Equipment and Itemization
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.
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 |
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 | +4 | -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.
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 scar-touched 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. |
Selection Logic
When an item is generated, its negative properties are first placed, as according to its Disruption and the negative properties table.
The Power Prerequisite of a property is the minimum at which that property can appear; a 20+ Power item may have properties with a 1+ Power minimum, but an item below 20 Power cannot have any defined as requiring 20+ base Power.
When properties are selected, the highest rank of that property is purchased (providing it can be afforded) until half the item's Capacity is expended; beyond which the purchased rank is random. This is to provide 'tentpole' bonuses to always make items feel valuable for their Tier, and prevent the system selecting a massive number of very weak bonuses inside a high Capacity item.
Some properties may be selected multiple times, as noted in the property tables. Properties with subtypes (skills, specific saves, etc) may only select each subtype once (no repeats of bonuses to the same skills or saves, but multiple different skills and saves may be selected).
If an item has a property, the opposite property will not be generated on an item - for example, an item with +1 Stability will not roll -1 Stability, and vice versa.
Charges
Spells generated on items require a number of charges equal to their spell level to cast.
The maximum charges on an item vary depending on the spells generated on the item; each spell gives an increase to maximum charges equivalent to its level multiplied by 3. This can be further increased if the item has rolled the 'Increased Charges' property, which can only appear on items that already have spells. For example, an item which is generated with a level 3 spell has 9 charges; an item which is generated with both a level 3 spell and level 2 spell has 15 charges.
Charges on items can be restored while in the rest/wellpower state, using the 'Recharge' power attached to the item, at a cost of 1 ichor per charge. The colors of ichor used depend on the type(s) of spell(s) the item has generated - red for harmful, green for healing, blue for others. In the case of an item with multiple spells, the highest level spell determines the ichor type. If there are multiple spells of the highest spell level, the first spell according to alphabetical order is used.
Unique Properties
Some properties, such as Rune Damage and Oil Damage, only use the highest value of that property equipped across all items, and will not stack.
Tiers Table
Tiers of items for generation in the loot table.
Tier | Level Range | Power (Base) | Power (Dice) | Disruption (Base) | Disruption (Dice) |
---|---|---|---|---|---|
Low | 3-5 | 4 | 1d6 | 2 | 1d4 |
Medium | 6-8 | 8 | 2d6 | 5 | 2d4 |
High | 9-10 | 12 | 3d6 | 8 | 3d4 |
Therefore, the Capacity derived from the possible Power and Disruption scores is as follows (for reference only):
Tier | Range of Capacity |
---|---|
Low | 3-7 |
Medium | 4-13 |
High | 10-19 |
Property Tables
Negative Properties Table
Disruption Prerequisite | Property (Negative) | Repeatable? |
---|---|---|
1+ | Increase Weight 5lbs | No |
10+ | Increase Weight 10lbs | No |
15+ | Increase Weight 15lbs | No |
10+ | Damage Vulnerability 5% | Yes |
15+ | Damage Vulnerability 10% | Yes |
1+ | -2 Random Skill (Any) | No |
10+ | -4 Random Skill (Any) | No |
15+ | -6 Random Skill (Any) | No |
1+ | -2 Specific Save | Yes |
10+ | -4 Specific Save | Yes |
15+ | -6 Specific Save | Yes |
1+ | -1 General Save | Yes |
10+ | -2 General Save | Yes |
15+ | -3 General Save | Yes |
10+ | Reduced Maneuvers -1 | No |
10+ | Reduced Metamagic -1 | No |
10+ | Reduced HP (1/2 HD) | No |
15+ | Reduced HP (1 HD) | No |
1+ | Reduced Charges -1 | No |
10+ | Reduced Charges -2 | No |
15+ | Reduced Charges -3 | No |
1+ | Reduced Stability -1 | No |
10+ | Reduced Stability -2 | No |
15+ | Reduced Stability -3 | No |
10+ | Maneuver DC -1 | No |
10+ | Metamagic DC -1 | No |
Positive Properties Master List
Tier | Property (Positive) | Power | Repeatable? | Item Slots |
---|---|---|---|---|
1+ | +1 Skill (See Table) | 1 | Yes | Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak |
10+ | +2 Skill (See Table) | 2 | Yes | Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak |
20+ | +3 Skill (See Table) | 3 | Yes | Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak |
1+ | +1 Saves vs Specific (See Table) | 1 | Yes | Head, Chest, Boots, Gloves, Amulet, Belt, Cloak |
10+ | +2 Saves vs Specific (See Table) | 2 | Yes | Head, Chest, Boots, Gloves, Amulet, Belt, Cloak |
20+ | +3 Saves vs Specific (See Table) | 3 | Yes | Head, Chest, Boots, Gloves, Amulet, Belt, Cloak |
1+ | +1 AC vs Damage Type | 2 | Yes | All |
10+ | +2 AC vs Damage Type | 4 | Yes | All |
20+ | +3 AC vs Damage Type | 6 | Yes | All |
1+ | Light 5m | 1 | No | All |
10+ | Light 10m | 2 | No | All |
20+ | Light 15m | 3 | No | All |
1+ | Weight Reduction 80% | 2 | No | Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak |
10+ | Weight Reduction 60% | 4 | No | Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak |
20+ | Weight Reduction 40% | 6 | No | Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak |
20+ | Weight Reduction 20% | 8 | No | Melee Weapon, Ranged Weapon, Shield, Head, Chest, Boots, Gloves, Belt, Cloak |
1+ | Cast Spell L1 | 6 | Yes | All |
10+ | Cast Spell L2 | 12 | Yes | All |
20+ | Cast Spell L3 | 18 | Yes | All |
1+ | Bonus Spell Slot L1 | 6 | Yes | Boots, Gloves, Rings, Amulet, Belt |
10+ | Bonus Spell Slot L2 | 12 | Yes | Boots, Gloves, Rings, Amulet, Belt |
20+ | Bonus Spell Slot L3 | 18 | Yes | Boots, Gloves, Rings, Amulet, Belt |
10+ | Bonus HP (1/2 HD) | 4 | No | Head, Chest, Boots, Gloves, Belt, Cloak |
20+ | Bonus HP (1 HD) | 8 | No | Head, Chest, Boots, Gloves, Belt, Cloak |
1+ | Extra Maneuvers +1 | 4 | No | Boots, Gloves, Rings, Amulet, Belt |
1+ | Extra Metamagic +1 | 4 | No | Boots, Gloves, Rings, Amulet, Belt |
1+ | Increased Charges +1 | 2 | Yes | All (Except Ammunition) |
10+ | Increased Charges +2 | 4 | Yes | All (Except Ammunition) |
20+ | Increased Charges +3 | 6 | Yes | All (Except Ammunition) |
1+ | Rune Damage 1d8 | 3 | No | Gloves, Melee Weapon, Ranged Weapon |
10+ | Rune Damage 1d10 | 6 | No | Gloves, Melee Weapon, Ranged Weapon |
20+ | Rune Damage 1d12 | 9 | No | Gloves, Melee Weapon, Ranged Weapon |
1+ | Oil Damage 1d6 | 2 | No | Gloves, Melee Weapon, Ranged Weapon |
10+ | Oil Damage 1d8 | 4 | No | Gloves, Melee Weapon, Ranged Weapon |
20+ | Oil Damage 1d10 | 6 | No | Gloves, Melee Weapon, Ranged Weapon |
10+ | Damage Immunity 5% (See Table) | 4 | Yes | Head, Chest, Cloak |
20+ | Damage Immunity 10%(See Table) | 8 | Yes | Head, Chest, Cloak |
1+ | Massive Criticals 1d10 | 4 | No | Gloves, Melee Weapon, Ranged Weapon |
10+ | Massive Criticals 2d10 | 10 | No | Gloves, Melee Weapon, Ranged Weapon |
1+ | Extra Damage Type (Bludgeoning/Slashing/Piercing) | 6 | No | Melee Weapon |
10+ | +1 General Saves (See Table) | 5 | No | Head, Chest, Cloak |
20+ | +2 General Saves (See Table) | 10 | No | Head, Chest, Cloak |
1+ | Mighty +2 | 3 | No | Ranged Weapon (Except Thrown) |
10+ | Mighty +4 | 6 | No | Ranged Weapon (Except Thrown) |
20+ | Mighty +6 | 9 | No | Ranged Weapon (Except Thrown) |
1+ | +1 Ability (See Table) | 6 | Yes | Boots, Gloves, Rings, Amulet, Belt |
10+ | +2 Ability (See Table) | 11 | Yes | Boots, Gloves, Rings, Amulet, Belt |
20+ | +3 Ability (See Table) | 16 | Yes | Boots, Gloves, Rings, Amulet, Belt |
30+ | +4 Ability (See Table) | 21 | Yes | Boots, Gloves, Rings, Amulet, Belt |
1+ | +1 Stability | 2 | No | Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak |
10+ | +2 Stability | 4 | No | Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak |
20+ | +3 Stability | 6 | No | Head, Chest, Boots, Gloves, Rings, Amulet, Belt, Cloak |
1+ | Sneak Attack 1d6 | 10 | No | Gloves, Melee Weapon, Ranged Weapon |
Skills Reference
Slot | Skills |
---|---|
Main Hand | . |
Off Hand | . |
Head | Insight, Investigation, Perception |
Chest | Acrobatics, Athletics, Stealth, Survival |
Boots | Acrobatics, Athletics, Stealth |
Gloves | Trapping, Sleight of Hand, Locksmithing |
Rings | Animal Handling, Arcana, Medicine |
Amulet | Investigation, Perception |
Belt | Insight, Trapping, Locksmithing |
Cloak | Stealth, Sleight of Hand, Survival |
Saves Reference
Slot | Specific Saves |
---|---|
Main Hand | . |
Off Hand | . |
Head | Mind Affecting, Sonic |
Chest | Positive, Negative |
Boots | Electricity |
Gloves | Acid |
Rings | . |
Amulet | Fear, Divine |
Belt | Poison, Disease |
Cloak | Fire, Cold |
Slot | General Saves |
---|---|
Main Hand | . |
Off Hand | . |
Head | Will |
Chest | Fortitude |
Boots | . |
Gloves | . |
Rings | . |
Amulet | . |
Belt | . |
Cloak | Reflex |
Damage Immunity Reference
Slot | Damage Immunity |
---|---|
Main Hand | . |
Off Hand | . |
Head | Sonic |
Chest | Acid, Electricity |
Boots | . |
Gloves | . |
Rings | . |
Amulet | . |
Belt | . |
Cloak | Fire, Cold |
Ability Reference
Slot | Abilities |
---|---|
Main Hand | . |
Off Hand | . |
Head | . |
Chest | . |
Boots | Dexterity, Constitution |
Gloves | Strength, Dexterity |
Rings | Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma |
Amulet | Intelligence, Wisdom, Charisma |
Belt | Strength, Constitution |
Cloak | . |