Difference between revisions of "Equipment and Itemization"
m (→Orbs) |
m (→Orbs) |
||
Line 198: | Line 198: | ||
=== '''Orbs''' === | === '''Orbs''' === | ||
− | Orbs are | + | Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on items. |
{| class="wikitable" | {| class="wikitable" |
Revision as of 17:29, 20 December 2020
Weapons
In general:
- Weapon damage has been normalized across proficiency levels.
- Weapon size does not factor into any combat features.
- Weapons all possess 20/x2 critical range and multiplier.
- Weapon Proficiency: Exotic, Weapon Focus, and Weapon Specialization feats have been removed.
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.
Simple Melee | ||||||
---|---|---|---|---|---|---|
Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
Dagger | 1d4 | 20 | x2 | Piercing | Tiny | Finesse |
Kama | 1d4 | 20 | x2 | Slashing | Small | Finesse |
Mace | 1d4 | 20 | x2 | Bludgeoning | Small | Finesse |
Sickle | 1d4 | 20 | x2 | Slashing | Small | Finesse |
Club | 1d6 | 20 | x2 | Bludgeoning | Medium | |
Quarterstaff | 1d8 | 20 | x2 | Bludgeoning | Large | Finesse |
Spear | 1d8 | 20 | x2 | Piercing | Large |
Simple Ranged | ||||||
---|---|---|---|---|---|---|
Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
Dart | 1d4 | 20 | x2 | Piercing | Tiny | |
Sling | 1d4 | 20 | x2 | Bludgeoning | Small | |
Light Crossbow | 2d8 | 20 | x2 | Piercing | Small | |
Shortbow | 1d6 | 20 | x2 | Piercing | Medium |
Martial Melee | ||||||
---|---|---|---|---|---|---|
Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
Kukri | 1d6 | 20 | x2 | Slashing | Tiny | Finesse |
Handaxe | 1d6 | 20 | x2 | Slashing | Small | Finesse |
Shortsword | 1d6 | 20 | x2 | Piercing | Small | Finesse |
Light Hammer | 1d6 | 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 | Bludgeoning/Piercing | Medium | |
Bastard Sword | 1d8 | 20 | x2 | Slashing | Medium | |
Katana | 1d8 | 20 | x2 | Slashing | Medium | Finesse |
Dwarven Waraxe | 1d8 | 20 | x2 | Slashing | Medium | |
Heavy Mace | 1d8 | 20 | x2 | Bludgeoning | Medium | |
Greataxe | 2d6 | 20 | x2 | Slashing | Large | |
Greatsword | 2d6 | 20 | x2 | Slashing | Large | |
Halberd | 2d6 | 20 | x2 | Slashing/Piercing | Large | |
Heavy Flail | 2d6 | 20 | x2 | Bludgeoning | Large | |
Trident | 2d6 | 20 | x2 | Piercing | Large | |
Dire Mace | 1d8 | 20 | x2 | Bludgeoning | Large | Dual-wield |
Martial Ranged | ||||||
---|---|---|---|---|---|---|
Name | Damage | Critical Range | Critical Multiplier | Damage Type | Size | Other |
Shuriken | 1d6 | 20 | x2 | Piercing | Tiny | |
Throwing Axe | 1d6 | 20 | x2 | Slashing | Small | |
Heavy Crossbow | 2d10 | 20 | x2 | Piercing | Medium | |
Longbow | 1d8 | 20 | x2 | Piercing | Large |
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% | 5.0 lbs |
Studded Leather Armor | 3 | +7 | -3 | 0% | 10.0 lbs |
Medium Armor | |||||
---|---|---|---|---|---|
Name | Base AC | Max Dex Modifier | Armor Check Penalty | Arcane Spell Failure | Weight |
Chain Shirt | 4 | +6 | -4 | 0% | 15.0 lbs |
Chainmail Coat | 5 | +5 | -5 | 0% | 30.0 lbs |
Breastplate | 6 | +5 | -6 | 0% | 40.0 lbs |
Heavy Armor | |||||
---|---|---|---|---|---|
Name | Base AC | Max Dex Modifier | Armor Check Penalty | Arcane Spell Failure | Weight |
Splintmail Coat | 7 | +3 | -7 | 0% | 45.0 lbs |
Half Plate | 8 | +2 | -8 | 0% | 50.0 lbs |
Full Plate | 9 | +1 | -9 | 0% | 55.0 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 |
Scar-touched Items
The items and equipment coming out of Forging Seeds are generated with random positive and negative properties and can tailored to your character using crafting orbs and experience points. Each scar-touched item will have Power, Disruption, and Capacity listed at the top of the description.
Power, Disruption and Capacity
Power defines the base Capacity the item has available to hold item properties, costs are noted in tables below. The Power value also influences an item's core bonus (such as Enhancement Bonus for weapons, and AC for armor). Power also affects the number of item slots as noted in the Slots section.
When an item reaches 40 Power, the character receives a general +1 AB as a 'Capstone Bonus' while that item is equipped, so long as its Core Bonus is different from any other capstoned items equipped (Therefore a maximum of +6, as there are six categories of Core Bonus - EB, Armor AC, Shield AC, Deflection AC, Natural AC, and Dodge AC).
Disruption decreases the Capacity the item has to hold positive properties, therefore the total Capacity is [Power - Disruption]. Disruption also fills slots the item has with negative properties, as noted in the Slots section.
Disruption can never exceed two thirds of an item's Power (rounded down).
Slots
An item has a number of slots for properties. An item with no Power has one slot, and gains another slot for having any Power at all, plus one slot for every 10 Power - therefore seed-generated items have [2 + Power/10] slots.
Disruption fills item slots with negative properties. Having any Disruption at all fills one slot, and every 10 Disruption fills another slot with a negative property. These properties are drawn at random from the Negative Properties table, with more powerful negatives available the higher the Disruption as noted on the table.
Core Bonuses
Each item has a Core Bonus which is a function of the item's Power. For weapons this is Enhancement Bonus, or Attack Bonus if the weapon is incapable of having EB (such as bows). For all other items this is whatever the type of AC associated with that item type is.
For every 10 Power an item possesses, it gains +1 to its Core Bonus, e.g. 10 Power is +1, and 40 Power is +4.
Core Bonuses do not take up any slots on an item - they are independent and inherent to the item.
Orbs
Orbs are crafted from scrap and ichor or found in loot containers. They are used to modify properties on items.
Type | Scrap | Ichor | Effect |
---|---|---|---|
Orb of Infusion | 10 | 2 Red, 1 Green | Increase an item's Power by 1. Consumes an amount of XP equal to the cube of the item's current Power, e.g. an item with 30 Power requires 27000 XP to raise to 31. Cannot increase Power beyond 40. There is a 50% chance the item will gain a point of Disruption as well. |
Orb of Stability | 10 | 2 Blue, 1 Green | Decrease an item's Disruption by 1. Consumes an amount of XP equal to the cube of [40 - Disruption], e.g. an item with 15 Disruption requires 15625 XP to reduce to 14. If this reduces the item's Disruption enough that a slot is no longer filled with a negative property, one of these is chosen at random - prioritising the highest Disruption bracket property the item has. |
Orb of Abrogation | 10 | 3 Red | Remove a specific positive item property. |
Orb of Potential | 10 | 1 Red, 1 Blue, 1 Green | Rolls a positive property within the available free Capacity on an item. |
Orb of Transference | 10 | 1 Red, 2 Blue | Transfers properties and power between items. |