-
| rowspan="2" | '''Attacks'''
| 5%
| 30
| 15
| rowspan="2" | 3
|-
| 10%
| 40
| 35
|-
| rowspan="2" | '''Spells'''
| 5%
| 30
| 15
| rowspan="2" | 3
|-
| 10%
| 40
| 35
|-
| rowspan="2" | '''All'''
| 5%
| 40
| 15
| rowspan="2" | 3
|-
| 10%
| 50
| 35
|-
| rowspan="4" | '''Spells (AoE)'''
| 5%
| 15
| 15
| rowspan="4" | 2
|-
| 10%
| 30
| 40
|-
| 15%
| 45
| 65
|-
| 20%
| 60
| 90
|-
| rowspan="4" | '''Spells (Persistent AoE)'''
| 5%
| 15
| 15
| rowspan="4" | 2
|-
| 10%
| 30
| 40
|-
| 15%
| 45
| 65
|-
| 20%
| 60
| 90
|-
| rowspan="4" | '''Spells (Single Target)'''
| 5%
| 15
| 15
| rowspan="4" | 2
|-
| 10%
| 30
| 40
|-
| 15%
| 45
| 65
|-
| 20%
| 60
| 90
|-
| rowspan="4" | '''Retaliation'''
| 5%
| 15
| 15
| rowspan="4" | 2
|-
| 10%
| 30
| 40
|-
| 15%
| 45
| 65
|-
| 20%
| 60
| 90
|-
| rowspan="4" | '''Cleave Attacks'''
| 10%
| 5
| 10
| rowspan="4" | 1
|-
| 15%
| 10
| 30
|-
| 20%
| 15
| 50
|-
| 25%
| 20
| 70
|}
 
=== '''Disrupted Properties''' ===
 
Negative properties are drawn from this table according to the item's Disruption. Unless a slot restriction is noted, they can land on anything.
 
{| class="wikitable"
|-
! Property !! Rank !! Min Disruption !! Repeat !! Item Slots
|-
| rowspan="3" | '''Increase Weight'''
| +5lbs
| 1
| rowspan="3" | No
| rowspan="3" | All except Ranged Weapon
|-
| +10lbs
| 10
|-
| +15lbs
| 15
|-
| rowspan="3" | '''Skill Penalty'''
| -2
| 1
| rowspan="3" | Once per skill
| rowspan="3" | Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt
|-
| -4
| 10
|-
| -6
| 15
|-
| rowspan="3" | '''Saves vs Specific Penalty'''
| -2
| 1
| rowspan="3" | Once per save type
| rowspan="3" | All
|-
| -4
| 10
|-
| -6
| 15
|-
| rowspan="3" | '''General Save Penalty'''
| -1
| 1
| rowspan="3" | Once per save
| rowspan="3" | All
|-
| -2
| 10
|-
| -3
| 15
|-
| rowspan="2" | '''Damage Vulnerability'''
| 5%
| 10
| rowspan="2" | Once per damage type
| rowspan="2" | All
|-
| 10%
| 15
|-
| rowspan="2" | '''Reduced HP'''
| 1/2 HD
| 10
| rowspan="2" | No
| rowspan="2" | All
|-
| 1 HD
| 15
|-
| rowspan="3" | '''Reduced Stability'''
| -1
| 1
| rowspan="3" | No
| rowspan="3" | All
|-
| -2
| 10
|-
| -3
| 15
|-
| rowspan="3" | '''Reduced Charges'''
| -1
| 1
| rowspan="3" | No, and requires an existing spell
| rowspan="3" | All
|-
| -2
| 10
|-
| -3
| 15
|-
|-
|Splintmail Coat|| 7|| +3|| -7|| 0%|| 45.0 lbs
| '''Reduced Maneuvers'''
| -1
| 10
| No
| All
|-
|-
|Half Plate|| 8|| +2|| -8|| 0%|| 50.0 lbs
| '''Reduced Metamagic'''
| -1
| 10
| No
| All
|-
|-
|Full Plate|| 9|| +1|| -0|| 0%|| 55.0 lbs
| '''Reduced Maneuver DC'''
| -1
| 10
| No
| All
|-
|-
| '''Reduced Spell DC'''
| -1
| 10
| No
| All
|}
|}
Note that the positive save and immunity properties are restricted to particular slots, but their negative counterparts are not.
== '''Reference Tables''' ==
=== '''Skills''' ===
Skill bonuses may target any skills, and all non-weapon slots can carry any of them.
=== '''Saves''' ===
Which '''Saves vs Specific''' bonus an item can roll depends on its slot.


{| class="wikitable"
{| class="wikitable"
!colspan="5"|Shields
|-
|-
!Name!! Base AC !!Armor Check Penalty!! Arcane Spell Failure!! Weight
! Slot !! Specific Saves !! General Saves
|-
| Head || Mind Affecting, Psychic || Will
|-
| Chest || Necrotic, Sonic || Fortitude
|-
| Boots || Force, Lightning || .
|-
| Arms || Acid || .
|-
| Cloak || Cold, Fire || Reflex
|-
| Ring || . || .
|-
| Neck || Fear, Radiant || .
|-
| Belt || Disease, Poison || .
|}
 
=== '''Damage Immunity''' ===
 
{| class="wikitable"
|-
|-
|Buckler|| 2|| 0|| 0%|| 6.0 lbs
! Slot !! Damage Immunity
|-
|-
|Large Shield|| 2|| 0|| 0%|| 6.0 lbs
| Head || Psychic, Radiant, Sonic
|-
|-
|Tower Shield|| 2|| 0|| 0%|| 6.0 lbs
| Chest || Acid, Force, Lightning
|-
|-
| Cloak || Cold, Fire, Necrotic
|}
|}


{{Collapsible|Your collapsible content goes here}}
=== '''Generation''' ===
 
Generation properties come in the form of Healing, Temporary HP, and DR Absorption.

Latest revision as of 05:07, 18 September 2026

Weapons

In general:

  • Weapon damage has been normalized across proficiency levels.
  • Weapon size only factors into the Simple Weapon Mastery and Single Weapon Fighting feats.
  • Weapons all possess 20/x2 critical range and multiplier.
  • Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed. See the 'Combat Style' line of feats for their replacements.


These changes were made to encourage weapon variety, rather than some weapons being flatly inferior to others. Combat Styles replace the individual weapon-specific feats, and work with all applicable weapons.

Simple Melee
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Dagger 1d6 20 x2 Piercing Tiny Finesse
Handaxe 1d6 20 x2 Slashing Small Finesse
Kama 1d6 20 x2 Slashing Small Finesse
Mace 1d6 20 x2 Bludgeoning Small Finesse
Sickle 1d6 20 x2 Slashing Small Finesse
Club 1d6 20 x2 Bludgeoning Medium
Heavy Mace 1d6 20 x2 Bludgeoning Medium
Quarterstaff 1d8 20 x2 Bludgeoning Large Finesse
Spear 1d8 20 x2 Piercing Large Finesse
Simple Ranged
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Throwing Dagger 1d6 20 x2 Piercing Tiny
Sling 1d6 20 x2 Bludgeoning Small
Light Crossbow 2d8 20 x2 Piercing Small
Shortbow 1d6 20 x2 Piercing Medium
Gauntlets
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Gauntlets 1d8 20 x2 Bludgeoning Small Finesse, Requires Improved Unarmed Strike
Great-Gauntlets 2d6 20 x2 Bludgeoning Large Finesse, Requires Improved Unarmed Strike
Martial Melee
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Kukri 1d8 20 x2 Slashing Tiny Finesse
Shortsword 1d8 20 x2 Piercing Small Finesse
Light Hammer 1d8 20 x2 Bludgeoning Small Finesse
Whip 1d8 20 x2 Slashing Small Finesse, Cannot be used in Off-Hand
Battleaxe 1d8 20 x2 Slashing Medium
Light Flail 1d8 20 x2 Bludgeoning Medium
Longsword 1d8 20 x2 Slashing Medium Finesse
Rapier 1d8 20 x2 Piercing Medium Finesse
Scimitar 1d8 20 x2 Slashing Medium Finesse
Warhammer 1d8 20 x2 Bludgeoning Medium
Morningstar 1d8 20 x2 Piercing Medium Cannot be used in Off-Hand
Bastard Sword 1d8 20 x2 Slashing Medium
Katana 1d8 20 x2 Slashing Medium Finesse
Dwarven Waraxe 1d8 20 x2 Slashing Medium
Greataxe 2d6 20 x2 Slashing Large
Greatsword 2d6 20 x2 Slashing Large
Halberd 2d6 20 x2 Slashing Large
Heavy Flail 2d6 20 x2 Bludgeoning Large
Maul 2d6 20 x2 Bludgeoning Large
Trident 2d6 20 x2 Piercing Large
Martial Ranged
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Shuriken 1d8 20 x2 Piercing Tiny
Throwing Axe 1d8 20 x2 Slashing Small
Heavy Crossbow 2d10 20 x2 Piercing Medium
Longbow 1d8 20 x2 Piercing Large
Mystic
Name Damage Critical Range Critical Multiplier Damage Type Size Other
Casting Gauntlet 1d4 20 x2 Bludgeoning Small Finesse
Tome 1d4 20 x2 Bludgeoning Medium
Mystic Staff 1d6 20 x2 Bludgeoning Medium

Armor

In general:

  • Arcane spell failure from armor does not exist.
  • The combination of Base Armor AC + Dexterity Modifier Bonus cannot exceed 10.
  • Shields all grant +2 AC and weigh 6.0 lbs, regardless of type. The types exist for cosmetic categorisation only.


Light Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
None 0 10 0 0% 1.0 lbs
Padded Armor 1 +9 -1 0% 5.0 lbs
Leather Armor 2 +8 -2 0% 10.0 lbs
Studded Leather Armor 3 +7 -3 0% 15.0 lbs
Medium Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
Chain Shirt 4 +6 -4 0% 20.0 lbs
Chainmail Coat 5 +5 -5 0% 25.0 lbs
Breastplate 6 +4 -6 0% 30.0 lbs
Heavy Armor
Name Base AC Max Dex Modifier Armor Check Penalty Arcane Spell Failure Weight
Splintmail Coat 7 +3 -7 0% 35.0 lbs
Half Plate 8 +2 -8 0% 40.0 lbs
Full Plate 9 +1 -9 0% 45.0 lbs
Shields
Name Base AC Armor Check Penalty Arcane Spell Failure Weight
Buckler 2 0 0% 6.0 lbs
Large Shield 2 0 0% 6.0 lbs
Tower Shield 2 0 0% 6.0 lbs
Shield Gauntlet 2 0 0% 6.0 lbs

AC Types

Any AC an item grants, including its Core Bonus, is applied as one of the AC types below, decided by the kind of item it is. AC of the same type does not stack, including Dodge from equipment/spells - only the largest applies - so the type an item uses determines what it competes with. Dodge AC from sources other than equipment and spells stacks as usual.

AC Type Item Types
Armour Enchantment Armour, Helmet
Natural Amulet, Ring
Deflection Belt, Bracers
Dodge Boots, Cloak

Scar-touched Items

The items and equipment produced by Forging Seeds are generated with random positive and negative properties, and can be tailored to your character using XP and Orbs.

An example scar-touched item.

Examining a scar-touched item opens its item panel, displaying its Power, Disruption, Capacity, Weight, and every property the item holds. From this menu you may mould the item to fit your needs.

Power, Disruption, and Capacity

Power is the item's overall strength. It determines the item's Core Bonus, raises the strength of its Intrinsic properties, qualifies for Extrinsic properties the item is allowed to hold, and feeds its Capacity.

Disruption represents the item's latent instability. It fills Disrupted slots with negative properties, and subtracts directly from Capacity. On a freshly generated item, Disruption can never exceed 2/3 of Power.

Capacity is the available budget for extra Extrinsic slots and properties:

Capacity = Power - Disruption - (10 x each extra Extrinsic slot created)

Raising Power raises Capacity, lowering Disruption raises Capacity, and creating an additional Extrinsic slot costs 10 Capacity for as long as that slot exists.

Slots

Every scar-touched item has three separate kinds of slot. They do not compete with one another.

Slot type How many Notes
Intrinsic 1 to 3, successively rarer Chosen at the highest rank the item's Power allows, and they upgrade automatically as Power rises. They cannot be changed or removed.
Extrinsic 1 to 4 free at generation, successively rarer The mutable properties. Created at generation or filled with an Orb of Potential or an Orb of Extrinsics, and may be removed from the item panel. Each additional slot costs 10 Capacity.
Disrupted 0 if Disruption is 0, otherwise [1 + Disruption/10] Filled with negative properties drawn from the Disrupted table.

A new Extrinsic slot can be created while the item has at least 10 spare Capacity. An empty Extrinsic slot can be destroyed to return that 10 Capacity, down to a minimum of one slot.

The number of Extrinsic slots an item was generated with is shown separately from its current total, both on the item panel and in the item's own description. Slots you create or destroy never change it.

Core Bonuses

Every item has a Core Bonus equal to one point per 10 Power, to a maximum of +5. It occupies no slot and costs no Capacity.

  • Weapons (main hand, off-hand, ranged, and mystic) always have Enhancement Bonus.
  • Everything else takes either AC or an ability score. The type is rolled at generation, with an equal chance of AC or of any one of the six ability scores.

An Orb of Coring lets you select the Core Bonus type on any non-weapon item, rather than leaving it to the roll. The choices are AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Capstone Bonus

Every equipped item of 50 Power or more contributes +1 attack bonus, to a maximum of +5. The kind of gear does not matter, so any five capstoned pieces will do.

Only worn and wielded equipment counts.

Item XP

Scar-touched items hold experience of their own, split in two:

  • Available XP is the pool consumed to empower the item. Filled by transferring your own XP into the item from its panel, or from an Orb of Escrow.
  • Invested XP is the total XP spent on the item thus far. An Orb of Transfusion can retrieve this, at the cost of destroying the item.

Raising Power and lowering Disruption are done from the item panel, and both are paid for out of the item's Available XP. Your own XP is never spent directly — it has to be moved into the item first, and the item then spends its own.

Action XP cost
Raise Power by 1 Power3 / 10 - e.g. Power 20 requires 800XP, Power 40 requires 6,400XP, and Power 80 requires 51,200XP.
Lower Disruption by 1 (100 - Disruption)2 - e.g. Disruption 40 requires 3,600XP, Disruption 20 requires 6,400XP, and Disruption 5 requires 9,025XP.

Raising Power carries a 50% chance of also adding a point of Disruption. Lowering Disruption past a multiple of 10 removes a Disrupted slot, and with it one of the item's negative properties, chosen from the most potent Disruption bracket present, at random if several tie. Negative properties that survive are also re-graded downwards to match the item's new Disruption.

Item Generation

Forging Seeds come in three tiers, and every item cracked out of one is rolled from that tier.

Tier Seed Power Disruption Resulting Capacity
Low Minor 7 + 3d4 (10-19) 5 + 1d6 (6-11) 4-13
Medium Medium 17 + 3d4 (20-29) 8 + 1d8 (9-16) 7-20
High Major 27 + 3d4 (30-39) 11 + 1d10 (12-21) 10-27

Disruption is then clamped to at most two thirds of the rolled Power.

Cracking a seed produces one item, weighted as follows: 70% a piece of equipment drawn from the itemisation templates, 10% armour, 10% a weapon, 5% a throwable, and 5% a scroll.

Rarity

Each property roll first draws a rarity, and that draw sets the ceiling of what the roll may reach for.

Rarity also gates what an Orb of Extrinsics can reach, according to its own rarity.

Selection Logic

When a slot is filled, the system:

  1. Rolls a rarity, as above.
  2. Picks a property type at random from every type that is legal for that item slot, whose minimum Power the item meets, whose cheapest rank the remaining Capacity can afford, whose rarity is within the roll, and which the item's repeat rules still allow.
  3. Picks a rank of that type at random from the ones the item can afford. Intrinsic slots are the exception: they always take the highest affordable rank.
  4. Deducts the rank's Capacity cost, and moves on to the next slot.

Because the type is chosen before the rank, a family with fifty entries is no more likely to appear than one with three. Skills and saves do not crowd out the rest of the table.

Repeat rules are set per property type, and come in three strengths:

  • Not repeatable - one property of that type on the item, full stop.
  • Repeatable, one per subtype - one bonus per skill, per save, per damage type, and so on. Different subtypes may all appear.
  • Repeatable, but not at the same rank - the same subtype may appear more than once, provided the ranks differ.

Two further constraints apply: Increased Charges can only be rolled onto an item that already has a spell, and likewise Reduced Charges only onto an item that has one to reduce.

Disrupted properties are chosen the same way, keyed to Disruption instead of Power, except that once a type is chosen the system always takes the highest Disruption bracket the item qualifies for.

Charges

Casting a spell from an item costs charges equal to that spell's innate level.

An item's maximum charges are the sum of the innate levels of every Cast Spell property on it, plus any Increased Charges, minus any Reduced Charges, floored at zero. An item with a level 3 spell and a level 2 spell therefore holds 5 charges.

Charges are restored:

  • Fully, by resting while the item is equipped.
  • By half, when you stabilise.

Stacking Caps

Maneuver DC and Spell DC bonuses are each capped at a net +5 across all your equipment, after any Disrupted penalties have been subtracted. Everything else stacks normally.

Item Names

A scar-touched item is named for its Capacity at the time of the last change, in the form <Adjective> Scar-Touched <item> [+Power/-Disruption].

Capacity Adjective
8 or less Crude
9-14 Common
15-21 Superior
22-29 Exceptional
30 or more Masterpiece

Orbs

Craftable Orbs

These are brewed at the crafting bench. Every one costs 10 scrap plus the ichor listed.

Orb Ichor Effect
Orb of Potential 1 Red, 1 Green, 1 Blue Rolls a new Extrinsic property into a free slot, within the item's spare Capacity. Requires an empty Extrinsic slot.
Orb of Transference 2 Blue, 1 Red Absorbs all properties, Power, and Disruption from an item, to be transferred onto another of the same type.
Orb of Coring 1 Red, 1 Green, 1 Blue Lets you select the Core Bonus type of a non-weapon item: AC, Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Orb of Transfusion 1 Red, 1 Green, 1 Blue Extracts the XP (Available and Invested both) and the Power/Disruption combination from an item, destroying it, and transfers either the XP or Power/Disruption combination into another item. Overwriting Power and Disruption returns the target's Invested XP to its Available XP. Consumed once it transfers.
Orb of Conversion 2 Red, 1 Green Converts forging seeds into XP: 10XP per Minor, 20XP per Medium, and 30XP per Major, up to 78,000XP. Uses one charge per 10XP converted. You may gain at most 5,000XP from conversion orbs before you must diminish a scar to use one again. Must be used near the Well.
Orb of Escrow 2 Green, 1 Blue Lets you choose a level to drop down to, and banks the XP you earn while lowered. The banked XP can then be poured into a piece of equipment. Ending the escrow restores you to the level you started from.

Orbs of Extrinsics

An Orb of Extrinsics lets you pick and apply any valid Extrinsic property the item can support. They come in rarity 1, 2, and 3 variants, and the variant sets how deep into the rarity tiers you may reach.

They cannot be brewed. Instead, declining the result of an Orb of Potential grants a Shard of Extrinsics. Collect 100 Shards and they coalesce into a single Orb of Extrinsics.

Retired Orbs

The Orb of Infusion, Orb of Stability, and Orb of Abrogation have been retired.

Property Tables

Properties

Each rank costs the listed Capacity, and cannot appear until the item reaches the listed Power. All are Rarity 1 unless noted.

Property Rank Capacity Min Power Repeat Item Slots
Skill Bonus +1 1 1 Once per skill Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt
+2 2 10
+3 3 20
+4 4 75
+5 5 85
Saves vs Specific +1 1 1 Once per save type Varies by save, see reference
+2 2 10
+3 3 20
+4 4 60
+5 5 80
General Saves +1 7 10 No Will: Head. Fortitude: Chest. Reflex: Cloak
+2 12 20
+3 17 65
+4 22 85
Ability Score +1 10 1 No Ring, Neck
Bonus HP 1/2 HD 4 10 No Head, Chest, Boots, Arms, Cloak, Belt
1 HD 8 20
1 1/2 HD 12 40
2 HD 16 70
Stability +1 2 1 No Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt
+2 4 10
+3 6 20
Damage Immunity 5% 4 10 Once per damage type Varies by type, see reference
10% 8 20
DR Threshold 10% 6 10 No Head, Chest, Neck, Belt
15% 13 30
20% 20 50
25% 27 70
Stamina 10% 10 10 No Chest, Boots, Belt
15% 20 30
20% 30 50
25% 40 70
Dash Speed 5% 10 1 No Boots, Cloak
10% 20 30
15% 30 60
20% 40 80
Weight Reduction 80% 2 1 No All except Off-Hand
60% 4 10
40% 6 20
20% 8 30
Class Resource Capacity 10% 14 10 Once per resource Chest, Neck, Belt
15% 28 30
20% 42 50
25% 56 70
30% 70 90
Generation 10% 15 15 No Arms, Ring, Neck
15% 30 40
20% 45 65
25% 60 90
Well Water Charges +1 15 15 No Chest, Belt
+2 30 45
+3 45 75
Extra Maneuvers +1 4 1 No Boots, Arms, Ring, Neck, Belt
+2 8 20
+3 12 40
+4 16 60
+5 20 80
Extra Metamagic +1 4 1 No Boots, Arms, Ring, Neck, Belt
+2 8 20
+3 12 40
+4 16 60
+5 20 80
Maneuver DC +1 10 1 No, capped at +5 net Boots, Arms, Ring, Neck, Belt
+2 16 20
+3 21 40
+4 25 60
+5 28 80
Spell DC +1 10 1 No, capped at +5 net Boots, Arms, Ring, Neck, Belt, Mystic Weapon
+2 16 20
+3 21 40
+4 25 60
+5 28 80
Bonus Spell Slot L1 6 1 Once per class and level Boots, Arms, Ring, Neck, Belt
L2 12 10
L3 18 20
L4 24 30
L5 30 40
Cast Spell L1 6 1 Once per spell Varies by spell
L2 12 10
L3 18 20
Increased Charges +1 2 1 No, and requires an existing spell All except Off-Hand
+2 4 10
+3 6 20
+4 8 40
+5 10 60
+6 12 80
Rune Damage 1d8 3 1 No Melee, Ranged, Mystic Weapon
1d10 6 10
1d12 9 20
Oil Damage 1d6 2 1 No Melee, Ranged Weapon
1d8 4 10
1d10 6 20
Massive Criticals 1d10 8 1 No Melee, Ranged Weapon
2d10 10 10
Sneak Attack +1d6 10 1 No Melee, Ranged Weapon

Bonus Spell Slot is available to Bard, Cleric, Druid, Sorcerer, and Wizard at levels 1 to 5. Paladin and Ranger have levels 1 to 3 only, at a stiffer Power requirement: L1 @ 1, L2 @ 20, and L3 @ 40.

Percentage Damage Bonuses

Appear on Arms, Melee Weapon, Ring, and Ranged Weapon; the spell-related lines also appear on Mystic Weapon.

Applies to Bonus Capacity Min Power Rarity
Attacks 5% 30 15 3
10% 40 35
Spells 5% 30 15 3
10% 40 35
All 5% 40 15 3
10% 50 35
Spells (AoE) 5% 15 15 2
10% 30 40
15% 45 65
20% 60 90
Spells (Persistent AoE) 5% 15 15 2
10% 30 40
15% 45 65
20% 60 90
Spells (Single Target) 5% 15 15 2
10% 30 40
15% 45 65
20% 60 90
Retaliation 5% 15 15 2
10% 30 40
15% 45 65
20% 60 90
Cleave Attacks 10% 5 10 1
15% 10 30
20% 15 50
25% 20 70

Disrupted Properties

Negative properties are drawn from this table according to the item's Disruption. Unless a slot restriction is noted, they can land on anything.

Property Rank Min Disruption Repeat Item Slots
Increase Weight +5lbs 1 No All except Ranged Weapon
+10lbs 10
+15lbs 15
Skill Penalty -2 1 Once per skill Head, Chest, Boots, Arms, Cloak, Ring, Neck, Belt
-4 10
-6 15
Saves vs Specific Penalty -2 1 Once per save type All
-4 10
-6 15
General Save Penalty -1 1 Once per save All
-2 10
-3 15
Damage Vulnerability 5% 10 Once per damage type All
10% 15
Reduced HP 1/2 HD 10 No All
1 HD 15
Reduced Stability -1 1 No All
-2 10
-3 15
Reduced Charges -1 1 No, and requires an existing spell All
-2 10
-3 15
Reduced Maneuvers -1 10 No All
Reduced Metamagic -1 10 No All
Reduced Maneuver DC -1 10 No All
Reduced Spell DC -1 10 No All

Note that the positive save and immunity properties are restricted to particular slots, but their negative counterparts are not.

Reference Tables

Skills

Skill bonuses may target any skills, and all non-weapon slots can carry any of them.

Saves

Which Saves vs Specific bonus an item can roll depends on its slot.

Slot Specific Saves General Saves
Head Mind Affecting, Psychic Will
Chest Necrotic, Sonic Fortitude
Boots Force, Lightning .
Arms Acid .
Cloak Cold, Fire Reflex
Ring . .
Neck Fear, Radiant .
Belt Disease, Poison .

Damage Immunity

Slot Damage Immunity
Head Psychic, Radiant, Sonic
Chest Acid, Force, Lightning
Cloak Cold, Fire, Necrotic

Generation

Generation properties come in the form of Healing, Temporary HP, and DR Absorption.