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  1. - Top - End - #1
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
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    Greece
    Gender
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    Post Clerics & Crusaders

    CLERICS AND CRUSADERS

    --- CHARACTERS ---

    Spoiler
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    Character creation steps:

    - buy ability scores
    - choose race
    - choose class
    - choose power source and its ability
    - choose feat
    - choose skills
    - write down these and the rest info on a character sheet or somewhere else


    Ability scores:
    Strength or STR (physical power)
    Dexterity or DEX (physical reflexes)
    Consitution or CON (physical endurance)
    Charisma or CHA (spiritual power)
    Intelligence or INT (spiritual reflexes)
    Wisdom or WIS (spiritual endurance)

    Point-buy method:
    You start with zero STR, DEX, CON, CHA, INT and WIS but you have 80 points to spend into buying ability score values.
    1 point lets you raise 1 ability score by 1.
    Alternatively, you start with STR=10, DEX=10, CON=10, CHA=10, INT=10, WIS=10 and 20 points to spend.
    Your DM (or the race you choose) may put a top or a bottom to how much you can buy from each statistic.

    Rolling method:
    You roll 1d20 ten times and you keep 6 out of 10 results. This 6 results are your STR, DEX, CON, CHA, INT and WIS.
    There is the possibility you can not create any playable character with this system. In that case your DM may let you subtract 2 from an ability score to add 1 to another ability score. After that, if you can still not create any character, roll again.

    ability score 0-1 (modifier -5): You can not perform even the simplest tasks related to this ability. For example, a creature with a DEX of 0-1 can not move at all.
    ability score 2-3 (modifier -4): You can perform only the simplest tasks related to this ability. For example, a creature with a WIS of 2-3 can barely notice it exists.
    ability score 4-5 (modifier -3): You can perform only some basic tasks related to this ability. For example, a creature with an INT of 4-5 has the intelligence of an animal.
    ability score 6-7 (modifier -2): You can poorly perform every task related to this ability. For example, a fragile human has a STR of 6-7.
    ability score 8-9 (modifier -1): Your performance related to this ability is below average. For example, a non-athletic person has a CON of 8-9.
    ability score 10-11 (modifier +0): Your performance related to this ability is average. For example, the average peasant has a CHA of 10-11.
    ability score 12-13 (modifier +1): Your performance related to this ability is above average.
    ability score 14-15 (modifier +2): Your performance related to this ability is well above average.
    ability score 16-17 (modifier +3): Your performance related to this ability is extraordinary.
    ability score 18-19 (modifier +4): Your performance related to this ability is perfect.
    ability score 20-21 (modifier +5): Your performance related to this ability is superhuman. Superhuman is also everything above 20-21.

    Characters are usually elites but, if they agree with the DM, they can be anything from minions to bosses.
    As elites, they have the following stats:
    hp at first level: 12
    hp at each additional level: 6
    healing tokens: 6
    powers: 1 power from class and 2 powers from power sources (3 powers overall at level 1)
    skills: you gain +4 to 6 skills of your choice at 1st level

    hp = hit points (if they reach zero you are unconsious and if they reach your severly wounded value in negative hp you are respawned back to your starting position, sorry for that but I don't like having my player characters killed)
    hp = maximum value = unharmed
    hp = 3/4 maximum value = harmed
    hp = 2/4 maximum value = wounded
    hp = 1/4 maxium value = severly wounded



    --- RACES ---

    Spoiler
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    Races are usually medium or small size with a base walking speed of 6. They have properties but their overall modifier of their properties must always be zero for a race to be legal.
    Moreover, they can only have passive properties that are permanent but they can have immunities instead of active properties.
    Immunities have a modifier equal to the property they block (for example, an "immune to sleep" immunity has a modifier of +5).
    They also have minimum ability score values and maximum ability score values that always differ by 10 (in order to be that race you must, at level 1, have ALL your ability scores somewhere between their min and max values)
    For example, with STR 18, DEX 12, CON 16, CHA 14, INT 10 and WIS 10 you can be human (every ability is between 8 and 18) but you can not be a halfling (halflings have a max STR of 16 and you have 18).

    name: Human
    text: "placeholder."
    size: medium
    speed: 6
    properties: -
    min scores: STR 8, DEX 8, CON 8, CHA 8, INT 8, WIS 8
    max scores: STR 18, DEX 18, CON 18, CHA 18, INT 18, WIS 18
    overall modifier: +0

    name: Halfling
    text: "placeholder."
    size: small
    speed: 5 (6-1)
    properties: burden 1 (speed is 5 instead of 6, -1 modifier), immune to fear (+1 modifier)
    min scores: STR 6, DEX 10, CON 8, CHA 8, INT 8, WIS 8
    max scores: STR 16, DEX 20, CON 18, CHA 18, INT 18, WIS 18
    overall modifier: +0

    name: High Elf
    text: "placeholder."
    size: medium
    speed: 6
    properties: low-light vision (+1 modifier), immune to sleep (+5 modifier), -2 to all physical defenses (STR & DEX & CON defenses, -6 modifier)
    min scores: STR 8, DEX 8, CON 6, CHA 8, INT 10, WIS 8
    max scores: STR 18, DEX 20, CON 16, CHA 18, INT 20, WIS 18
    overall modifier: +0

    name: Dwarf
    text: "placeholder."
    size: medium
    speed: 5 (6-1)
    properties: burden 1 (speed is 5 instead of 6, -1 modifier), resist poison 5 (+1 modifier), low-light vision (+1 modifier), -1 CHA defense (-1 modifier)
    min scores: STR 10, DEX 6, CON 10, CHA 6, INT 8, WIS 8
    max scores: STR 20, DEX 16, CON 20, CHA 16, INT 18, WIS 18
    overall modifier: +0



    --- NPCS ---

    Spoiler
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    When you use allies or enemies and NPCs at combat and you do not have a lot of free time to do work as DM, do not give them any class and let them just make a regular melee or ranged attack that affects a single target (or give them an attack that affects the whole party and deals half damage).
    If you have free time, you ought to give a class and its respective powers per level to your NPCs in order to make combat more interesting and fair. Remember, balance is very important in order to make a combat fun and memorable.
    Moreover, you can give racial traits to your NPCs because a racial immunity or a known skill may do the difference between the success and the failure of a social encounter or a battle.
    If you give them items with a level above 0, treat those items as treasure to the party. They are already proficient with any item they use.
    Do not give NPCs any feats (except if you really have to) because it just doesn't worth the effort. The 6 types of NPCs are the following:

    name: Trooper (minion)
    hp at first level: 4
    hp at each additional level: 2 (1d4)
    healing tokens: 2 (1d4)
    powers: 2 (1d4)
    ability scores: 10 (+0 ability modifier) to all (or 0 points to spend)
    attack: 1d20 + level + 2, to all (or 1d20 + level + wielded item's proficieny + wielded item's attack ability modifier + other bonuses, for each attack)
    damage: 1d4 + level + 0, to all (or wielded item's damage dice + level + wielded item's level + wielded item's damage ability modifier + other bonuses, for each attack)
    defenses: 10 + level, to all (or 10 + level + respective ability modifier + other bonuses, for each defense)
    initiative: 0 + level (or DEX modifier + level)
    skills: you gain +4 to 2 (1d4) skills of your choice
    xp per level: 20

    name: Guard
    hp at first level: 6
    hp at each additional level: 3 (1d6)
    healing tokens: 3 (1d6)
    powers: 3 (1d6)
    ability scores: 11 (+0 ability modifier) to all (or 6 points to spend)
    attack: 1d20 + level + 2, to all (or 1d20 + level + wielded item's proficieny + wielded item's attack ability modifier + other bonuses, for each attack)
    damage: 1d6 + level + 0, to all (or wielded item's damage dice + level + wielded item's level + wielded item's damage ability modifier + other bonuses, for each attack)
    defenses: 10 + level, to all (or 10 + level + respective ability modifier + other bonuses, for each defense)
    initiative: 0 + level (or DEX modifier + level)
    skills: you gain +4 to 3 (1d6) skills of your choice
    xp per level: 30

    name: Combatant (standard)
    hp at first level: 8
    hp at each additional level: 4 (1d8)
    healing tokens: 4 (1d8)
    powers: 4 (1d8)
    ability scores: 12 (+1 ability modifier) to all (or 12 points to spend)
    attack: 1d20 + level + 3, to all (or 1d20 + level + wielded item's proficieny + wielded item's attack ability modifier + other bonuses, for each attack)
    damage: 1d8 + level + 1, to all (or wielded item's damage dice + level + wielded item's level + wielded item's damage ability modifier + other bonuses, for each attack)
    defenses: 11 + level, to all (or 10 + level + respective ability modifier + other bonuses, for each defense)
    initiative: 1 + level (or DEX modifier + level)
    skills: you gain +4 to 4 (1d8) skills of your choice
    xp per level: 40

    name: Assassin
    hp at first level: 10
    hp at each additional level: 5 (1d10)
    healing tokens: 5 (1d10)
    powers: 5 (1d10)
    ability scores: 13 (+1 ability modifier) to all (or 18 points to spend)
    attack: 1d20 + level + 3, to all (or 1d20 + level + wielded item's proficieny + wielded item's attack ability modifier + other bonuses, for each attack)
    damage: 1d10 + level + 1, to all (or wielded item's damage dice + level + wielded item's level + wielded item's damage ability modifier + other bonuses, for each attack)
    defenses: 11 + level, to all (or 10 + level + respective ability modifier + other bonuses, for each defense)
    initiative: 1 + level (or DEX modifier + level)
    skills: you gain +4 to 5 (1d10) skills of your choice
    xp per level: 50

    name: Leader (elite)
    hp at first level: 12
    hp at each additional level: 6 (1d12)
    healing tokens: 6 (1d12)
    powers: 6 (1d12)
    ability scores: 14 (+2 ability modifier) to all (or 24 points to spend)
    attack: 1d20 + level + 4, to all (or 1d20 + level + wielded item's proficieny + wielded item's attack ability modifier + other bonuses, for each attack)
    damage: 1d12 + level + 2, to all (or wielded item's damage dice + level + wielded item's level + wielded item's damage ability modifier + other bonuses, for each attack)
    defenses: 12 + level, to all (or 10 + level + respective ability modifier + other bonuses, for each defense)
    initiative: 2 + level (or DEX modifier + level)
    skills: you gain +4 to 6 (1d12) skills of your choice
    xp per level: 60

    name: Boss (solo)
    hp at first level: 20
    hp at each additional level: 10 (1d20)
    healing tokens: 10 (1d20)
    powers: 10 (1d20)
    ability scores: 15 (+2 ability modifier) to all (or 30 points to spend)
    attack: 1d20 + level + 4, to all (or 1d20 + level + wielded item's proficieny + wielded item's attack ability modifier + other bonuses, for each attack)
    damage: 1d20 + level + 2, to all (or wielded item's damage dice + level + wielded item's level + wielded item's damage ability modifier + other bonuses, for each attack)
    defenses: 12 + level, to all (or 10 + level + respective ability modifier + other bonuses, for each defense)
    initiative: 1d20 + 2 + level (or DEX modifier + level)
    skills: you gain +4 to 10 (1d20) skills of your choice
    xp per level: 100

    Examples:

    lvl 3 trooper has 2 healing tokens, 8 hp, 2 powers (its lvl 1 and lvl 2 class powers) and gives 60 xp to the party if defeated
    lvl 6 combatant has 4 healing tokens, 28 hp, 4 powers (its lvl 1, lvl 2, lvl 3 and lvl 5 class powers) and gives 240 xp to the party
    lvl 9 boss has 10 healing tokens, 100 hp, 7 powers (because it can not have 10 class powers in that lvl) and gives away 900 xp


    Last edited by ARTHAN; 2020-06-07 at 12:44 AM.
    PM me if you wish to ask about Clerics & Crusaders.

  2. - Top - End - #2
    Troll in the Playground
     
    Lvl 2 Expert's Avatar

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    Tulips Cheese & Rock&Roll
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    Default Re: Clerics & Crusaders

    This uhmmm... Looks like it could use some introduction telling us what kind of game this is (that is: if it's something we'd want to learn more about) and how to read all these tables (how to learn more about it).
    The Hindsight Awards, results: See the best movies of 1999!

  3. - Top - End - #3
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
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    Greece
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    Default Re: Clerics & Crusaders

    Quote Originally Posted by Lvl 2 Expert View Post
    This uhmmm... Looks like it could use some introduction telling us what kind of game this is (that is: if it's something we'd want to learn more about) and how to read all these tables (how to learn more about it).
    Sorry for my messy "code" for a game. Clerics & Crusaders is supposed to be a D&D-based game (an entirely new edition actually that was originally based to 4th edition but became way too different in the end) that works with modifiers. "Charge", for example, has a modifier of +1 while "Charm" has a modifier of +5, so a power or a weapon or an ability that lets you both charge your opponents and charm them at the same time should be a +6 item, weapon, power or whatever. The target is to combine both positive and negative modifiers in order to create the item or power of your dreams (or just a power or item you can afford). Of course, it has yet to be finished and I have a lot of things to explain, like the fact you have 6 offenses and 6 defenses in this "edition" (STR, DEX, CON, CHA, INT, WIS offense and STR, DEX, CON, CHA, INT, WIS defense).



    Here is an example weapon:

    name: Dagger (Blade)
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs CON (-3 modifier)
    damage: 1d4 (-2 modifier)
    range: reach 1 (+1 modifier), ranged 5/10 (+1 modifier)
    critical: 19-20 (+2 modifier)
    overall modifier: +0 (that means it is a mundane item, a negative overall modifier would probably meant a cursed item and a positive one a magic item of that level)

    EDIT: updated with 2 new posts. Sorry for being messy, I have not used a forum for a very long time.
    Last edited by ARTHAN; 2020-05-26 at 08:55 AM.

  4. - Top - End - #4
    Halfling in the Playground
     
    ClericGuy

    Join Date
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    Greece
    Gender
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    Default Re: Clerics & Crusaders

    --- SKILLS ---

    Spoiler
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    When you use a skill, you roll a skill check. Skill checks are always being rolled against a difficulty class (DC) that is set by a rule or directly by the DM.
    Using a skill is a free action but remember, you can use only one free action per turn.

    skill check: 1d20 + character's level + respective ability modifier + other modifiers

    -The skills are the following:

    knowledge combat INT (knowledge about war and combat)
    knowledge social INT (knowledge about peace and society)
    knowledge far INT (knowledge about madness and the far realm and their inhabitants)
    knowledge ki INT (knowledge about positive energy plane and negative energy plane and their inhabitants)
    knowledge mind INT (knowledge about law and the clockwork nirvana of mechanus and their inhabitants)
    knowledge dark INT (knowledge about the underdark and the shadowfell and their inhabitants)
    knowledge elemental INT (knowledge about chaos and the elemental chaos and their inhabitants)
    knowledge star INT (knowledge about astrology and the astral sea and their inhabitants)
    knowledge fey INT (knowledge about the nature and the feywild and their inhabitants)
    knowledge divine INT (knowledge about religion and the realms of the gods and their inhabitants)
    knowledge arcane INT (knowledge about magic and demiplanes and their inhabitants)
    spot DEX (the ability to see things with your eyes)
    listen CHA (the ability to hear things with your ears)
    feel STR (the ability to feel things with your hands or your feet)
    taste WIS (the ability to taste things with your tongue)
    smell CON (the ability to use your nose to smell things)
    perform CHA (the ability to dance or sing or act or whatever)
    profession WIS (the ability to do your job well)
    craft INT (the ability to create objects with your own hands)
    bluff INT (the ability to tell lies or to mislead someone)
    intimidate CHA (the ability to cause terror or to bully others)
    diplomacy WIS (the ability to negotiate with others)

    Cases where knowledge-combat-INT is useful (your DM may find more cases):

    - If your character is living in a military camp of some sort your DM may require checks of this skill here and there.
    - Performing a remarkable stunt in combat that your character has not normaly as a power (DC = 20 + power's level).
    - To realise how to use a relatively huge siege engine or a relatively small stationary weapon.


    Cases where knowledge-social-INT is useful (your DM may find more cases):

    - If your character is living in a town of some sort your DM may require checks of this skill here and there.
    - Performing a remarkable speech in front of a crowd when your character is not used to do that kind of thing daily.
    - To realise how to behave to the mighty emperor or to the filthy peasant (this is a cruel world we live in).


    Cases where knowledge-far-INT is useful (your DM may find more cases):

    - If your character is living in a place tainted by the far realm your DM may require checks of this skill here and there.
    - Using Shivers as a power in combat without your character having Far as a power source (DC = 21).
    - To realise the difference between sanity and madness.


    Cases where knowledge-ki-INT is useful (your DM may find more cases):

    - If your character is living in a monastery of some sort your DM may require checks of this skill here and there.
    - Channeling your ki energy through your body and to an object in order to strengthen it or to break it.
    - Falling Prone willingly in the heat of battle without taking any damage (DC = 10).


    Cases where knowledge-mind-INT is useful (your DM may find more cases):

    - If your character is living in a very lawful area your DM may require checks of this skill here and there.
    - Adding the Sunder property to a power of yours (DC = 10 + power's level).
    - To realise the basic principles of law.


    Cases where knowledge-dark-INT is useful (your DM may find more cases):

    - If your character is living in the underdark wilderness your DM may require checks of this skill here and there.
    - See like you have low-light vision while you have not (DC = 21).
    - Hide in the shadows (DC = 10 + opponent's Spot check).


    Cases where knowledge-elemental-INT is useful (your DM may find more cases):

    - If your character is living in a very chaotic area your DM may require checks of this skill here and there.
    - Gain resistance to a certain element's respective damage type (fire = fire, water = cold, air = lighning, earth = thunder, DC = 20 + amount of resistance).
    - To realise the basic principles of chaos.


    Cases where knowledge-star-INT is useful (your DM may find more cases):

    - If your character is living in an outdoors area your DM may require checks of this skill here and there.
    - To know the exact time of the day or the week or the year according to the positioning of the stars.
    - To show others your abilities to astrology and astronomy.


    Cases where knowledge-fey-INT is useful (your DM may find more cases):

    - If your character is living in the surface's wilderness your DM may require checks of this skill here and there.
    - Use this skill to communicate with an animal instead of diplomacy.
    - To track someone from any traces they have left behind in a forest.


    Cases where knowledge-divine-INT is useful (your DM may find more cases):

    - If your character is living in a temple of some sort your DM may require checks of this skill here and there.
    - Use this skill to perform a holy ritual instead of profession.
    - To know everything a person can about religion.


    Cases where knowledge-arcane-INT is useful (your DM may find more cases):

    - If your character is living in a library of some sort your DM may require checks of this skill here and there.
    - Use this skill to create a magic item instead of craft.
    - To know everything a person can about magic.


    Cases where spot-DEX is useful (your DM may find more cases):

    - To look around with your eyes.
    - To search a chest.
    - To identify someone through a disguise.


    Cases where listen-CHA is useful (your DM may find more cases):

    - To spot with blindsense.
    - To appraise the value of a song.
    - To hear any sounds around you.


    Cases where feel-STR is useful (your DM may find more cases):

    - To spot with tremorsense.
    - To appraise the value of an item by its weight.
    - To test the dungeon floor if it is safe to proceed.


    Cases where taste-WIS is useful (your DM may find more cases):

    - To test the power and type of a poison you are about to use.
    - To appraise the value of a wine.
    - To figure the type of an alchemical potion by its taste.


    Cases where smell-CON is useful (your DM may find more cases):

    - To check if a dungeon room's air is full of rotten smell, meaning it is full of undead.
    - To figure the type of an alchemical potion by its perfume.
    - To track someone with scent.


    Cases where profession-WIS is useful (your DM may find more cases):

    - To sail when you are a sailor.
    - To hunt when you are a hunter.
    - To cut wood when you are a woodcutter.


    Cases where craft-INT is useful (your DM may find more cases):

    - To create weapons when you are a weaponsmith (DC = 20 + item level, it takes 15 days to be crafted, it costs one tenth of the original item's price).
    - To create armor when you are an armorsmith (DC = 20 + item level, it takes 15 days to be crafted, it costs one tenth of the original item's price).
    - To create bows when you are a bowmaker (DC = 20 + item level, it takes 15 days to be crafted, it costs one tenth of the original item's price).


    Cases where perform-INT is useful (your DM may find more cases):

    - To dance when you are a dancer.
    - To paint when you are a painter.
    - To sing when you are a singer.


    Cases where bluff-INT is useful (your DM may find more cases):

    - To lie.
    - To lie more.
    - To lie better.


    Cases where intimidate-CHA is useful (your DM may find more cases):

    - To have a somewhat intimidating appearence that keeps people at a distance.
    - To force your way through the bodyguards without a combat encounter.
    - To blackmail someone (ok, someone may disagree that this falls to the diplomacy category).


    Cases where diplomacy-WIS is useful (your DM may find more cases):

    - To make elves and dwarves friends again.
    - To save really bad negotiations from a complete failure.
    - To persuade the king to send the help he promised.




    --- PROPERTIES AND THEIR EXPLANATIONS AND MODIFIERS ---

    Spoiler
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    Attack (the attack a weapon does)
    (-3 modifier) Attack Standard STR/DEX/CON/CHA/INT/WIS vs STR/DEX/CON/CHA/INT/WIS (You have to use a standard action to attack with this weapon by using the respective offense versus the target's respective defense)
    (-2 modifier) Attack Move STR/DEX/CON/CHA/INT/WIS vs STR/DEX/CON/CHA/INT/WIS (You have to use a move action to attack with this weapon by using the respective offense versus the target's respective defense)
    (-1 modifier) Attack Minor STR/DEX/CON/CHA/INT/WIS vs STR/DEX/CON/CHA/INT/WIS (You have to use a minor action to attack with this weapon by using the respective offense versus the target's respective defense)
    (+0 modifier) Attack Free STR/DEX/CON/CHA/INT/WIS vs STR/DEX/CON/CHA/INT/WIS (If the attack is a free action and a loading/lifting time of a free action it does NOT mean it has an infinite amount of attacks but just a free attack per turn, remember that you can have only one free action per turn)

    Damage (the damage dice a weapon has and the damage type a weapon does)
    (-3 modifier) 1d2 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (-2 modifier) 1d4 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (-1 modifier) 1d6 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (+0 modifier) 1d8 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (+1 modifier) 1d10 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (+2 modifier) 1d12 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (+3 modifier) 1d14 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (+4 modifier) 1d16 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (+5 modifier) 1d18 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    (+6 modifier) 1d20 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic

    Rarity (how rare the item is and the kind of proficiency it requires)
    (-2 modifier) exotic (rare or superior)
    (-1 modifier) martial (uncommon or militaristic)
    (+0 modifier) simple (common or mundane)

    Hands (how many hands the item needs to function)
    (+2 modifier) no-handed (you need no free hands in order to use this item)
    (+1 modifier) off-handed (you can use this item even with your off-hand)
    (+0 modifier) one-handed (you need your primary hand in order to use this item)
    (-1 modifier) two-handed (you need both hands in order to use this item)
    (-2 modifier) stationary (you need both hands in order to use this item and a standard action to pack/unpack it in order to use it)

    Proficiency (bonus you get to attack and damage rolls when you are proficient with the weapon you use)
    (-1 modifier) +1 Proficiency
    (+0 modifier) +2 Proficiency
    (+1 modifier) +3 Proficiency

    Range (ranged and thrown weapons have range and the number before the slash is the short range and number after the slash is the long range where you take -2 to your attack rolls)
    (+1 modifier) range 5/10
    (+2 modifier) range 10/20
    (+3 modifier) range 20/40
    (+4 modifier) range 40/80

    Reach (how far a melee attack can reach)
    (+0 modifier) reach 0 (same square)
    (+1 modifier) reach 1 (adjacent square)
    (+2 modifier) reach 2 (2 squares away)
    (+3 modifier) reach 3 (3 squares away)
    (+4 modifier) reach 4 (4 squares away)

    Splash (attacks that creare an area of effect where the origin square is somewhere adjactent and outside of the area of effect)
    (+1 modifier) splash 2x2
    (+3 modifier) splash 3x3
    (+5 modifier) splash 4x4

    Whirl (attacks that creare an area of effect where the origin square is right to the centre of the area of effect and the origin square is considered out of the area of effect)
    (+3 modifier) whirl 3x3
    (+6 modifier) whirl 5x5
    (+9 modifier) whirl 7x7

    Load/lift (in order to attack with a weapon the weapon must be loaded/lifted first)
    (-3 modifier) load/lift standard
    (-2 modifier) load/lift move
    (-1 modifier) load/lift minor
    (+0 modifier) load/lift free

    Criticals (powerful strikes that deal extra damage and activate special effects)
    (+0 modifier) no-critical (this weapon can not cause any critical hits)
    (+1 modifier) high-critical (extra 1d20 damage on a critical hit)
    (+1 modifier) 20-critical (natural 20 on d20 is critical)
    (+2 modifier) 19/20-critical (19 is critical in addition to 20)
    (+3 modifier) 18/19/20-critical (18 and 19 are criticals in addition to 20)
    (+3 modifier) reliable (1 is natural critical in addition to 20)
    (+4 modifier) 17/18/19/20-critical (17 and 18 and 19 are criticals in addition to 20)

    Size (the creature size that the weapon represents)
    (+0 modifier)[/I] tiny (natural reach 0, 1/4 square)
    (+0 modifier)[/I] small (natural reach 1, 1 square)
    (+0 modifier)[/I] medium (natural reach 1, 1 square)
    (+0 modifier)[/I] large (natural reach 2, 2x2 squares)
    (+0 modifier)[/I] huge (natural reach 3, 3x3 squares)
    (+0 modifier)[/I] gargantuan (natural reach 4, 4x4 squares)



    Various other properties (these properties are considered either active or passive, actives are like attacks and affect the target while passives affect the user. They don't stack with themselves except if they say that they are stackable, for example two hastes gives you only one extra standard action. Some powers counter and remove some others, for example speedy and fear both cancel each other.)

    (+1 modifier) smite (active, you smite the target by dealing 1d8 extra damage if your alignments are opposed.)
    (+7 modifier) lesser phantasm (active, you create a medium-sized phantasm adjacent to your 5-foot square. Phantasms are ghostly creatures that have the stats of a level 3 Trooper without a class or any powers other than an unarmed melee attack that deals necrotic damage and fight by your side till destroyed. Phantasms permanently have resistance 15 to weapon, poison, disease and necrotic but vulnerability 15 to silver, radiant, psychic and force. Phantasms can not interact with physical objects and can not pass through walls or other obstacles for unknown reasons. Phantasms can't talk but understand the commands of their master perfectly.)
    (+7 modifier) lesser idol (active, you create an idol of yourself at your 5-foot square. Idols are illusory copies of yourselves that stay at the square they were created but they otherwise talk and behave like they were you and can execute attacks like they were you. In other words, you can treat their square as the origin square of your abilities. The image has your defenses, however a single successful hit destroys it.)
    (+8 modifier) greater phantasm (active, this property behaves like lesser phantasm but your phantasm is a level 6 Trooper instead of level 3.)
    (+8 modifier) greater idol (active, this property behaves like lesser idol but your idol can also move around up to your speed if you spend a move action to make it do so.)
    (+6 modifier) gravity reversal (active, if you score a critical hit you reverse the gravity of the target, usually causing the target to fall upwards with disastrous results.)
    (+4 modifier) command (active, if you score a critical hit the target executes simple verbal commands of yours even if it puts the target in a harms way. However, the target knows you are not an ally and may purposely execute your commands slowly or akwardly or falsely.)
    (+1 modifier) trip (active, you knock the target prone. Prone targets take -5 to all defenses from adjactent melee attacks and -4 to their melee attacks, but +3 cover bonus to all defenses against ranged attacks and combat advantage to their ranged attacks.)
    (+2 modifier) disarm (active, a weapon or an item the target wields drops to the ground and to the target's space. The target may pick it up as a move action during his turn. However, you can try to pick it up before him by using fetch or by bull rushing him and then picking the item instead or by using your imagination and any other legal way possible.)
    (+0 modifier) sunder (active, you attack an item the target wields or carries. Keep in mind that items have as many hit points as their price in gold pieces except for level 0 items who have ten times that amount.)
    (+1 modifier) repairing (passive, stackable, if you are a construct you heal up to 5 hp by spending a healing token. You can not exceed your hp maximum. If you are not a construct this has no effect.)
    (+1 modifier) repair other (active, stackable, you repair target construct or object by healing up to 5 hp. You can not exceed target's hp maximum. Constructs have to spend a healing token to gain the healing. If the target is not a construct or an object this property has no effect.)
    (+5 modifier) sleep (active, if you score a critical hit the target falls asleep. Asleep targets fall prone and take no actions and they take -5 penalty to all their defenses but a single attack against them or a standard action from an adjactent ally who shakes them violently wakes them up.)
    (+5 modifier) petrify (active, if you score a critical hit the target is petrified. Petrified targets become a statue with damage reduction equal to their level but they can not take any actions.)
    (+4 modifier) lesser polymorph (active, if you score a critical hit the target becomes polymorphed. Polymorphed targets have the shape of a sheep or a cow or another animal of their size category. They keep all their stats, their equipment merges with them but they can not attack or use abilities.)
    (+1 modifier) greater polymorph (active, this property behaves like polymorph but you change the target at any size you wish and not just their size category.)
    (+6 modifier) charm (active, if you score a critical hit the target becomes charmed. Charmed targets always believe you are an ally even if you are not but they think the consequences of all of their actions. That means that charmed targets will not do whatever anybody tells them to do, either enemy or ally, so they will not commit suicide or put themselves to real danger. Charm does not remove combat skills or social ability and charmed characters will defend themselves if attacked. Muting enemies can be very useful with a charmed character around.)
    (+4 modifier) stun (active, if you score a critical hit the target becomes stunned. Stunned targets lose their standard and move and minor actions.)
    (+3 modifier) daze (active, if you hit the target it becomes dazed. Dazed targets lose their standard action. Daze counters and removes haste.)
    (+2 modifier) paralyze (active, if you hit the target it becomes paralyzed. Paralyzed targets lose their move action. Paralyze counters and removes rapid.)
    (+1 modifier) fear (active, if you hit the target it becomes afraid. Afraid targets lose their minor action. Fear counters and removes speedy.)
    (+4 modifier) blind (active, if you score a critical hit the target becomes blinded. Blinded targets can not see, though blindsense and tremorsense are not affected, and fail every spot check.)
    (+3 modifier) deafen (active, if you hit the target it becomes deafened. Deafened targets can not hear and fail every listen check.)
    (+2 modifier) mute (active, if you hit the target it becomes muted. Muted targets can not talk or create any vocal sounds.)
    (+2 modifier) conceal (passive, you are concealed so you are almost invisible so you have +2 bonus to all defenses but if you attack while being concealed you permanently stop being concealed and lose all the benefits of being concealed.)
    (+5 modifier) invisibility (passive, you are invisible so you have +5 bonus to all defenses and you can not be seen but if you move while being invisible you permanently stop being invisible and become concealed instead. If you attack while being invisible you permanently stop being invisible and lose all the benefits of being invisible.)
    (+2 modifier) healing (passive, stackable, if you are not a construct or an undead you can spend a healing token and regain 10 hp. You can not exceed your hp maximum.)
    (+2 modifier) heal other (active, stackable, if the target is not a construct or an undead the target can spend a healing token and regain 10 hp. You can not exceed target's hp maximum. If target is an undead then the target loses 1 healing token.)
    (+2 modifier) draining (active, stackable, if you are an undead you can spend a healing token and regain 10 hp. If you are not an undead then the target loses 1 healing token.)
    (+1 modifier) charge (passive, as a standard action you can move up to your speed and make a melee attack at the end of your movement)
    (+1 modifier) bull rush (passive, after you successfuly attack a target you may move the target one 5-foot square away from you, preferably towards the edge of a pit)
    (+1 modifier) trample (passive, as a standard action you can move up to your speed and make a melee attack against each target you can provoke an opportunity attack from him)
    (+1 modifier) shift (passive, you can move one 5-foot square as a minor action without provoking attacks of opportunity)
    (+2 modifier) tumble (passive, you can move half your speed as a move action without provoking attacks of opportunity)
    (+1 modifier) run (passive, you can move two times your speed as a move action.)
    (+1 modifier) overrun (passive, as a move action you can move up to your speed and can move through enemy spaces if they are the same size category or smaller than you and knock them prone during your movement)
    (+1 modifier) withdraw (passive, as a move action you can move up to your speed without provoking attacks from opportunity while leaving the first 5-foot square)
    (+2 modifier) grab (active, if you hit the target it becomes grabbed. While grabbed you and the target must remain within melee natural reach, the target can not perform any movement other than spending a move action to free itself from the grab and you can, as a move action, place the target anywhere within your natural reach. If you move, you move the grabbed target with you. If the target tries to free itself it must beat your STR or DEX check with either its STR or DEX check in order to do so as a move action.)
    (+5 modifier) climb (passive, you gain a climb speed equal to your walking speed.)
    (+5 modifier) swim (passive, you gain a swim speed equal to your walking speed.)
    (+5 modifier) burrow (passive, you gain a burrow speed equal to half your walking speed.)
    (+10 modifier) fly (passive, you gain a fly speed equal to half your walking speed.)
    (+1 modifier) stoneskin (passive, you become a statue with damage reduction equal to your level. As long as you remain in this form, you cannot take any actions other than spending a standard action to come back to normal)
    (+1 modifier) slow (active, if you hit the target it becomes slowed)
    (+4 modifier) haste (passive, you gain an extra standard action each turn. Haste counters and removes daze.)
    (+3 modifier) rapid (passive, you gain an extra move action each turn. Rapid counters and removes paralyze.)
    (+2 modifier) speedy (passive, you gain an extra minor action each turn. Speedy counters and removes fear.)
    (+1 modifier) feint (active, as a minor action you can make a bluff check against target's INT defence. If you win, you gain combat advantage against the target.)
    (+1 modifier) sneak attack (active, you deal 1d6 extra damage if you have combat advantage against the target.)
    (+1 modifier) skirmish (passive, you deal 1d12 extra damage this turn if you moved up to your speed this turn.)
    (+1 modifier) curse (active, you curse the target. That target takes -2 penalty to every attack that does not include you as a target. A new curse removes the previous one.)
    (+1 modifier) manhunt (active, you hunt the target. That target takes 1d4 extra damage from your attacks.)
    (+3 modifier) parry (passive, as long as you are parrying, you can reduce your attack rolls by any amount of points up to 10 and increase all your defences with the same amount for 1 turn. You choose the amount of points before each attack but only the first attack of each turn counts for this purpose.)
    (+3 modifier) demoralize (active, as a move action you can make an intimidate check against target's CHA defence. If you win, you stun the target.)
    (+5 modifier) pacify (active, as a standard you can make a diplomachy check against target's WIS defence. If you win and the target is severly wounded, the target drops any weapon and stops fighting.)
    (+10 modifier) animating (active, animated weapons are out-of-the-game for now, I have yet to make them balanced, treat the animating property like the transformation property)
    (+10 modifier) conjuring (active, conjurations and summons are out-of-the-game for now, I have yet to make them balanced, treat the conjuring property like the transformation property)
    (+10 modifier) familiarity (active, familiars and companions are out-of-the-game for now, I have yet to make them balanced, treat the familiarity property like the transformation property)
    (+4 modifier) acidwalk (passive, you can walk on acid and take no damage from acidic fumes and vapors)
    (+4 modifier) lavawalk (passive, you can walk on lava and take no damage from volcanic fumes and vapors)
    (+1 modifier) forestwalk (passive, you do not treat forest like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+2 modifier) quicksandwalk (passive, you can walk on quicksand and you do not treat quicksand like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+2 modifier) avalancewalk (passive, you can walk on avalance and you do not treat avalance like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+1 modifier) snowwalk (passive, you do not treat snow like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+1 modifier) sandwalk (passive, you do not treat sand like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+1 modifier) icewalk (passive, you do not treat ice like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+3 modifier) waterwalk (passive, you can walk on water)
    (+2 modifier) swampwalk (passive, you do not treat swamp and sewers like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+7 modifier) wings (passive, you need a free space of squares around you equal to your natural reach in order to use your wings. You can fly up to your speed but if you attack while flying you fall.)
    (+2 modifier) bleeding (active, bleeding counters and removes regeneration. If target is unharmed it loses 1 hp per turn. If target is harmed it loses 2 hp per turn. If target is wounded it loses 3 hp per turn. If target is severly wounded it loses 4 hp per turn.)
    (+10 modifier) instant kill (active, if target is unharmed it drops to its harmed hp value. If target is harmed it drops to its wounded hp value. If target is wounded it drops to its severly wounded hp value. If target is severly wounded it drops to 0 hp.)
    (+1 modifier) mounted (passive, you gain +1 mount bonus to attack if you ride a mount.)
    (+1 modifier) foot (passive, you gain +1 footsoldier bonus to attack if you stand on the ground.)
    (-1 modifier) walled (passive, you must be adjactent to a wall in order to be able to perform this attack or ability)
    (-2 modifier) ceilinged (passive, you must be hanged from a ceiling in order to be able to perform this attack or ability)
    (+1 modifier) walker 1 (passive, your base speed increases by 1)
    (+2 modifier) walker 2 (passive, your base speed increases by 2)
    (+3 modifier) walker 3 (passive, your base speed increases by 3)
    (-1 modifier) burden 1 (passive, stackable, you base speed decreases by 1)
    (-2 modifier) burden 2 (passive, stackable, you base speed decreases by 2)
    (-3 modifier) burden 3 (passive, stackable, you base speed decreases by 3)
    (+3 modifier) hide (passive, if you have any kind of cover against a target, you may perform as a free action a DEX check plus the cover's bonus against the target's Spot check. If you win, you are invisible to the target.)
    (+1 modifier) fetch (active, you select a target within your natural reach and remove a small stored item, like a potion or a pouch, from the target or pick up a dropped item from the same square.)
    (-5 modifier) consumable (passive, the item or power goes away after used once. Potions and ammunitions are good examples of consumables.)
    (-9 modifier) ritual (passive, the item or power is a ritual and that means it needs time and components to be casted outside of combat.)
    (-10 modifier) self-destruct (passive, if you are unharmed you drop to your harmed hp value. If you are harmed you drop to your wounded hp value. If you are wounded you drop to your severly wounded hp value. If you are severly wounded you drop to 0 hp.)
    (+8 modifier) confusion (active, if you score a critical hit the target is confused. Roll 1d4 to see how a confused target will react each turn. 1 means the target does nothing, 2 means the target attacks an ally, 3 means the target attacks someone neutral, 4 means the target attacks an enemy.)
    (+6 modifier) dominate (active, if you score a critical hit the target is dominated. Dominated target's actions are mentally controlled by you but target can only get a standard action each turn.)
    (+7 modifier) stupidity (active, if you score a critical hit the target is stupid. Stupid targets are like charmed targets but without thinking the consequences of any of their actions. That means that stupid targets will do whatever anybody tells them to do, either enemy or ally. That said, stupidity does not remove combat skills or social ability and stupid characters will still defend themselves if attacked. Muting enemies can be very useful with a stupid character around. Note: stupid here is just a keyword and not an insult by any means.)
    (+1 modifier) counterattack (passive, target gets a counterattack token regardless you hit or miss. Next time the target attacks, you can attack the target as a reaction. The target then discards the token.)
    (+1 modifier) pacifism (active, you and the target get a pacifism token regardless you hit or miss. For the duration of pacifism, you and the target can not attack each other. After the duration expires, discard all pacifism tokens.)
    (+2 modifier) regeneration (passive, regeneration counters and removes bleeding. If target is unharmed it gains 1 hp per turn. If target is harmed it gains 2 hp per turn. If target is wounded it gains 3 hp per turn. If target is severly wounded it gains 4 hp per turn.)
    (+2 modifier) damage reduction (passive, stackable, you gain resist 1 to every damage type)
    (+10 modifier) transformation (active, if you hit the target with a critical hit, the target completely transforms to a creature of your choice that must be a size category smaller or larger than the target. The new form belongs to the new race, but the memories and the equipment as well as the stats and the classes remain the same.)
    (+7 modifier) alteration (passive, you change your appearence to appear like an animal. Your equipment merges with your new form and gain the movement types of your new form. You keep your stats but you can only deliver your natural attacks.)
    (+3 modifier) disguise (passive, you change your appearence to appear like another creature of your kind.)
    (+1 modifier) full-defense (passive, you gain +1 full-defense bonus to all your defenses)
    (+1 modifier) cover (passive, you gain +1 cover bonus to all your defenses to the targets you have cover against.)
    (+3 modifier) superior cover (passive, you gain +3 cover bonus to all your defenses to the targets you have superior cover against.)
    (+9 modifier) total cover (passive, you can not be attacked directly by the targets you have total cover against.)
    (+1 modifier) low-light vision (passive, you treat illumination as one category larger than normal. For example, illumination 5/10 is illumination 10/20 for you.)
    (+1 modifier) blindsense 5 (passive, you can spot the exact location of everything within 5 squares, even behind walls.)
    (+1 modifier) tremorsense 10 (passive, you can spot the exact location of everything adjactent to a solid object you are adjactent with within 10 squares.)
    (+0 modifier) prone (passive, prone targets take -5 to all defenses from adjactent melee attacks and -4 to their melee attacks, but +3 cover bonus to all defenses against ranged attacks and combat advantage to their ranged attacks.)
    (+1 modifier) illumination 5/10 (passive, it creates bright light within 5 sqares and dim light within 10 squares. Illumination counters and removes darkness.)
    (+2 modifier) illumination 10/20 (passive, it creates bright light within 10 sqares and dim light within 20 squares. Illumination counters and removes darkness.)
    (+3 modifier) illumination 20/40 (passive, it creates bright light within 20 sqares and dim light within 40 squares. Illumination counters and removes darkness.)
    (+1 modifier) darkness 5/10 (passive, it creates darkness within 5 sqares and concealment within 10 squares. Darkness counters and removes illumination.)
    (+2 modifier) darkness 10/20 (passive, it creates darkness within 10 sqares and concealment within 20 squares. Darkness counters and removes illumination.)
    (+3 modifier) darkness 20/40 (passive, it creates darkness within 20 sqares and concealment within 40 squares. Darkness counters and removes illumination.)
    (+1 modifier) resist 5 damage type (passive, stackable, you ignore the first 5 points of damage of the certain damage type)
    (+2 modifier) resist 10 damage type (passive, stackable, you ignore the first 10 points of damage of the certain damage type)
    (+3 modifier) resist 15 damage type (passive, stackable, you ignore the first 15 points of damage of the certain damage type)
    (-1 modifier) vulnerable 5 damage type (passive, stackable, you take an extra 5 points of damage of the certain damage type)
    (-2 modifier) vulnerable 10 damage type (passive, stackable, you take an extra 10 points of damage of the certain damage type)
    (-3 modifier) vulnerable 15 damage type (passive, stackable, you take an extra 15 points of damage of the certain damage type)
    (+1 modifier) +4 knowledge-combat-INT (passive, stackable, you gain +4 to knowledge-combat-INT skill checks)
    (+1 modifier) +4 knowledge-social-INT (passive, stackable, you gain +4 to knowledge-social-INT skill checks)
    (+1 modifier) +4 knowledge-far-INT (passive, stackable, you gain +4 to knowledge-far-INT skill checks)
    (+1 modifier) +4 knowledge-ki-INT (passive, stackable, you gain +4 to knowledge-ki-INT skill checks)
    (+1 modifier) +4 knowledge-mind-INT (passive, stackable, you gain +4 to knowledge-mind-INT skill checks)
    (+1 modifier) +4 knowledge-dark-INT (passive, stackable, you gain +4 to knowledge-dark-INT skill checks)
    (+1 modifier) +4 knowledge-elemental-INT (passive, stackable, you gain +4 to knowledge-elemental-INT skill checks)
    (+1 modifier) +4 knowledge-star-INT (passive, stackable, you gain +4 to knowledge-star-INT skill checks)
    (+1 modifier) +4 knowledge-fey-INT (passive, stackable, you gain +4 to knowledge-fey-INT skill checks)
    (+1 modifier) +4 knowledge-divine-INT (passive, stackable, you gain +4 to knowledge-divine-INT skill checks)
    (+1 modifier) +4 knowledge-arcane-INT (passive, stackable, you gain +4 to knowledge-arcane-INT skill checks)
    (+1 modifier) +4 spot-DEX (passive, stackable, you gain +4 to spot-INT skill checks)
    (+1 modifier) +4 listen-CHA (passive, stackable, you gain +4 to listen-INT skill checks)
    (+1 modifier) +4 feel-STR (passive, stackable, you gain +4 to feel-STR skill checks)
    (+1 modifier) +4 taste-WIS (passive, stackable, you gain +4 to taste-WIS skill checks)
    (+1 modifier) +4 smell-CON (passive, stackable, you gain +4 to smell-CON skill checks)
    (+1 modifier) +4 perform-CHA (passive, stackable, you gain +4 to perform-CHA skill checks)
    (+1 modifier) +4 profession-WIS (passive, stackable, you gain +4 to profession-WIS skill checks)
    (+1 modifier) +4 craft-INT (passive, stackable, you gain +4 to craft-INT skill checks)
    (+1 modifier) +4 bluff-INT (passive, stackable, you gain +4 to bluff-INT skill checks)
    (+1 modifier) +4 intimidate-CHA (passive, stackable, you gain +4 to intimidate-CHA skill checks)
    (+1 modifier) +4 diplomacy-WIS (passive, stackable, you gain +4 to diplomacy-WIS skill checks)
    (+1 modifier) weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic (active, stackable, adds an additional damage type to the attack)



    --- COMBAT ---

    Spoiler
    Show


    Actions:
    In combat you have 4 actions. A standard action, a move action, a minor (or swift) action and a free action. You can do them at any order you wish and you can sacrifice a standard action to do a move action or a minor action to its place and a move action to make a minor action to its place and any kind of action to do a free action to its place.
    Standard actions are usually attack actions though many attacks and abilities appear like move or even minor actions. If an action requires about 3 seconds (out of 6 seconds of a turn) in order to be done it is probably a standard action.
    Move actions are usually movement actions though some movements may appear like standard or even minor actions. If an action requires about 2 seconds (out of 6 seconds of a turn) in order to be done it is probably a move action.
    Minor (or swift) actions are usually tiny tasks here an there though tiny tasks also appear during standard and move actions. If an action requires about 1 second (out of 6 seconds of a turn) in order to be done it is probably a minor action.
    Free action is another kind of action you can take only once per turn in order to do something really minor like speaking a few words in-character or dropping an item.
    Alternatively, with the approval of your DM, you can play with 6 action points each turn. Standard actions cost 3 action points, move actions 2, minor actions 1 and the free action costs no action points. So, you can perform 2 Standard actions or 3 Move actions or 6 Minor actions or any combination of these. However, keep in mind that your enemies can play the same way.

    Initiative:
    First of all, both you and each other combat participant (either an ally or a neutral or an enemy) roll initiative. The highest initiative goes first, then the second and so on. In case of a tie, roll again in order to break the tie.
    initiative = 1d20 + level + DEX modifier

    In order to attack:
    1st: You have to be able to see the target (if you know the target is there but you can not see it you can instead attack the area he/she stands on, just consider the target invisible and follow the respective rules).
    2nd: You must be able to reach the target (a ranged weapon's range is measured in 5-foot squares as well as the reach of a melee weapon)
    3rd: Roll a d20.

    attack = 1d20 + character level + wielded item's proficieny + wielded item's attack ability modifier + other bonuses
    damage = wielded item's damage dice + character level + wielded item's level + wielded item's damage ability modifier + other bonuses

    In order to defend:
    If you are being attacked, the attack targets one of your 6 defenses. If the attack roll is equal or greater than the value of your respective defense the attack passes and it deals damage to you and you suffer any other ill effects the attack usually has.
    The defenses are fixed numbers.

    STR defense = 10 + character level + STR modifier + other bonuses
    DEX defense = 10 + character level + DEX modifier + other bonuses
    CON defense = 10 + character level + CON modifier + other bonuses
    CHA defense = 10 + character level + CHA modifier + other bonuses
    INT defense = 10 + character level + INT modifier + other bonuses
    WIS defense = 10 + character level + WIS modifier + other bonuses

    Attack of opportunity:
    Even if your melee weapon is not lifted, if an enemy walks away from a square adjacent to your space, you can perform a melee attack against that enemy. That attack is called attack of opportunity and you can perform it more than once per turn as long as the conditions are met.

    Fake Attack:
    If you do not wish to attack but you wish to activate a property that is part of the attack you can just perform a fake attack as a free action.
    Fake attacks are like attacking thin air, in other words the target does not really exists, and are always automatic hits but not critical hits.
    Unlike other free actions, you can do as many fake attacks as you wish during a turn. The one-free-action-per-turn limit does not count here.
    The DM may consider that some powers (like the healing property) need a real target in order to function.

    Resting after combat:
    There are 2 kinds of rests. Short rest lasts 1 minute and allows you to spend 1 healing token to regain 10 hp (you can not exceed your hp maximum). Long rest lasts 4 to 8 hours (usually 6 hours) and regains all lost hp and all healing tokens. Both rests are cancelled and no benefit is gained from them if interrupted.

    Resistance, vulnerability and multiple damage types:
    If an attack deals more than one damage type and you are vulnerable just to one of the damage types you still take the extra damage due to vulnerability. Also, you need to have resistance to every single damage type in order for the resistance to apply against the attack.

    Combat Advantage
    If you flank the enemy with one or more allies or you are on a higher place than them (or some other situation that your DM decides you have the upper hand) you have Combat Advantage and gain +2 to your attack rolls against the targets you have combat advantage against.

    Last edited by ARTHAN; 2020-05-30 at 01:46 AM.
    PM me if you wish to ask about Clerics & Crusaders.

  5. - Top - End - #5
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    --- WEAPONS MELEE & RANGED ---

    Spoiler
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    Weapons that are both melee and ranged (they have both a reach and a range) are considered thrown weapons except if they use ammunition. In that case they are ranged weapons with a melee attack in addition to their ranged attack.
    To use an item, you must have proficiency with it otherwise you get a -2 penalty to all your d20 rolls (except weapons where you get -2 penatly and no proficiency bonus in just your attack rolls) and this is cumulative (for example, wearing a martial torso armor and exotic sandals while you have just simple torso proficiency and simple feet proficiency will result in -4 penalty to all your d20 rolls).
    Moreover, every item is available to 3 power sources and you must share at least 1 power source with an item in order to use it at full effectiveness. Otherwise, the character will get a -2 penalty to all your d20 rolls and this is cumulative or the item won't function at all (DM's choice).

    Melee weapon types: Axe, Flail, Hammer, Blade, Mace, Pick, Spear, Staff, Unarmed
    Ranged weapon types: Bow, Sling, Crossbow, Firearm, Thrower, Bomb, Ammunition
    Implement types: Book, Symbol, Wand, Rod, Orb, Totem, Potion
    Slot item types: Head, Neck, Torso, Back, Arms, Hands, Waist, Legs, Feet

    SIMPLE MELEE WEAPONS

    name: Katar - Punching Dagger (Blade)
    text: "A mundane dagger that is pushed forward by the strength of your punch."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d4 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: reliable (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Gauntlet Spikes (Unarmed)
    text: "Spikes attached to a gauntlet."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: no-hand (+2 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d4 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Mace - Light Morningstar (Mace)
    text: "A light mace, good as a secondary-hand weapon."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 4 lb

    name: Heavy Mace - Heavy Morningstar (Mace)
    text: "A heavy mace, good as a primary-hand weapon."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 8 lb

    name: Sickle (Blade)
    text: "A light blade, favored by the druids."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: trip (+1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Scythe (Blade)
    text: "A heavy blade, favored by the commoners."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d10 weapon (+1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: trip (+1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 7 lb

    name: Club (Mace)
    text: "One of the earliest and simplest weapons around."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 3 lb

    name: Torch (Mace)
    text: "Extremely useful as a light source and, if needed, as a secondary weapon."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d4 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: fire (+1 modifier), illumination 10/20 (+2 modifier)
    overall modifier, cost & weight: +0, 1 gp, 3 lb

    name: Shortspear - Javelin (Spear)
    text: "An one-handed spear."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier), range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 3 lb

    name: Quarterstaff (Staff)
    text: "A staff that is well-balanced by both ends."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 18-19-20 (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 4 lb

    name: Spear - Trident (Spear)
    text: "A two-handed spear."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier), range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 6 lb

    name: Longspear (Spear)
    text: "A two-handed spear with a reach of 10 feet."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 2 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 6 lb

    name: Throwing Dagger (Blade)
    text: "A small dagger light enough to be thrown effectively if needed, though it is also great at hand-to-hand combat."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d4 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier), ranged 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Parrying Dagger (Blade)
    text: "A more defensive offense, like all parrying weapons, this blade is strong enough to withstand and block blows while delivering its own."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CON vs STR (-3 modifier)
    damage: 1d4 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: parry (+3 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Pact Blade (Blade)
    text: "Warlocks keep this dagger as a trademark of their pact though other charismatic characters may find it spirit-wounding abilities useful."
    power source: Star or Far or Arcane
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs WIS (-3 modifier)
    damage: 1d4 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: negative (+1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Trickster's Stiletto (Blade)
    text: "Arcanists, assassins and evil political figures favor this slightly enchanted weapon that gets its power from evil thoughts."
    power source: Arcane or Dark or Social
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs INT (-3 modifier)
    damage: 1d4 disease (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: sneak attack (+1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Ceremonial Knife (Blade)
    text: "Ancient ritualistic circles used these silvered knives and their ability to hurt the flesh by targeting the soul."
    power source: Divine or Fey or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs CHA (-3 modifier)
    damage: 1d4 silver (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: bleeding (+2 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    MARTIAL MELEE WEAPONS

    name: Dwarven Battleaxe (Axe)
    text: "They say it is more difficult to miss an attack with the silvered dwarven battleaxe, it is time to see if the tales are true..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: one-handed (+0 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: reliable (+3 modifier)
    properties: silver (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Light Pick (Pick)
    text: "A light pick, good as a secondary-hand weapon."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Heavy Pick (Pick)
    text: "A heavy pick, good as a primary-hand weapon."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: one-handed (+0 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 6 lb

    name: Throwing Handaxe (Axe)
    text: "Light enough to be thrown, heavy enough to be used in hand-to-hand situations."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier), ranged 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Flail (Flail)
    text: "The most common version of flail."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: one-handed (+0 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: Trip (+1 modifier), Disarm (+2 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Short Sword (Blade)
    text: "Probably the second most well-known martial weapon."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 18-19-20 (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Longsword (Blade)
    text: "Probably the most well-known martial weapon."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 18-19-20 (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Scimitar (Blade)
    text: "An excellent craftsmanship and a masterwork weapon, scimitar is well-known for its critical hits."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 17-18-19-20 (+4 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Rapier (Blade)
    text: "An excellent craftsmanship and a masterwork weapon, rapier is well-known for its critical hits."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 17-18-19-20 (+4 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Razor-edge Axe (Axe)
    text: "An excellent craftsmanship and a masterwork weapon, this razor-edge weapon is well-known for its critical hits."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CON vs CON (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 17-18-19-20 (+4 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Warhammer (Hammer)
    text: "Very good at crafting weapons and smashing bones."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Berzerker's Battleaxe (Axe)
    text: "Rage empowers these faintly magical axes that wish to hunt down worthy opponents."
    power source: Elemental or Fey or Dark
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: one-handed (+0 modifier)
    attack: standard CHA vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: minor (-1 modifier)
    critical: 19-20 (+2 modifier)
    properties: manhunt (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Falchion (Blade)
    text: "A two-handed scimitar."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d10 weapon (+1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 17-18-19-20 (+4 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Mind-freezing Battleaxe (Axe)
    text: "The axe's head is made of ice that cannot melt and its hilt moves by reading the mind of its wielder and executing orders accordingly."
    power source: Mind or Far or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: standard INT vs CON (-3 modifier)
    damage: 1d8 cold (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: brain (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Glaive - Ranseur - Guisarme - Halberd (Spear)
    text: "A longspear with a blade of some sort attached to its head."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d10 weapon (+1 modifier)
    range/reach: reach 2 (+2 modifier)
    lift/load: minor (-1 modifier)
    critical: 20 (+1 modifier)
    properties: trip (+1 modifier), disarm (+2 modifier)
    overall modifier, cost & weight: +0, 5 gp, 12 lb

    name: Warden's Battleaxe (Axe)
    text: "Old stories tell of Wardens, tireless protectors of Mother Nature, wielding battleaxes like these."
    power source: Divine or Fey or Star
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: standard WIS vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: regeneration (+2 modifier)
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Light Lance (Spear)
    text: "Light lances were meant to be used from a horseback."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: one-handed (+0 modifier)
    attack: standard CON vs CON (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: mounted (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 8 lb

    name: Heavy Lance (Spear)
    text: "Heavy lances were meant to be used from a horseback."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: one-handed (+0 modifier)
    attack: standard CON vs CON (-3 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: mounted (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 10 lb

    EXOTIC MELEE WEAPONS

    name: Heavy Warstaff (Staff)
    text: "A heavy wooden staff with bits of metal attached to its head."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs STR (-3 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: parry (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 7 lb

    name: Light Longstaff (Staff)
    text: "A light and long wooden staff able to attack up to 10 feet away."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs STR (-3 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: reach 2 (+2 modifier)
    lift/load: minor (-1 modifier)
    critical: 20 (+1 modifier)
    properties: parry (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 5 lb

    name: Musician's Staff (Staff)
    text: "An enchanted staff. They say the performing skills of its previous owners are stored in it."
    power source: Dark or Social or Arcana
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard CHA vs STR (-3 modifier)
    damage: 1d10 weapon (+1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: parry (+3 modifier), +4 perform-CHA (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 6 lb

    name: Growing Staff (Staff)
    text: "A relatively small staff that can grow to reach enemies up to 15 feet away and shrink back to its normal length at-will."
    power source: Arcana or Elemental or Star
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard INT vs STR (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 3 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: parry (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 6 lb

    name: Illuminating Staff (Staff)
    text: "This staff has a gem attachet to its head that glows with white light when you say the verbal command."
    power source: Star or Divine or Mind
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard WIS vs STR (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: parry (+3 modifier), illumination 20/40 (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 6 lb

    name: Black Staff (Staff)
    text: "This staff has a gem attachet to its head that becomes black and full of darkness when you say the verbal command."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard WIS vs STR (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: demoralize (+3 modifier), darkness 20/40 (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 6 lb

    name: Greatclub (Mace) - Greataxe (Axe) - Greatsword (Blade)
    text: "A heavy great weapon favored by those who wish to strike often and strike hard."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 10 gp, 8 lb

    SIMPLE RANGED WEAPONS

    name: Sling (Sling)
    text: "A sling that requires a free action to be loaded."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard CON vs DEX (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 4 lb

    name: Light Crossbow (Crossbow)
    text: "A light crossbow that requires a minor action to be loaded."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: minor (-1 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 4 lb

    name: Heavy Crossbow (Crossbow)
    text: "A heavy crossbow that requires a move action to be loaded."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d10 weapon (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 8 lb

    name: Crossbow Turret (Crossbow)
    text: "A crossbow turret that, as a stationary weapon, requires a standard action to be unpacked and ready to be used or packed and ready to be moved."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: stationary (-2 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 12 lb

    MARTIAL RANGED WEAPONS

    name: Shortbow (Bow)
    text: "A short bow that can be used even by small races."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Longbow (Bow)
    text: "A tall bow that can not be used by small races and requires a minor action to be loaded."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d10 weapon (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: minor (-1 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Composite Shortbow (Bow)
    text: "A composite short bow that can be used even by small races."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs DEX (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Composite Longbow (Bow)
    text: "A composite tall bow that can not be used by small races and requires a minor action to be loaded."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs DEX (-3 modifier)
    damage: 1d10 weapon (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: minor (-1 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    EXOTIC RANGED WEAPONS

    name: Pistol (Firearm)
    text: "A renaissance pistol."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: ranged 10/20 (+2 modifier)
    lift/load: minor (-1 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 10 gp, 2 lb

    name: Hand Cannon (Thrower)
    text: "A renaissance hand cannon. Not very useful, except if you are hasted."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: standard (-3 modifier)
    critical: 19-20 (+2 modifier)
    properties: splash 2x2 (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 12 lb

    name: Rifle (Firearm)
    text: "A renaissance rifle."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 10 gp, 4 lb

    Last edited by ARTHAN; 2020-06-05 at 05:01 AM.
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  6. - Top - End - #6
    Troll in the Playground
     
    PirateGirl

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    Default Re: Clerics & Crusaders

    Wow itís a lot.

    Too long to wade through. You really should make use of spoilers.

    Also lack of formatting just makes this hard to read.

    To be honest, Iím not really interested in a new version since Iím hated 4e D&D but am liking 5e (despite my overwhelming fondness for 3.5) and am sticking to Pathfinder 1e.

    I applaud your effort nonetheless.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  7. - Top - End - #7
    Titan in the Playground
     
    Nifft's Avatar

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    Default Re: Clerics & Crusaders

    Quote Originally Posted by ARTHAN View Post
    simple feet proficiency
    What if I'm interested in exotic feet?

  8. - Top - End - #8
    Halfling in the Playground
     
    ClericGuy

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    Default Re: Clerics & Crusaders

    Quote Originally Posted by Debihuman View Post
    Wow itís a lot.

    Too long to wade through. You really should make use of spoilers.

    Also lack of formatting just makes this hard to read.

    To be honest, Iím not really interested in a new version since Iím hated 4e D&D but am liking 5e (despite my overwhelming fondness for 3.5) and am sticking to Pathfinder 1e.

    I applaud your effort nonetheless.

    Debby
    Thanks a lot. I will see what I can do with the formatting.

    What if I'm interested in exotic feet?
    I suppose you mean exotic feet proficiency feat. In order to obtain exotic feet proficiency you must first obtain simple feet proficiency and then martial feet proficiency. I have divided all items in those 3 categories (simple, martial and exotic) and not just melee and ranged weapons.

    In case I am not clear, by 'feet' I mean feet slot items like sandals, boots etc.

    The feats I have created (till now) are the following:


    Spoiler
    Show

    --- FEATS ---

    You gain a new feat at each level. There are 3 types of feats. Proficiency feats that make you proficient with a certain weapon group or armor, improving feats that improve you somehow and power feats that grant you new powers to use (usually at combat).



    PROFICIENCY FEATS

    name: simple melee proficiency
    requires: -
    benefit: you are proficient with simple melee weapons

    name: simple ranged proficiency
    requires: -
    benefit: you are proficient with simple ranged weapons

    name: simple implement proficiency
    requires: -
    benefit: you are proficient with simple implements

    name: simple torso proficiency
    requires: -
    benefit: you are proficient with simple torso armor

    name: simple arms proficiency
    requires: -
    benefit: you are proficient with simple arm items

    name: simple hands proficiency
    requires: -
    benefit: you are proficient with simple hand items

    name: simple legs proficiency
    requires: -
    benefit: you are proficient with simple leg items

    name: simple feet proficiency
    requires: -
    benefit: you are proficient with simple feet items

    name: simple back proficiency
    requires: -
    benefit: you are proficient with simple back items

    name: simple neck proficiency
    requires: -
    benefit: you are proficient with simple neck items

    name: simple head proficiency
    requires: -
    benefit: you are proficient with simple head items

    name: simple waist proficiency
    requires: -
    benefit: you are proficient with simple waist items



    name: martial melee proficiency
    requires: simple melee proficiency
    benefit: you are proficient with martial melee weapons

    name: martial ranged proficiency
    requires: simple ranged proficiency
    benefit: you are proficient with martial ranged weapons

    name: martial implement proficiency
    requires: simple implement proficiency
    benefit: you are proficient with martial implements

    name: martial torso proficiency
    requires: simple torso proficiency
    benefit: you are proficient with martial torso armor

    name: martial arms proficiency
    requires: simple arms proficiency
    benefit: you are proficient with martial arm items

    name: martial hands proficiency
    requires: simple hands proficiency
    benefit: you are proficient with martial hand items

    name: martial legs proficiency
    requires: simple legs proficiency
    benefit: you are proficient with martial leg items

    name: martial feet proficiency
    requires: simple feet proficiency
    benefit: you are proficient with martial feet items

    name: martial back proficiency
    requires: simple back proficiency
    benefit: you are proficient with martial back items

    name: martial neck proficiency
    requires: simple neck proficiency
    benefit: you are proficient with martial neck items

    name: martial head proficiency
    requires: simple head proficiency
    benefit: you are proficient with martial head items

    name: martial waist proficiency
    requires: simple waist proficiency
    benefit: you are proficient with martial waist items



    name: exotic melee proficiency
    requires: martial melee proficiency
    benefit: you are proficient with exotic melee weapons

    name: exotic ranged proficiency
    requires: martial ranged proficiency
    benefit: you are proficient with exotic ranged weapons

    name: exotic implement proficiency
    requires: martial implement proficiency
    benefit: you are proficient with exotic implements

    name: exotic torso proficiency
    requires: martial torso proficiency
    benefit: you are proficient with exotic torso armor

    name: exotic arms proficiency
    requires: martial arms proficiency
    benefit: you are proficient with exotic arm items

    name: exotic hands proficiency
    requires: martial hands proficiency
    benefit: you are proficient with exotic hand items

    name: exotic legs proficiency
    requires: martial legs proficiency
    benefit: you are proficient with exotic leg items

    name: exotic feet proficiency
    requires: martial feet proficiency
    benefit: you are proficient with exotic feet items

    name: exotic back proficiency
    requires: martial back proficiency
    benefit: you are proficient with exotic back items

    name: exotic neck proficiency
    requires: martial neck proficiency
    benefit: you are proficient with exotic neck items

    name: exotic head proficiency
    requires: martial head proficiency
    benefit: you are proficient with exotic head items

    name: exotic waist proficiency
    requires: martial waist proficiency
    benefit: you are proficient with exotic waist items



    IMPROVING FEATS

    name: improved damage resistance
    requires: STR 11, DEX 11, CON 11
    benefit: select a damage type (weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic) when you select this feat. You gain resist 5 to the chosen damage type.

    name: much improved damage resistance
    requires: STR 13, DEX 13, CON 13
    benefit: select a damage type (weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic) when you select this feat. You gain resist 10 to the chosen damage type.

    name: truly much improved damage resistance
    requires: STR 15, DEX 15, CON 15
    benefit: select a damage type (weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic) when you select this feat. You gain resist 15 to the chosen damage type.



    POWER FEATS

    name: powerful trip
    requires: STR 13, DEX 13
    benefit: [W] & trip (recharge: 1 turn duration: 1 turn)

    name: powerful fear
    requires: CHA 13, INT 13
    benefit: [W] & fear (recharge: 1 turn duration: 1 turn)

    name: powerful slow
    requires: STR 13, INT 13
    benefit: [W] & slow (recharge: 1 turn duration: 1 turn)

    name: powerful feint
    requires: DEX 13, CHA 13
    benefit: [W] & feint (recharge: 1 turn duration: 1 turn)

    name: powerful sneak attack
    requires: DEX 13, INT 13
    benefit: [W] & sneak attack (recharge: 1 turn duration: 1 turn)

    name: powerful curse
    requires: CHA 13, WIS 13
    benefit: [W] & curse (recharge: 1 turn duration: 1 turn)

    name: powerful manhunt
    requires: CON 13, WIS 13
    benefit: [W] & manhunt (recharge: 1 turn duration: 1 turn)
    Last edited by ARTHAN; 2020-05-27 at 02:02 AM.
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  9. - Top - End - #9
    Bugbear in the Playground
     
    sandmote's Avatar

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    Default Re: Clerics & Crusaders

    You can probably go through your existing headers and add larger text, bolding, and/or underlining to separate them. Perhaps if you indent the crunch it'll make clearer where to breaks between it and the fluff/lore/concepts are.

    Quote Originally Posted by ARTHAN View Post
    I suppose you mean exotic feet proficiency feat. In order to obtain exotic feet proficiency you must first obtain simple feet proficiency and then martial feet proficiency. I have divided all items in those 3 categories (simple, martial and exotic) and not just melee and ranged weapons.
    I envy you for not getting the pun.
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  10. - Top - End - #10
    Halfling in the Playground
     
    ClericGuy

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    --- POWER SOURCES ---

    Spoiler
    Show


    Choosing power source:
    At level 1, you choose a power source according to your class and its ability (for example, a fighter at level 1 has combat and star as power sources. He choose between combat and star and let's say he gets star. Then he has 12 secondary power sources to choose from, represented by the twelve zodiac signs. Since that fighter happens to be a scorpio, he chooses that sign and gains the respective resistance. Other power sources give more options, others less, others only a single option to choose from. Other power sources give permanent passive properties and others more agressive options.)

    Recharge:
    When a power is used, its ability is depleted till it recharges.

    Duration:
    The effect of a power lasts for a number of turns equal to its level. When the duration expires, only the results of the effect remain.

    Permanent:
    Those passive powers give some permanent benefits.

    NATURAL

    Combat
    (+1 modifier) mounted (permanent)
    (+1 modifier) foot (permanent)

    Social
    (+1 modifier) +4 knowledge combat INT (permanent)
    (+1 modifier) +4 knowledge social INT (permanent)
    (+1 modifier) +4 knowledge far INT (permanent)
    (+1 modifier) +4 knowledge ki INT (permanent)
    (+1 modifier) +4 knowledge mind INT (permanent)
    (+1 modifier) +4 knowledge dark INT (permanent)
    (+1 modifier) +4 knowledge elemental INT (permanent)
    (+1 modifier) +4 knowledge star INT (permanent)
    (+1 modifier) +4 knowledge fey INT (permanent)
    (+1 modifier) +4 knowledge divine INT (permanent)
    (+1 modifier) +4 knowledge arcane INT (permanent)
    (+1 modifier) +4 spot DEX (permanent)
    (+1 modifier) +4 listen CHA (permanent)
    (+1 modifier) +4 feel STR (permanent)
    (+1 modifier) +4 taste WIS (permanent)
    (+1 modifier) +4 smell CON (permanent)
    (+1 modifier) +4 perform CHA (permanent)
    (+1 modifier) +4 profession WIS (permanent)
    (+1 modifier) +4 craft INT (permanent)
    (+1 modifier) +4 bluff INT (permanent)
    (+1 modifier) +4 intimidate CHA (permanent)
    (+1 modifier) +4 diplomacy WIS (permanent)

    SUPERNATURAL

    Arcane
    (+1 modifier) Universal ([w] & vulnerable 5 weapon & disarm) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Illusion ([w] & vulnerable 5 weapon & conceal) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Abjuration ([W] & vulnerable 5 weapon & damage reduction) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Necromancy ([w] & vulnerable 5 weapon & draining) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Evocation ([w] & vulnerable 5 weapon & bleeding) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Enchantment ([w] & vulnerable 5 weapon & paralyze) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Conjuration ([w] & vulnerable 5 weapon & grab) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Transmutation ([w] & vulnerable 5 weapon & tumble) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Divination ([w] & vulnerable 5 weapon & walker 2) (recharge: 1 turn duration: 1 turn)

    Divine
    (+1 modifier) War ([w] & counterattack) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Trickery ([w] & slow) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Death ([W] & curse) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Travel ([w] & skirmish) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Knowledge ([w] & shift) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Sun ([w] & blindsense) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Protection ([w] & cover) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Destruction ([w] & manhunt) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Luck ([w] & high-critical) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Peace ([W] & pacifism) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Land ([W] & tremorsense) (recharge: 1 turn duration: 1 turn)

    Fey
    (+1 modifier) Spring ([w] & resist 10 radiant & vulnerable 5 necrotic) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Summer ([w] & resist 10 fire & vulnerable 5 cold) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Autumn ([W] & resist 10 necrotic & vulnerable 5 radiant) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Winter ([w] & resist 10 cold & vulneralbe 5 fire) (recharge: 1 turn duration: 1 turn)

    Star
    (+1 modifier) Aries (resist 5 poison) (permanent)
    (+1 modifier) Aquarius (resist 5 cold) (permanent)
    (+1 modifier) Cancer (resist 5 disease) (permanent)
    (+1 modifier) Capricorn (resist 5 acid) (permanent)
    (+1 modifier) Gemini (resist 5 silver) (permanent)
    (+1 modifier) Libra (resist 5 thunder) (permanent)
    (+1 modifier) Leo (resist 5 fire) (permanent)
    (+1 modifier) Sagittarius (resist 5 lightning) (permanent)
    (+1 modifier) Scorpio (resist 5 necrotic) (permanent)
    (+1 modifier) Taurus (resist 5 force) (permanent)
    (+1 modifier) Virgo (resist 5 radiant) (permanent)
    (+1 modifier) Pisces (resist 5 psychic) (permanent)

    Elemental
    (+1 modifier) Earth (walker 1) (permanent)
    (+1 modifier) Water (withdraw) (permanent)
    (+1 modifier) Air (run) (permanent)
    (+1 modifier) Fire (overrun) (permanent)

    Dark
    (+1 modifier) Thief ([w] & fetch) (recharge: 1 turn duration: 1 turn)

    Mind
    (+1 modifier) Path of Strength ([w] & burden 1 & +1 STR defense & +1 STR offense) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Path of Dexterity ([w] & burden 1 & +1 DEX defense & +1 DEX offense) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Path of Consitution ([w] & burden 1 & +1 CON defense & +1 CON offense) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Path of Charisma ([w] & burden 1 & +1 CHA defense & +1 CHA offense) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Path of Intelligence ([w] & burden 1 & +1 INT defense & +1 INT offense) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Path of Wisdom ([w] & burden 1 & +1 WIS defense & +1 WIS offense) (recharge: 1 turn duration: 1 turn)

    Ki
    (+1 modifier) Ying ([w] & illumination 5/10) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Yang ([w] & darkness 5/10) (recharge: 1 turn duration: 1 turn)

    Far
    (+1 modifier) Shivers ([w] & fear) (recharge: 1 turn duration: 1 turn)



    --- BUILDS ---

    Spoiler
    Show


    When you create your character, you gain 12 proficiency feats of your choice at 1st level (you must meet the requirements, for example if you choose martial implement proficiency you must also have simple implement proficiency) and here are six suggested builds:

    Peasant
    simple melee proficiency
    simple ranged proficiency
    simple implement proficiency
    simple torso proficiency
    simple arms proficiency
    simple hands proficiency
    simple legs proficiency
    simple feet proficiency
    simple back proficiency
    simple neck proficiency
    simple head proficiency
    simple waist proficiency

    Specialist
    simple melee proficiency
    simple ranged proficiency
    simple implement proficiency
    simple torso proficiency
    martial melee proficiency
    martial ranged proficiency
    martial implement proficiency
    martial torso proficiency
    exotic melee proficiency
    exotic ranged proficiency
    exotic implement proficiency
    exotic torso proficiency

    Soldier
    simple melee proficiency
    martial melee proficiency
    simple torso proficiency
    martial torso proficiency
    simple ranged proficiency
    martial ranged proficiency
    simple legs proficiency
    simple feet proficiency
    simple arms proficiency
    simple hands proficiency
    simple head proficiency
    simple waist proficiency

    Spellcaster
    simple implement proficiency
    martial implement proficiency
    exotic implement proficiency
    simple torso proficiency
    simple arms proficiency
    simple hands proficiency
    simple legs proficiency
    simple feet proficiency
    simple back proficiency
    simple neck proficiency
    simple head proficiency
    simple waist proficiency

    Brute
    simple melee proficiency
    martial melee proficiency
    exotic melee proficiency
    simple torso proficiency
    simple arms proficiency
    simple hands proficiency
    simple legs proficiency
    simple feet proficiency
    simple back proficiency
    simple neck proficiency
    simple head proficiency
    simple waist proficiency

    Archer
    simple ranged proficiency
    martial ranged proficiency
    exotic ranged proficiency
    simple torso proficiency
    simple arms proficiency
    simple hands proficiency
    simple legs proficiency
    simple feet proficiency
    simple back proficiency
    simple neck proficiency
    simple head proficiency
    simple waist proficiency



    --- CLASSES ---

    Spoiler
    Show


    [W] = usage of wielded item or weapon (usually a weapon's attack), if you see this symbol it means you are reading an attack power of some sort.
    & = and (combination of two or more properties)

    COMMONER (power source: Combat & Social)

    level 1 power: [W] & foot (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & run (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    WARRIOR (power source: Social & Fey)

    level 1 power: [W] & full-defense (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & forestwalk (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & icewalk & snowwalk & sandwalk & avalancewalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    ADEPT (power source: Social & Arcane)

    level 1 power: [W] & trip (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & waterwalk & avalancewalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    EXPERT (power source: Social & Mind)

    level 1 power: [W] & slow (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & overrun (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    ARISTOCRAT (power source: Social & Star)

    level 1 power: [W] & mounted (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & charge (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & icewalk & waterwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    MENTALIST (power source: Social & Far)

    level 1 power: [W] & fear (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & shift (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    GRENADIER (power source: Combat & Ki)

    level 1 power: [W] & foot (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & overrun (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    SHU-GEN (power source: Elemental & Ki)

    level 1 power: [W] & splash 2x2 (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & icewalk & snowwalk & avalancewalk & sandwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    ZEN (power source: Ki & Far)

    level 1 power: [W] & slow (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & run (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & waterwalk & acidwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    SHAMAN (power source: Divine & Fey)

    level 1 power: [W] & cover (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & forestwalk (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & icewalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    BARD (power source: Social & Dark)

    level 1 power: [W] & feint (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & shift (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    BARBARIAN (power source: Combat & Elemental)

    level 1 power: [W] & manhunt (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & trample (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & avalancewalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    CLERIC (power source: Social & Divine)

    level 1 power: [W] & pacifism (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & run (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    DRUID (power source: Elemental & Fey)

    level 1 power: [W] & stoneskin (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & forestwalk (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & icewalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    FIGHTER (power source: Combat & Star)

    level 1 power: [W] & foot (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & trample (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    MONK (power source: Mind & Ki)

    level 1 power: [W] & trip (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & shift (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    SAMURAI (power source: Social & Ki)

    level 1 power: [W] & mounted (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & trample (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    NINJA (power source: Dark & Ki)

    level 1 power: [W] & sneak attack (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & run (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    AVENGER (power source: Divine & Dark)

    level 1 power: [W] & slow (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & charge (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & waterwalk & lavawalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    WARLOCK (power source: Far & Star)

    level 1 power: [W] & curse (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    RANGER (power source: Combat & Fey)

    level 1 power: [W] & manhunt (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & charge (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    SORCERER (power source: Arcane & Elemental)

    level 1 power: [W] & splash 2x2 (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & shift (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    WIZARD (power source: Arcane & Star)

    level 1 power: [W] & splash 2x2 (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    PSION (power source: Mind & Far)

    level 1 power: [W] & fear (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    WARLORD (power source: Combat & Mind)

    level 1 power: [W] & mounted (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & charge & trample (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & parry (recharge: 5 minutes duration: 3 turns)
    level 4 power: +1 to 3 ability scores
    level 5 power: [W] & pacify (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & demoralize & superior cover (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & speedy & charm (recharge: 1 day duration: 7 turns)
    level 8 power: +1 to 3 ability scores
    level 9 power: [W] & haste & rapid & damage reduction (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)

    BLADEMAGE (power source: Combat & Arcane)

    level 1 power: [W] & curse (recharge: 1 turn duration: 1 turn)
    level 2 power: [W] & speedy (recharge: 1 minute duration: 2 turns)
    level 3 power: [W] & rapid (recharge: 5 minutes duration: 3 turns)
    level 4 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 5 power: [W] & haste & charge (recharge: 1 hour duration: 5 turns)
    level 6 power: [W] & fear & paralyze & daze (recharge: 5 hours duration: 6 turns)
    level 7 power: [W] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    level 8 power: you gain +1 to 3 ability scores of your choice instead of a new power
    level 9 power: [W] & pacify & stun (recharge: 1 week duration: 9 turns)
    level 10 power: [W] & instant kill (recharge: 1 month duration: 1 minute)



    ROGUE (power source: Combat & Dark)
    Last edited by ARTHAN; 2020-06-07 at 01:12 AM.
    PM me if you wish to ask about Clerics & Crusaders.

  11. - Top - End - #11
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    --- FEATS ---

    Spoiler
    Show


    You gain a new feat at each level. There are 4 types of feats. Proficiency feats that make you proficient with a certain weapon group or armor, immunity feats that grant you an immunity somewhere, focus feats that increase your attack and damage with a certain weapon or implement and power feats that grant you new powers to use (usually at combat).

    PROFICIENCY FEATS

    name: simple melee proficiency
    requires: -
    benefit: you are proficient with simple melee weapons

    name: simple ranged proficiency
    requires: -
    benefit: you are proficient with simple ranged weapons

    name: simple implement proficiency
    requires: -
    benefit: you are proficient with simple implements

    name: simple torso proficiency
    requires: -
    benefit: you are proficient with simple torso armor

    name: simple arms proficiency
    requires: -
    benefit: you are proficient with simple arm items

    name: simple hands proficiency
    requires: -
    benefit: you are proficient with simple hand items

    name: simple legs proficiency
    requires: -
    benefit: you are proficient with simple leg items

    name: simple feet proficiency
    requires: -
    benefit: you are proficient with simple feet items

    name: simple back proficiency
    requires: -
    benefit: you are proficient with simple back items

    name: simple neck proficiency
    requires: -
    benefit: you are proficient with simple neck items

    name: simple head proficiency
    requires: -
    benefit: you are proficient with simple head items

    name: simple waist proficiency
    requires: -
    benefit: you are proficient with simple waist items



    name: martial melee proficiency
    requires: simple melee proficiency
    benefit: you are proficient with martial melee weapons

    name: martial ranged proficiency
    requires: simple ranged proficiency
    benefit: you are proficient with martial ranged weapons

    name: martial implement proficiency
    requires: simple implement proficiency
    benefit: you are proficient with martial implements

    name: martial torso proficiency
    requires: simple torso proficiency
    benefit: you are proficient with martial torso armor

    name: martial arms proficiency
    requires: simple arms proficiency
    benefit: you are proficient with martial arm items

    name: martial hands proficiency
    requires: simple hands proficiency
    benefit: you are proficient with martial hand items

    name: martial legs proficiency
    requires: simple legs proficiency
    benefit: you are proficient with martial leg items

    name: martial feet proficiency
    requires: simple feet proficiency
    benefit: you are proficient with martial feet items

    name: martial back proficiency
    requires: simple back proficiency
    benefit: you are proficient with martial back items

    name: martial neck proficiency
    requires: simple neck proficiency
    benefit: you are proficient with martial neck items

    name: martial head proficiency
    requires: simple head proficiency
    benefit: you are proficient with martial head items

    name: martial waist proficiency
    requires: simple waist proficiency
    benefit: you are proficient with martial waist items



    name: exotic melee proficiency
    requires: martial melee proficiency
    benefit: you are proficient with exotic melee weapons

    name: exotic ranged proficiency
    requires: martial ranged proficiency
    benefit: you are proficient with exotic ranged weapons

    name: exotic implement proficiency
    requires: martial implement proficiency
    benefit: you are proficient with exotic implements

    name: exotic torso proficiency
    requires: martial torso proficiency
    benefit: you are proficient with exotic torso armor

    name: exotic arms proficiency
    requires: martial arms proficiency
    benefit: you are proficient with exotic arm items

    name: exotic hands proficiency
    requires: martial hands proficiency
    benefit: you are proficient with exotic hand items

    name: exotic legs proficiency
    requires: martial legs proficiency
    benefit: you are proficient with exotic leg items

    name: exotic feet proficiency
    requires: martial feet proficiency
    benefit: you are proficient with exotic feet items

    name: exotic back proficiency
    requires: martial back proficiency
    benefit: you are proficient with exotic back items

    name: exotic neck proficiency
    requires: martial neck proficiency
    benefit: you are proficient with exotic neck items

    name: exotic head proficiency
    requires: martial head proficiency
    benefit: you are proficient with exotic head items

    name: exotic waist proficiency
    requires: martial waist proficiency
    benefit: you are proficient with exotic waist items

    FOCUS FEATS

    name: lesser axe focus
    requires: STR 15
    benefit: you gain +1 focus bonus to attack and damage rolls with axes.

    name: lesser flail focus
    requires: DEX 15
    benefit: you gain +1 focus bonus to attack and damage rolls with flails.

    name: lesser hammer focus
    requires: CON 15
    benefit: you gain +1 focus bonus to attack and damage rolls with hammers.

    name: lesser pick focus
    requires: STR 15
    benefit: you gain +1 focus bonus to attack and damage rolls with picks.

    name: lesser blade focus
    requires: DEX 15
    benefit: you gain +1 focus bonus to attack and damage rolls with blades.

    name: lesser mace focus
    requires: CON 15
    benefit: you gain +1 focus bonus to attack and damage rolls with maces.

    name: lesser unarmed focus
    requires: STR 15
    benefit: you gain +1 focus bonus to attack and damage rolls with unarmed attacks.

    name: lesser spear focus
    requires: DEX 15
    benefit: you gain +1 focus bonus to attack and damage rolls with spears.

    name: lesser staff focus
    requires: CON 15
    benefit: you gain +1 focus bonus to attack and damage rolls with staves.

    name: lesser bow focus
    requires: STR 15
    benefit: you gain +1 focus bonus to attack and damage rolls with bows.

    name: lesser crossbow focus
    requires: DEX 15
    benefit: you gain +1 focus bonus to attack and damage rolls with crossbows.

    name: lesser sling focus
    requires: CON 15
    benefit: you gain +1 focus bonus to attack and damage rolls with slings.

    name: lesser firearm focus
    requires: INT 15
    benefit: you gain +1 focus bonus to attack and damage rolls with firearms.

    name: lesser thrower focus
    requires: INT 15
    benefit: you gain +1 focus bonus to attack and damage rolls with throwers.

    name: lesser bomb focus
    requires: INT 15
    benefit: you gain +1 focus bonus to attack and damage rolls with bombs.

    name: lesser wand focus
    requires: CHA 15
    benefit: you gain +1 focus bonus to attack and damage rolls with wands.

    name: lesser rod focus
    requires: CHA 15
    benefit: you gain +1 focus bonus to attack and damage rolls with rods.

    name: lesser orb focus
    requires: CHA 15
    benefit: you gain +1 focus bonus to attack and damage rolls with orbs.

    name: lesser book focus
    requires: WIS 15
    benefit: you gain +1 focus bonus to attack and damage rolls with books.

    name: lesser symbol focus
    requires: WIS 15
    benefit: you gain +1 focus bonus to attack and damage rolls with symbols.

    name: lesser totem focus
    requires: WIS 15
    benefit: you gain +1 focus bonus to attack and damage rolls with totems.



    name: axe focus
    requires: STR 17
    benefit: you gain +2 focus bonus to attack and damage rolls with axes.

    name: flail focus
    requires: DEX 17
    benefit: you gain +2 focus bonus to attack and damage rolls with flails.

    name: hammer focus
    requires: CON 17
    benefit: you gain +2 focus bonus to attack and damage rolls with hammers.

    name: pick focus
    requires: STR 17
    benefit: you gain +2 focus bonus to attack and damage rolls with picks.

    name: blade focus
    requires: DEX 17
    benefit: you gain +2 focus bonus to attack and damage rolls with blades.

    name: mace focus
    requires: CON 17
    benefit: you gain +2 focus bonus to attack and damage rolls with maces.

    name: unarmed focus
    requires: STR 17
    benefit: you gain +2 focus bonus to attack and damage rolls with unarmed attacks.

    name: spear focus
    requires: DEX 17
    benefit: you gain +2 focus bonus to attack and damage rolls with spears.

    name: staff focus
    requires: CON 17
    benefit: you gain +2 focus bonus to attack and damage rolls with staves.

    name: bow focus
    requires: STR 17
    benefit: you gain +2 focus bonus to attack and damage rolls with bows.

    name: crossbow focus
    requires: DEX 17
    benefit: you gain +2 focus bonus to attack and damage rolls with crossbows.

    name: sling focus
    requires: CON 17
    benefit: you gain +2 focus bonus to attack and damage rolls with slings.

    name: firearm focus
    requires: INT 17
    benefit: you gain +2 focus bonus to attack and damage rolls with firearms.

    name: thrower focus
    requires: INT 17
    benefit: you gain +2 focus bonus to attack and damage rolls with throwers.

    name: bomb focus
    requires: INT 17
    benefit: you gain +2 focus bonus to attack and damage rolls with bombs.

    name: wand focus
    requires: CHA 17
    benefit: you gain +2 focus bonus to attack and damage rolls with wands.

    name: rod focus
    requires: CHA 17
    benefit: you gain +2 focus bonus to attack and damage rolls with rods.

    name: orb focus
    requires: CHA 17
    benefit: you gain +2 focus bonus to attack and damage rolls with orbs.

    name: book focus
    requires: WIS 17
    benefit: you gain +2 focus bonus to attack and damage rolls with books.

    name: symbol focus
    requires: WIS 17
    benefit: you gain +2 focus bonus to attack and damage rolls with symbols.

    name: totem focus
    requires: WIS 17
    benefit: you gain +2 focus bonus to attack and damage rolls with totems.



    name: greater axe focus
    requires: STR 19
    benefit: you gain +3 focus bonus to attack and damage rolls with axes.

    name: greater flail focus
    requires: DEX 19
    benefit: you gain +3 focus bonus to attack and damage rolls with flails.

    name: greater hammer focus
    requires: CON 19
    benefit: you gain +3 focus bonus to attack and damage rolls with hammers.

    name: greater pick focus
    requires: STR 19
    benefit: you gain +3 focus bonus to attack and damage rolls with picks.

    name: greater blade focus
    requires: DEX 19
    benefit: you gain +3 focus bonus to attack and damage rolls with blades.

    name: greater mace focus
    requires: CON 19
    benefit: you gain +3 focus bonus to attack and damage rolls with maces.

    name: greater unarmed focus
    requires: STR 19
    benefit: you gain +3 focus bonus to attack and damage rolls with unarmed attacks.

    name: greater spear focus
    requires: DEX 19
    benefit: you gain +3 focus bonus to attack and damage rolls with spears.

    name: greater staff focus
    requires: CON 19
    benefit: you gain +3 focus bonus to attack and damage rolls with staves.

    name: greater bow focus
    requires: STR 19
    benefit: you gain +3 focus bonus to attack and damage rolls with bows.

    name: greater crossbow focus
    requires: DEX 19
    benefit: you gain +3 focus bonus to attack and damage rolls with crossbows.

    name: greater sling focus
    requires: CON 19
    benefit: you gain +3 focus bonus to attack and damage rolls with slings.

    name: greater firearm focus
    requires: INT 19
    benefit: you gain +3 focus bonus to attack and damage rolls with firearms.

    name: greater thrower focus
    requires: INT 19
    benefit: you gain +3 focus bonus to attack and damage rolls with throwers.

    name: greater bomb focus
    requires: INT 19
    benefit: you gain +3 focus bonus to attack and damage rolls with bombs.

    name: greater wand focus
    requires: CHA 19
    benefit: you gain +3 focus bonus to attack and damage rolls with wands.

    name: greater rod focus
    requires: CHA 19
    benefit: you gain +3 focus bonus to attack and damage rolls with rods.

    name: greater orb focus
    requires: CHA 19
    benefit: you gain +3 focus bonus to attack and damage rolls with orbs.

    name: greater book focus
    requires: WIS 19
    benefit: you gain +3 focus bonus to attack and damage rolls with books.

    name: greater symbol focus
    requires: WIS 19
    benefit: you gain +3 focus bonus to attack and damage rolls with symbols.

    name: greater totem focus
    requires: WIS 19
    benefit: you gain +3 focus bonus to attack and damage rolls with totems.

    IMMUNITY FEATS

    name: smiting immunity
    requires: CON 13, INT 13
    benefit: you are immune to smite

    name: trip immunity
    requires: STR 13, DEX 13
    benefit: you are immune to trip

    name: fear immunity
    requires: CHA 13, INT 13
    benefit: you are immune to fear

    name: slow immunity
    requires: STR 13, INT 13
    benefit: you are immune to slow

    name: feint immunity
    requires: DEX 13, CHA 13
    benefit: you are immune to feint

    name: sneak attack immunity
    requires: DEX 13, INT 13
    benefit: you are immune to sneak attack

    name: curse immunity
    requires: CHA 13, WIS 13
    benefit: you are immune to curse

    name: manhunt immunity
    requires: STR 13, WIS 13
    benefit: you are immune to manhunt

    name: fetch immunity
    requires: DEX 13, WIS 13
    benefit: you are immune to fetch

    name: disarm immunity
    requires: DEX 15, CON 15
    benefit: you are immune to disarm

    name: paralyze immunity
    requires: STR 15, CHA 15
    benefit: you are immune to paralyze

    name: draining immunity
    requires: INT 15, WIS 15
    benefit: you are immune to draining

    name: mute immunity
    requires: CON 15, CHA 15
    benefit: you are immune to mute

    name: grab immunity
    requires: STR 15, CON 15
    benefit: you are immune to grab

    name: bleeding immunity
    requires: CON 15, WIS 15
    benefit: you are immune to bleeding

    name: daze immunity
    requires: STR 15, DEX 15, INT 15
    benefit: you are immune to daze

    name: deafen immunity
    requires: CON 15, CHA 15, WIS 15
    benefit: you are immune to deafen

    name: demoralize immunity
    requires: STR 15, CHA 15, INT 15
    benefit: you are immune to demoralize

    name: polymorph immunity
    requires: STR 17, DEX 17, CHA 17
    benefit: you are immune to polymorph

    name: stun immunity
    requires: STR 17, DEX 17, CON 17
    benefit: you are immune to stun

    name: command immunity
    requires: DEX 17, CHA 17, WIS 17
    benefit: you are immune to command

    name: blindness immunity
    requires: DEX 17, CON 17, WIS 17
    benefit: you are immune to blindness

    name: sleep immunity
    requires: STR 19, CON 19, WIS 19
    benefit: you are immune to sleep

    name: petrification immunity
    requires: STR 19, CON 19, CHA 19
    benefit: you are immune to petrify

    name: pacific immunity
    requires: STR 19, CON 19, CHA 19
    benefit: you are immune to pacify

    name: charm immunity
    requires: CHA 21, INT 21, WIS 21
    benefit: you are immune to charm

    name: domination immunity
    requires: CON 21, CHA 21, INT 21
    benefit: you are immune to dominate

    name: gravity reversal immunity
    requires: STR 21, INT 21, WIS 21
    benefit: you are immune to gravity reversal

    name: stupidity immunity
    requires: DEX 23, INT 23, WIS 23
    benefit: you are immune to stupidity

    name: lesser phantasm immunity
    requires: STR 23, DEX 23, WIS 23
    benefit: you are immune to lesser phantasms

    name: lesser idol immunity
    requires: DEX 23, CON 23, CHA 23
    benefit: you are immune to lesser idol illusions

    name: confusion immunity
    requires: DEX 25, CHA 25, INT 25
    benefit: you are immune to confusion

    name: greater phantasm immunity
    requires: STR 25, DEX 25, INT 25
    benefit: you are immune to greater phantasms

    name: greater idol immunity
    requires: DEX 25, CON 25, INT 25
    benefit: you are immune to greater idol illusions

    name: greater polymorph immunity
    requires: STR 27, CHA 27, WIS 27
    benefit: you are immune to greater polymorph

    name: instant killing immunity
    requires: CON 29, INT 29, WIS 29
    benefit: you are immune to instant kill

    POWER FEATS

    name: powerful lesser resistance
    requires: STR 11, DEX 11, CON 11
    benefit: [W] & resist 5 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    special: select a damage type (weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic) when you select this feat. You gain resist 5 to the chosen damage type.

    name: powerful resistance
    requires: STR 13, DEX 13, CON 13
    benefit: [W] & resist 10 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    special: select a damage type (weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic) when you select this feat. You gain resist 10 to the chosen damage type.

    name: powerful greater resistance
    requires: STR 15, DEX 15, CON 15
    benefit: [W] & resist 15 weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic
    special: select a damage type (weapon/poison/cold/disease/acid/silver/thunder/fire/lightning/necrotic/force/radiant/psychic) when you select this feat. You gain resist 15 to the chosen damage type.

    name: powerful smiting
    requires: CON 13, INT 13
    benefit: [W] & smite (recharge: 1 turn duration: 1 turn)

    name: powerful trip
    requires: STR 13, DEX 13
    benefit: [W] & trip (recharge: 1 turn duration: 1 turn)

    name: powerful fear
    requires: CHA 13, INT 13
    benefit: [W] & fear (recharge: 1 turn duration: 1 turn)

    name: powerful slow
    requires: STR 13, INT 13
    benefit: [W] & slow (recharge: 1 turn duration: 1 turn)

    name: powerful feint
    requires: DEX 13, CHA 13
    benefit: [W] & feint (recharge: 1 turn duration: 1 turn)

    name: powerful sneak attack
    requires: DEX 13, INT 13
    benefit: [W] & sneak attack (recharge: 1 turn duration: 1 turn)

    name: powerful curse
    requires: CHA 13, WIS 13
    benefit: [W] & curse (recharge: 1 turn duration: 1 turn)

    name: powerful manhunt
    requires: STR 13, WIS 13
    benefit: [W] & manhunt (recharge: 1 turn duration: 1 turn)

    name: powerful fetch
    requires: DEX 13, WIS 13
    benefit: [W] & fetch (recharge: 1 turn duration: 1 turn)

    name: powerful disarm
    requires: DEX 15, CON 15
    benefit: [W] & disarm (recharge: 1 turn duration: 1 turn)

    name: powerful paralyze
    requires: STR 15, CHA 15
    benefit: [W] & paralyze (recharge: 1 turn duration: 1 turn)

    name: powerful draining
    requires: INT 15, WIS 15
    benefit: [W] & draining (recharge: 1 turn duration: 1 turn)

    name: powerful mute
    requires: CON 15, CHA 15
    benefit: [W] & mute (recharge: 1 turn duration: 1 turn)

    name: powerful grab
    requires: STR 15, CON 15
    benefit: [W] & grab (recharge: 1 turn duration: 1 turn)

    name: powerful bleeding
    requires: CON 15, WIS 15
    benefit: [W] & bleeding (recharge: 1 turn duration: 1 turn)

    name: powerful daze
    requires: STR 15, DEX 15, INT 15
    benefit: [W] & daze (recharge: 1 turn duration: 1 turn)

    name: powerful deafen
    requires: CON 15, CHA 15, WIS 15
    benefit: [W] & deafen (recharge: 1 turn duration: 1 turn)

    name: powerful demoralize
    requires: STR 15, CHA 15, INT 15
    benefit: [W] & demoralize (recharge: 1 turn duration: 1 turn)

    name: powerful polymorph
    requires: STR 17, DEX 17, CHA 17
    benefit: [W] & polymorph (recharge: 1 turn duration: 1 turn)

    name: powerful stun
    requires: STR 17, DEX 17, CON 17
    benefit: [W] & stun (recharge: 1 turn duration: 1 turn)

    name: powerful command
    requires: DEX 17, CHA 17, WIS 17
    benefit: [W] & command (recharge: 1 turn duration: 1 turn)

    name: powerful blindness
    requires: DEX 17, CON 17, WIS 17
    benefit: [W] & blind (recharge: 1 turn duration: 1 turn)

    name: powerful sleep
    requires: STR 19, CON 19, WIS 19
    benefit: [W] & sleep (recharge: 1 turn duration: 1 turn)

    name: powerful petrification
    requires: STR 19, CON 19, CHA 19
    benefit: [W] & petrify (recharge: 1 turn duration: 1 turn)

    name: powerful pacify
    requires: STR 19, CON 19, CHA 19
    benefit: [W] & pacify (recharge: 1 turn duration: 1 turn)

    name: powerful charm
    requires: CHA 21, INT 21, WIS 21
    benefit: [W] & charm (recharge: 1 turn duration: 1 turn)

    name: powerful domination
    requires: CON 21, CHA 21, INT 21
    benefit: [W] & dominate (recharge: 1 turn duration: 1 turn)

    name: powerful gravity reversal
    requires: STR 21, INT 21, WIS 21
    benefit: [W] & gravity reversal (recharge: 1 turn duration: 1 turn)

    name: powerful stupidity
    requires: DEX 23, INT 23, WIS 23
    benefit: [W] & stupidity (recharge: 1 turn duration: 1 turn)

    name: powerful lesser phantasm
    requires: STR 23, DEX 23, WIS 23
    benefit: [W] & lesser phantasm (recharge: 1 turn duration: 1 turn)

    name: powerful lesser idol
    requires: DEX 23, CON 23, CHA 23
    benefit: [W] & lesser idol (recharge: 1 turn duration: 1 turn)

    name: powerful confusion
    requires: DEX 25, CHA 25, INT 25
    benefit: [W] & confusion (recharge: 1 turn duration: 1 turn)

    name: powerful greater phantasm
    requires: STR 25, DEX 25, INT 25
    benefit: [W] & greater phantasm (recharge: 1 turn duration: 1 turn)

    name: powerful greater idol
    requires: DEX 25, CON 25, INT 25
    benefit: [W] & greater idol (recharge: 1 turn duration: 1 turn)

    name: powerful greater polymorph
    requires: STR 27, CHA 27, WIS 27
    benefit: [W] & greater polymorph (recharge: 1 turn duration: 1 turn)

    name: powerful instant kill
    requires: CON 29, INT 29, WIS 29
    benefit: [W] & instant kill (recharge: 1 turn duration: 1 turn)

    Last edited by ARTHAN; 2020-05-29 at 01:57 PM.
    PM me if you wish to ask about Clerics & Crusaders.

  12. - Top - End - #12
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    ---IMPLEMENTS---

    Spoiler
    Show


    SIMPLE IMPLEMENTS

    name: Holy Symbol of Kord (Symbol)
    text: "A wooden holy symbol of Kord, god of strength."
    power source: Star or Divine or Fey
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs WIS (-3 modifier)
    damage: 1d6 electricity (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Holy Symbol of Pelor (Symbol)
    text: "A wooden holy symbol of Pelor, god of the sun."
    power source: Star or Divine or Fey
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs WIS (-3 modifier)
    damage: 1d6 positive (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Holy Symbol of Moradin (Symbol)
    text: "A wooden holy symbol of Moradin, god of the dwarves."
    power source: Star or Divine or Fey
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CON vs WIS (-3 modifier)
    damage: 1d6 sonic (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Holy Symbol of Corellon (Symbol)
    text: "A wooden holy symbol of Corellon, god of the elves."
    power source: Star or Divine or Fey
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs WIS (-3 modifier)
    damage: 1d6 cold (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Holy Symbol of Bahamut (Symbol)
    text: "A wooden holy symbol of Bahamut, god of the metallic dragons."
    power source: Star or Divine or Fey
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs WIS (-3 modifier)
    damage: 1d6 fire (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -level 1-

    name: Wand of Magic Missile (Wand)
    text: "The most basic type of wand."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 force (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Wand of Frost (Wand)
    text: "This does two things well. It freezes and it slows."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 cold (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: slow (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -level 3-

    name: Wand of Acid Arrow (Wand)
    text: "The acid arrows fired from this wand are corrossive and cause bleeding."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 acid (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: bleeding (+2 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -level 4-

    name: Wand of Fireball(Wand)
    text: "This wand releases balls of flame upon your opponents."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 fire (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: splash 3x3 (+3 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -level 5-

    name: Wand of Polymorph (Wand)
    text: "If you love animals you are probably going to love this wand."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 brain (+6 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: lesser polymorph (+4 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -level 6-

    name: Lesser Prismatic Wand (Wand)
    text: "This contains five elements in addition to force. Fire, cold, acid, sonic and electricity."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 force (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: fire & cold & acid & sonic & electricity (+5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -level 7-

    name: Wand of Charm (Wand)
    text: "Spellcasters who do not have ethical issues about mind-manipulating favor this wand."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 brain (+6 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: charm (+6 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -level 8-

    name: Wand of Stupidity (Wand)
    text: "Messing with the mind of your rivals can be entertaining to some and disgusting to some others."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 brain (+6 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: stupid (+7 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -level 9-

    name: Wand of Forceful Grasp (Wand)
    text: "A hand made of pure force grabs your opponent!"
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d20 force (+6 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: grab (+2 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -level 10-

    name: Greater Prismatic Wand (Wand)
    text: "This contains ten damage types. Fire, cold, acid, sonic and electricity, as well as positive, negative, disease, venom and brain."
    power source: Fey or Arcane or Mind
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs DEX (-3 modifier)
    damage: 1d8 fire (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: cold & acid & sonic & electricity & positive & negative & disease & venom & brain (+9 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    MARTIAL IMPLEMENTS

    name: Defensive Tome of Corossive Strength (Book)
    text: "A dusty tome, empowered by your very own strength, defends you magicaly and tests your opponent's intelligence."
    power source: Social or Mind or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs INT (-3 modifier)
    damage: 1d8 acid (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: full-defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Defensive Tome of Burning Dexterity (Book)
    text: "A dusty tome, empowered by your very own dexterity, defends you magicaly and tests your opponent's intelligence."
    power source: Social or Mind or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs INT (-3 modifier)
    damage: 1d8 fire (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: full-defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Defensive Tome of Mental Constitution (Book)
    text: "A dusty tome, empowered by your very own constitution, defends you magicaly and tests your opponent's intelligence."
    power source: Social or Mind or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard CON vs INT (-3 modifier)
    damage: 1d8 brain (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: full-defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Defensive Tome of Entombed Charisma (Book)
    text: "A dusty tome, empowered by your very own charisma, defends you magicaly and tests your opponent's intelligence."
    power source: Social or Mind or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard CON vs INT (-3 modifier)
    damage: 1d8 negative (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: full-defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Defensive Tome of Tainted Wisdom (Book)
    text: "A dusty tome, empowered by your very own wisdom, defends you magicaly and tests your opponent's intelligence."
    power source: Social or Mind or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard WIS vs INT (-3 modifier)
    damage: 1d8 disease (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: full-defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    -level 1-

    name: Rod of Force (Rod)
    text: "A basic magical rod."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 force (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Poisonous Rod (Rod)
    text: "They say illusory snake fangs appear on the rod when you attack with it."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 venom (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: splash 2x2 (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -level 3-

    name: Rod of Negativity (Rod)
    text: "The negative energy drains some of the target's vitality."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 negative (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: draining (+2 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -level 4-

    name: Rod of Acidic Whirlwind (Rod)
    text: "A small lime green whirlwind surrounds either you or the target, burning everything inside it with acid, excluding its center."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 acid (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: whirl 3x3 (+3 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -level 5-

    name: Rod of Stunning (Rod)
    text: "Stun, stun, STUN!"
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 force (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: stun (+4 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -level 6-

    name: Sonic Rod of Petrification(Rod)
    text: "Fear is not the only thing that can petrify you."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 sonic (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: petrify (+5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -level 7-

    name: Rod of Burning Tornado (Rod)
    text: "An orange and red tornado burns everything on its path."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 fire (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: whirl 5x5 (+6 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -level 8-

    name: Rod of Gravity Reversal (Rod)
    text: "It reverses the gravity for the target with possibly devastating results!"
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 force (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: gravity reversal (+6 modifier), brain (+1 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -level 9-

    name: Sonic Rod of Greater Idol (Rod)
    text: "No, there is no rod of lesser idol. Stop searching for it..."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 sonic (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: greater idol (+8 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -level 10-

    name: Rod of Electric Hurricane (Rod)
    text: "A small yet real hurricane-like storm strikes everything on its path."
    power source: Dark or Divine or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs DEX (-3 modifier)
    damage: 1d10 electricity (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: whirl 7x7 (+9 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    EXOTIC IMPLEMENTS

    name: Totem of Bull's Strength (Totem)
    text: "A wooden totem representing a bull, powerful in the hands of strong warriors of nature."
    power source: Fey or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard STR vs CHA (-3 modifier)
    damage: 1d10 force (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Cat's Grace (Totem)
    text: "A wooden totem representing a cat, powerful in the hands of graceful warriors of nature."
    power source: Fey or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs CHA (-3 modifier)
    damage: 1d10 venom (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Bear's Endurance (Totem)
    text: "A wooden totem representing a bear, powerful in the hands of durable warriors of nature."
    power source: Fey or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CON vs CHA (-3 modifier)
    damage: 1d10 sonic (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Eagle's Splendor (Totem)
    text: "A wooden totem representing an eagle, powerful in the hands of splendid warriors of nature."
    power source: Fey or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs CHA (-3 modifier)
    damage: 1d10 acid (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Fox's Cunning (Totem)
    text: "A wooden totem representing a fox, powerful in the hands of cunning warriors of nature."
    power source: Fey or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard INT vs CHA (-3 modifier)
    damage: 1d10 disease (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Owl's Wisdom (Totem)
    text: "A wooden totem representing a bull, powerful in the hands of wise warriors of nature."
    power source: Fey or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard WIS vs CHA (-3 modifier)
    damage: 1d10 negative (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    -level 1-

    name: Crystal Orb (Orb)
    text: "A clear ball that brings positive energy."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 positive (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Orb of Smiting (Orb)
    text: "This orb hunts down those of alignments opposed to yours."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 positive (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: smite (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -level 3-

    name: Orb of Self-Healing (Orb)
    text: "Caring for your health is not a bad thing."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 positive (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: healing (+2 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -level 4-

    name: Orb of Superior Cover (Orb)
    text: "This orb creates a superior cover out of the debris, stones and even dust that surrounds you and uses the mass of the same debris to attack your opponents."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: Superior Cover (+3 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -level 5-

    name: Orb of Command (Orb)
    text: "This orb puts others under your command, like it or not."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 brain (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: command (+4 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -level 6-

    name: Orb of Sleep (Orb)
    text: "Sweet cold dreams..."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 cold (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: sleep (+5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -level 7-

    name: Orb of Dominate(Orb)
    text: "Many hate this orb and for a good reason."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 negative (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: dominate (+6 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -level 8-

    name: Orb of Greater Polymorph (Orb)
    text: "This orb will give you the power to turn an elephant into a cat. Or the opposite."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 force (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: greater polymorph (+7 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -level 9-

    name: Orb of Greater Phantasm (Orb)
    text: "A ghostly servant is always welcome..."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 negative (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: greater phantasm (+8 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -level 10-

    name: Orb of Grabbing Idol (Orb)
    text: "An illusory image of yours appears and grabs your enemy."
    power source: Star or Elemental or Arcane
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: standard CHA vs DEX (-3 modifier)
    damage: 1d8 force (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: lesser idol (+7 modifier), grab (+2 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    Last edited by ARTHAN; 2020-06-05 at 05:12 AM.
    PM me if you wish to ask about Clerics & Crusaders.

  13. - Top - End - #13
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    --- CONSUMABLES & RITUALS ---

    Spoiler
    Show


    ---BOMBS---

    name: Bomb (Bomb)
    text: "A renaissance bomb."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: move STR vs DEX (-2 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: splash 3x3 (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Fire (Bomb)
    text: "A round red bottle that ignites when broken."
    power source: Star or Arcana or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: move STR vs DEX (-2 modifier)
    damage: 1d6 fire (-1 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: splash 3x3 (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Acid (Bomb)
    text: "A round green bottle that releases acid when broken."
    power source: Star or Arcana or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: move STR vs DEX (-2 modifier)
    damage: 1d8 acid (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 20 (+1 modifier)
    properties: splash 3x3 (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Frost (Bomb)
    text: "A round blue bottle that releases a freezing gas when broken."
    power source: Star or Arcana or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: move STR vs DEX (-2 modifier)
    damage: 1d10 cold (+1 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 17-18-19-20 (+4 modifier)
    properties: splash 2x2 (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Healing (Bomb)
    text: "A round yellow bottle that damages you slightly when broken but heals you even more afterwards."
    power source: Star or Arcana or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: move STR vs DEX (-2 modifier)
    damage: 1d2 positive (-3 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: - (+0 modifier)
    properties: splash 4x4 (+5 modifier), heal other x2 (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Repairing (Bomb)
    text: "A round yellow bottle that damages you slightly when broken but repairs you even more afterwards."
    power source: Star or Arcana or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: move STR vs DEX (-2 modifier)
    damage: 1d2 positive (-3 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: - (+0 modifier)
    properties: splash 4x4 (+5 modifier), repair other x4 (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---AMMUNITION---

    name: Silvered Slingshot (Ammunition-Sling)
    text: "A blinding slingshot made of alchemical silver."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: silver (+1 modifier), blind (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Silvered Arrow (Ammunition-Bow)
    text: "A stunning arrow made of alchemical silver."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: silver (+1 modifier), stun (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Silvered Bolt (Ammunition-Crossbow)
    text: "A bleeding and paralyzing bolt made of alchemical silver."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: silver (+1 modifier), bleeding (+2 modifier), paralyze (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Silvered Bullet (Ammunition-Firearms)
    text: "A bullet for a musket made of alchemical silver that easily delivers critical hits."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: silver (+1 modifier), 17-18-19-20 critical (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Pertifying Slingshot (Ammunition-Sling)
    text: "A slingshot that can turn the target to stone."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: pertify (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Pacifying Arrow (Ammunition-Bow)
    text: "An arrow that can pacify a severly wounded opponent."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: pacify (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Sleeping Bolt (Ammunition-Crossbow)
    text: "A bolt that can make the target to fall asleep."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: sleep (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Dazing Bullet of Disarming (Ammunition-Firearms)
    text: "A bullet for a pistol or rifle that dazes and disarms an opponent."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: daze (+3 modifier), disarm (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -level 1-

    name: Arrow of Love (Ammunition-Bow)
    text: "An arrow at the shape of a heart that charms the target. Some say there is one chance to a thousand for the target to permanently fall in love with the user!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: charm (+6 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Arrow of the Lesser Phantasm (Ammunition-Bow)
    text: "An arrow that, as they say, once fired, a lesser phantasm appears to aid you right next to you."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: lesser phantasm (+7 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -level 3-

    name: Arrow of Confusion (Ammunition-Bow)
    text: "An arrow that causes confusion to the target."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: confusion (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -level 4-

    name: Arrow of the Monkey's Curse (Ammunition-Bow)
    text: "An arrow that mutes, deafens and blinds."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: blind (+4 modifier), deafen (+3 modifier), mute (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -level 5-

    name: Arrow of Speed (Ammunition-Bow)
    text: "A silver arrow that grants you its speed once fired..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: silver (+1 modifier), haste (+4 modifier), rapid (+3 modifier), speedy (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -level 6-

    name: Arrow of Sloth (Ammunition-Bow)
    text: "An acidic arrow that frightens, paralyzes, dazes and stuns its target."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: acid (+1 modifier), stun (+4 modifier), daze (+3 modifier), paralyze (+2 modifier), fear (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -level 7-

    name: Arrow of Instant Killing (Ammunition-Bow)
    text: "Five arrows like this can kill even a deity, as they say. Four to bring it down and the last one, the last one just to make sure it is dead when it falls down..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: instant kill (+10 modifier), bleeding (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -level 8-

    name: Arrow of Three Lesser Idols (Ammunition-Bow)
    text: "An arrow that, with a great cost to your physical stamina, once fired, three lesser idols appear to mislead your opponents adjacent to you."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: self-sacrifice (-10 modifier), lesser idol x3 (+21 modifier), healing (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -level 9-

    name: Arrow of the Three Greater Phantasms (Ammunition-Bow)
    text: "An arrow that, with a great cost to your physical stamina, once fired, three greater phantasms appear to aid you adjacent to you."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: self-sacrifice (-10 modifier), greater phantasm x3 (+24 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -level 10-

    name: Arrow of the Monkey's Curse of Sloth (Ammunition-Bow)
    text: "It does everything to your opponent. It dazes, it blinds, everything!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: daze (+3 modifier), paralyze (+2 modifier), fear (+1 modifier), blind (+4 modifier), deafen (+3 modifier), mute (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    ---POISONS---

    -level 1-

    name: Poisoned Bolt of Drow Poison (Ammunition-Crossbow)
    text: "A bolt poisoned with Drow Poison."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom (+1 modifier), sleep (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Poisoned Bolt of Carrion Crawler Brain Juice (Ammunition-Crossbow)
    text: "A bolt poisoned with Carrion Crawler Brain Juice."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom (+1 modifier), fear (+1 modifier), paralyze (+2 modifier), daze (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -level 3-

    name: Poisoned Bolt of Blinding Sickness (Ammunition-Crossbow)
    text: "A bolt poisoned with Blinding Sickness."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom (+1 modifier), blind (+4 modifier), daze (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -level 4-

    name: Poisoned Bolt of Far Madness (Ammunition-Crossbow)
    text: "A bolt poisoned with Far Madness."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom (+1 modifier), confusion (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -level 5-

    name: Poisoned Bolt of Black Nightmare (Ammunition-Crossbow)
    text: "A bolt poisoned with Black Nightmare."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom (+1 modifier), negative (+1 modifier), draining x4 (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -level 6-

    name: Poisoned Bolt of Arsenic (Ammunition-Crossbow)
    text: "A bolt poisoned with Arsenic."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom (+1 modifier), instant kill (+10 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -level 7-

    name: Poisoned Bolt of Desertstinger Scorpion (Ammunition-Crossbow)
    text: "A bolt poisoned with Desertstinger Scorpion."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom & disease & acid (+3 modifier), bleeding (+2 modifier), stupidity (+7 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -level 8-

    name: Poisoned Bolt of Stone Spider (Ammunition-Crossbow)
    text: "A bolt poisoned with Stone Spider."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom (+1 modifier), stupidity (+7 modifier), petrify (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -level 9-

    name: Poisoned Bolt of Brain Toxin (Ammunition-Crossbow)
    text: "A bolt poisoned with Brain Toxin."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom & brain & sonic & acid (+4 modifier), command (+4 modifier), charm (+6 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -level 10-

    name: Poisoned Bolt of White Widow (Ammunition-Crossbow)
    text: "A bolt poisoned with White Widow."
    power source: Far or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: venom (+1 modifier), stun (+4 modifier), instant kill (+10 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    ---POTIONS---

    You gain the benefits of a potion by drinking it. Drinking a potion you hold to your hand is a minor action. Making a willing ally to drink it is a move action.

    name: Healing Potion of the Wounded Combatant (Potion)
    text: "Drink it, soldier. It is good for your health! It even helps against poisonous toxins."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: healing x2 (+4 modifier), resist 5 venom (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Healing Potion of the Harmed Caster (Potion)
    text: "This potion does not only restores your health, it also protects against necrosis."
    power source: Arcana or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: healing x2 (+4 modifier), resist 5 negative (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Healing Potion of the Bleeding Tree (Potion)
    text: "They say that every wounded being is like the Tree That Bleeds. However, unlike the Tree That Bleeds, you can drink this potion to stop the bleeding..."
    power source: Fey or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: healing (+2 modifier), regeneration (+2 modifier), resist 5 disease (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Healing Potion of the Iron Mind (Potion)
    text: "This potion protects and heals both body and mind."
    power source: Ki or Mind or Far
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: healing (+2 modifier), damage reduction (+2 modifier), resist 5 brain (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Healing Potion of the Damaged Construct (Potion)
    text: "Drink it, warforged. It is good for your screws and gears!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: repairing x5 (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Potion of Invisibility (Potion)
    text: "See?"
    power source: Arcana or Social or Fey
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: invisibility (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -level 1-

    name: Potion of Cure Light Wounds (Potion)
    text: "The most basic formula of a healing potion."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: healing x3 (+6 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Lesser Potion of the Four Elements (Potion)
    text: "This lesser potion slightly protects you from fire, electricity, cold and sonic."
    power source: Arcana or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: resist 10 fire & 10 electricity & 10 cold & 10 sonic (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -level 3-

    name: Potion of Cure Moderate Wounds (Potion)
    text: "The second most basic formula of a healing potion."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: healing x4 (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -level 4-

    name: Lesser Potion of Regeneration (Potion)
    text: "It gives you regeneration and good protection against poisons, plagues and necrosis. What else do you want?"
    power source: Fey or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: regeneration (+2 modifier), resist 15 venom & 15 disease & 15 negative (+9 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -level 5-

    name: Potion of Cure Serious Wounds (Potion)
    text: "The third most basic formula of a healing potion."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: healing x5 (+10 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -level 6-

    name: Potion of the Four Elements (Potion)
    text: "This potion protects you from fire, electricity, cold and sonic."
    power source: Arcana or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: resist 15 fire & 15 electricity & 15 cold & 15 sonic (+12 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -level 7-

    name: Potion of Cure Critical Wounds (Potion)
    text: "The fourth most basic formula of a healing potion."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: healing x6 (+12 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -level 8-

    name: Greater Potion of Regeneration (Potion)
    text: "It gives you regeneration and great protection against poisons, plagues and necrosis. Also, it illuminates the area. What else do you want?"
    power source: Fey or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: illumination 5/10 (+1 modifier), regeneration (+2 modifier), resist 20 venom & 20 disease & 20 negative (+12 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -level 9-

    name: Potion of the Ultimate Damage Reduction (Potion)
    text: "Very few things in the cosmos reduce the damage better than this potion..."
    power source: Ki or Mind or Far
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: damage reduction x7 (+14 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -level 10-

    name: Greater Potion of the Four Elements (Potion)
    text: "This greater potion greatly protects you from fire, electricity, cold and sonic."
    power source: Arcana or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: resist 20 fire & 20 electricity & 20 cold & 20 sonic (+16 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    ---RITUALS---

    A Ritual costs the listed market price in order to be memorized. After being memorized, it only costs a tenth of that amount in components and they need 1 minute per level in order to be casted as many times as the one who has memorized it wants (for example a fourth level ritual needs 4 minutes to be casted) but rituals must not be interrupted by combat or the ritual and its components may be wasted (or may not, it is the DM's choice).
    After being casted, the ritual is stored to the empty off-hand or the empty primary hand of the one who casted it till the caster chooses a target to "attack" with it (in order to perform a ritual you need at least an empty hand anyways). The attack is always DEX offense versus DEX defense but most targets want the positive benefits of the ritual, so they fake a DEX defence of zero anyways. The ritual's duration is 5 minutes per level (so, a fourth level ritual stays active for 20 minutes and so on).

    -level 1-

    name: Ritual of Total Cover (Book)
    text: "You create a total cover from a thick piece of metal, stone or other material that was taken out of a wall. You place it to one of the four corners of the origin square. That side of square has total cover, blocking all attacks to and from that side. Moreover, you gain concealment."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: conceal (+2 modifier), walled (-1 modifier), total cover (+9 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Ritual of Mending (Book)
    text: "And the object or the construct is fully repaired!"
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: repair other x11 (+11 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -level 3-

    name: Ritual of Heal (Book)
    text: "And the person is fully healed!"
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: heal other x6 (+12 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -level 4-

    name: Ritual of Everstrike (Book)
    text: "A ritual designated to find any vulnerability your opponents may have."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: weapon & venom & cold & disease & acid & silver & sonic & fire & electricity & negative & force & positive & brain (+13 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -level 5-

    name: Ritual of Lesser Protection (Book)
    text: "A ritual designated to protect you from lesser attacks."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: damage reduction (+2 modifier), +2 to all defenses (+12 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -level 6-

    name: Ritual of Combat Stances (Book)
    text: "Combat will never be the same after this."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: trample & charge & shift & bull rush & run & overrun & withdraw & skirmish & manhunt & feint & sneak attack & demoralize (+15 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -level 7-

    name: Ritual of Exploration (Book)
    text: "Exploring a Dungeon will never be the same after this."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: forestwalk & climb & swim & burrow (+16 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -level 8-

    name: Ritual of Ultimate Flying (Book)
    text: "This ritual gives you the ability to fly with both flying modes, with and without wings, at the same time, enabling aerial combat..."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: fly & wings (+17 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -level 9-

    name: Ritual of Greater Protection (Book)
    text: "A ritual designated to protect you from greater attacks."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +3 to all defenses (+18 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -level 10-

    name: Ritual of Safe Travels (Book)
    text: "You can travel everywhere!"
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: sandwalk & forestwalk & icewalk & snowwalk & quicksandwalk & swampwalk & avalancewalk & waterwalk & acidwalk & lavawalk (+21 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    Last edited by ARTHAN; 2020-06-05 at 01:29 PM.
    PM me if you wish to ask about Clerics & Crusaders.

  14. - Top - End - #14
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    Magazines (the amount of ammunition a weapon can carry without needing a load/lift action)
    (+1 modifier) magazine 2 (you can shot twice before reloading. Reloading = load/lift.)
    (+2 modifier) magazine 3 (you can shot 3 times before reloading. Reloading = load/lift.)
    (+3 modifier) magazine 4 (you can shot 4 times before reloading. Reloading = load/lift.)
    (+4 modifier) magazine 5 (you can shot 5 times before reloading. Reloading = load/lift.)
    (+X modifier) magazine X+1 (you can shot X+1 times before reloading. Reloading = load/lift.)

    Sorry for my messy posts, I promise I will short things out when I find the time. Thanks for your patience. :D
    Last edited by ARTHAN; 2020-06-03 at 09:11 AM.
    PM me if you wish to ask about Clerics & Crusaders.

  15. - Top - End - #15
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    ---SIMPLE SLOT ITEMS---

    Spoiler
    Show


    ---head---

    name: Copper Tiara of Authority (Head)
    text: "A copper tiara of authority. Those who wear it are wise but cynical, making them difficult to negotiate with."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 WIS defense (+1 modifier), -4 diplomacy-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Leather Helmet (Head)
    text: "A light leather helmet. It covers the top and the back of the head, as well as the ears."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CON defense (+1 modifier), -4 listen-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Leather Helmet (Head)
    text: "A medium leather helmet. It covers a greater area than the light helmet but it blocks the all-around vision of the user."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +2 CON defense (+2 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Heavy Leather Helmet (Head)
    text: "A heavy leather helmet. It covers the whole head but things are somewhat suffocating inside it."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +3 CON defense (+3 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), -4 smell-CON (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -level 1-

    name: Helmet of the Bull (Head)
    text: "A light leather helmet that covers the top and the back of the head, as well as the ears. It makes the user eager to bull rush any opponents."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CON defense (+1 modifier), -4 listen-CHA (-1 modifier), bull rush (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Helmet of the Ram (Head)
    text: "A medium leather helmet that covers a greater area than the light helmet but it blocks the all-around vision of the user. It makes the user eager to charge and trample any opponents."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +2 CON defense (+2 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), charge (+1 modifier), trample (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 2 lb

    -level 3-

    name: Helmet of the Skirmish (Head)
    text: "A heavy leather helmet that covers the whole head but things are somewhat suffocating inside it. It makes the user eager to go to skirmishes and raids."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +3 CON defense (+3 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), -4 smell-CON (-1 modifier), skirmish (+1 modifier), withdraw (+1 modifier), overrun (+1 modifier)
    overall modifier, cost & weight: +3, 300 gp, 3 lb

    ---neck---

    name: Copper Amulet of Truth (Neck)
    text: "A copper amulet of truth. Those who wear it are smart but can not lie with ease."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 INT defense (+1 modifier), -4 bluff-INT (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Cloak of Strength (Neck)
    text: "This cloak boosts your strength defensively but it is flammable."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 STR defense (+1 modifier), vulnerable 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    name: Cloak of Dexterity (Neck)
    text: "This cloak boosts your dexterity defensively but it is flammable."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 DEX defense (+1 modifier), vulnerable 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    name: Cloak of Constitution (Neck)
    text: "This cloak boosts your constitution defensively but it is flammable."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CON defense (+1 modifier), vulnerable 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    name: Cloak of Charisma (Neck)
    text: "This cloak boosts your charisma defensively but it is flammable."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CHA defense (+1 modifier), vulnerable 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    name: Cloak of Intelligence (Neck)
    text: "This cloak boosts your intelligence defensively but it is flammable."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 INT defense (+1 modifier), vulnerable 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    name: Cloak of Wisdom (Neck)
    text: "This cloak boosts your wisdom defensively but it is flammable."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 WIS defense (+1 modifier), vulnerable 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    ---arms---

    name: Copper Bracers of Strength (Arms)
    text: "Copper bracers of strength add to your strength defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 STR defense (+1 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Wooden Shield (Arms)
    text: "A light wooden shield. Great at deflecting attacks but it slightly slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 DEX defense (+1 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Medium Wooden Shield (Arms)
    text: "A medium wooden shield. Great at deflecting attacks but it slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +2 CON defense (+2 modifier), burden 2 (-2 modifier)
    overall modifier, cost & weight: +0, 6 gp, 6 lb

    name: Heavy Wooden Shield (Arms)
    text: "A heavy wooden shield. Great at deflecting attacks but it greatly slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +3 STR defense (+3 modifier), burden 3 (-3 modifier)
    overall modifier, cost & weight: +0, 7 gp, 7 lb

    ---hands---

    name: Copper Ring of Justice (Hands)
    text: "A copper ring of justice. Those who wear it are charismatic but they hate to intimidate others."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CHA defense (+1 modifier), -4 intimidate-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Gauntlets (Hands)
    text: "Two light metallic gauntlets..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 STR defense (+1 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -level 1-

    name: Gloves of the Thief (Hands)
    text: "These gloves aid the sneaky ones."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: fetch (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Gloves of the Acrobat (Hands)
    text: "Tumble..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: tumble (+2 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -level 3-

    name: Gloves of the Duelist (Hands)
    text: "Time to duel..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: sneak attack (+1 modifier), feint (+1 modifier), counterattack (+1 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    ---torso---

    name: Light Leather Armor (Torso)
    text: "A light leather torso armor. Avoid acid..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CON defense (+1 modifier), vulnerable 5 acid (-1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 10 lb

    name: Medium Leather Armor (Torso)
    text: "A medium leather torso armor. Avoid acid..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +2 CON defense (+2 modifier), vulnerable 10 acid (-2 modifier)
    overall modifier, cost & weight: +0, 15 gp, 15 lb

    name: Heavy Leather Armor (Torso)
    text: "A heavy leather torso armor. Avoid acid..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +3 CON defense (+3 modifier), vulnerable 15 acid (-3 modifier)
    overall modifier, cost & weight: +0, 20 gp, 20 lb

    name: Lesser Robes of Strength (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 STR defense (+1 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Lesser Robes of Dexterity (Torso)
    text: "These robes increase your dexterity-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 DEX defense (+1 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Lesser Robes of Constitution (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CON defense (+1 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Lesser Robes of Charisma (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CHA defense (+1 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Lesser Robes of Intelligence (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 INT defense (+1 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Lesser Robes of Wisdom (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 WIS defense (+1 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    ---back---

    name: Adventurer's backpack of holding (Back)
    text: "A backpack that can store a great amount of things!"
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: holding (+1 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    ---waist---

    name: Copper Belt of Constitution (Waist)
    text: "Copper belt of constitution adds to your constitution defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 CON defense (+1 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---legs---

    name: Copper kneecaps of Dexterity (Legs)
    text: "Copper kneecaps of dexterity add to your dexterity defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 DEX defense (+1 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Kneecaps (Legs)
    text: "Two light metallic kneecaps..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 DEX defense (+1 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---feet---

    name: Light Boots (Feet)
    text: "Two light metallic boots..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: +1 DEX defense (+1 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -level 1-

    name: Lesser Walker's Shoes (Feet)
    text: "These shoes let you walk fast."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    properties: walker 1 (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 2 lb

    PM me if you wish to ask about Clerics & Crusaders.

  16. - Top - End - #16
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    --- MARTIAL SLOT ITEMS ---

    Spoiler
    Show


    ---head---

    name: Iron Tiara of Authority (Head)
    text: "An iron tiara of authority. Those who wear it are wise but cynical, making them difficult to negotiate with."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 WIS defense (+2 modifier), -4 diplomacy-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Light Metallic Helmet (Head)
    text: "A light metallic helmet. It covers the top and the back of the head, as well as the ears."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 CON defense (+2 modifier), -4 listen-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Metallic Helmet (Head)
    text: "A medium metallic helmet. It covers a greater area than a light helmet but it blocks the all-around vision of the user."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +3 CON defense (+3 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Heavy Metallic Helmet (Head)
    text: "A heavy metallic helmet. It covers the whole head but things are somewhat suffocating inside it."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +4 CON defense (+4 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), -4 smell-CON (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -level 1-

    name: Helmet of the 5-foot Step (Head)
    text: "A light metallic helmet that covers the top and the back of the head, as well as the ears. Its user becomes eager to shift."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 CON defense (+2 modifier), -4 listen-CHA (-1 modifier), shift (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Runner's Helmet (Head)
    text: "A medium metallic helmet that covers a greater area than a light helmet but it blocks the all-around vision of the user. Its user becomes eager to run... faster than normal."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +3 CON defense (+3 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), run (+1 modifier), walker 1 (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 2 lb

    -level 3-

    name: Helmet of Disguise (Head)
    text: "A heavy metallic helmet that covers the whole head but things are somewhat suffocating inside it. You supernaturaly can do minor changes to your body's appearence with it but your face remains that of the helmet."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +4 CON defense (+4 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), -4 smell-CON (-1 modifier), disguise (+1 modifier)
    overall modifier, cost & weight: +3, 300 gp, 3 lb

    ---neck---

    name: Iron Amulet of Truth(Neck)
    text: "An iron amulet of truth. Those who wear it are smart but can not lie with ease."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 INT defense (+2 modifier), -4 bluff-INT (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    ---arms---

    name: Iron Bracers of Strength (Arms)
    text: "Iron bracers of strength add to your strength defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 STR defense (+2 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Metallic Shield (Arms)
    text: "A light shield made by a single piece of metal. Great at deflecting attacks but it slightly slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 DEX defense (+2 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Medium Metallic Shield (Arms)
    text: "A medium shield made by a single piece of metal. Great at deflecting attacks but it slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +3 CON defense (+3 modifier), burden 2 (-2 modifier)
    overall modifier, cost & weight: +0, 6 gp, 6 lb

    name: Heavy Metallic Shield (Arms)
    text: "A heavy shield made by a single piece of metal. Great at deflecting attacks but it greatly slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +4 STR defense (+4 modifier), burden 3 (-3 modifier)
    overall modifier, cost & weight: +0, 7 gp, 7 lb

    ---hands---

    name: Iron Ring of Justice (Hands)
    text: "An iron ring of justice. Those who wear it are charismatic but they hate to intimidate others."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 CHA defense (+2 modifier), -4 intimidate-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Gauntlets (Hands)
    text: "Two medium metallic gauntlets..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 STR defense (+2 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    -level 4-

    name: Gloves of the Mole (Hands)
    text: "The perfect burrowing tool."
    power source: Fey or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: burrow (+5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Gloves of the Turtle (Hands)
    text: "The perfect swimming tool."
    power source: Fey or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: swim (+5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Gloves of the Spider (Hands)
    text: "The perfect climbing tool."
    power source: Fey or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: climb (+5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---torso---

    name: Light Metallic Torso Armor (Torso)
    text: "A light metallic torso armor made by a single piece of metal. Avoid acid and electricity at all costs!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +3 CON defense (+3 modifier), vulnerable 5 acid & 5 electricity (-2 modifier)
    overall modifier, cost & weight: +0, 10 gp, 10 lb

    name: Medium Metallic Torso Armor (Torso)
    text: "A medium metallic torso armor made by a single piece of metal. Avoid acid and electricity at all costs!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +4 CON defense (+4 modifier), vulnerable 10 acid & 5 electricity (-3 modifier)
    overall modifier, cost & weight: +0, 15 gp, 15 lb

    name: Heavy Metallic Torso Armor (Torso)
    text: "A heavy metallic torso armor made by a single piece of metal. Avoid acid and electricity at all costs!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +5 CON defense (+5 modifier), vulnerable 10 acid & 10 electricity (-4 modifier)
    overall modifier, cost & weight: +0, 20 gp, 20 lb

    name: Robes of Strength (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 STR defense (+2 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Robes of Dexterity (Torso)
    text: "These robes increase your dexterity-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 DEX defense (+2 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Robes of Constitution (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 CON defense (+2 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Robes of Charisma (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 CHA defense (+2 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Robes of Intelligence (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 INT defense (+2 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Robes of Wisdom (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 WIS defense (+2 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    ---back---

    name: Light Adventurer's Backpack of Holding (Back)
    text: "A light backpack that can store a great amount of things!"
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: holding (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    ---waist---

    name: Iron Belt of Constitution (Waist)
    text: "Iron belt of constitution adds to your constitution defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 CON defense (+2 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---legs---

    name: Iron Kneecaps of Dexterity (Legs)
    text: "Iron kneecaps of dexterity add to your dexterity defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 DEX defense (+2 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Kneecaps (Legs)
    text: "Two medium metallic kneecaps..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +2 DEX defense (+2 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    ---feet---

    name: Medium Boots (Feet)
    text: "Two medium metallic boots..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (+1 modifier)
    properties: +2 DEX defense (+2 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Sandals of Power (Neck)
    text: "This pair of sandals boosts strength and charisma but a curse makes you weak against plagues."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +1 STR defense & +1 CHA defense (+2 modifier), vulnerable 5 disease (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Sandals of Reflexes (Neck)
    text: "This pair of sandals boosts dexterity and intelligence but a curse makes you weak against plagues."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +1 DEX defense & +1 INT defense (+2 modifier), vulnerable 5 disease (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Sandals of Endurance (Neck)
    text: "This pair of sandals boosts constitution and wisdom but a curse makes you weak against plagues."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: +1 CON defense & +1 WIS defense (+2 modifier), vulnerable 5 disease (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    -level 1-

    name: Walker's Shoes (Feet)
    text: "These shoes let you walk faster."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    properties: walker 2 (+2 modifier)
    overall modifier, cost & weight: +1, 100 gp, 2 lb

    PM me if you wish to ask about Clerics & Crusaders.

  17. - Top - End - #17
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    --- EXOTIC SLOT ITEMS ---

    Spoiler
    Show


    ---head---

    name: Golden Tiara of Authority (Head)
    text: "A golden tiara of authority. Those who wear it are wise but cynical, making them difficult to negotiate with."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 WIS defense (+3 modifier), -4 diplomacy-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Light Scale Helmet (Head)
    text: "A light helmet, said to be made by the scales of a slain dragon. It covers the top and the back of the head, as well as the ears."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 CON defense (+3 modifier), -4 listen-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Scale Helmet (Head)
    text: "A medium helmet, said to be made by the scales of a slain dragon. It covers a greater area than the light helmet but it blocks the all-around vision of the user."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +4 CON defense (+4 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Heavy Scale Helmet (Head)
    text: "A heavy helmet, said to be made by the scales of a slain dragon. It covers the whole head but things are somewhat suffocating inside it."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +5 CON defense (+5 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), -4 smell-CON (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -level 1-

    name: Light Whitescale Helmet (Head)
    text: "A light helmet, said to be made by the scales of a slain white dragon, that covers the top and the back of the head, as well as the ears. It gives you the ability to turn your body to an ice as strong as stone."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 CON defense (+3 modifier), -4 listen-CHA (-1 modifier), stoneskin (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -level 2-

    name: Medium Blackscale Helmet (Head)
    text: "A medium helmet, said to be made by the scales of a slain black dragon, that covers a greater area than the light helmet but it blocks the all-around vision of the user. It reduces the light of the area around you."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +4 CON defense (+4 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), darkness 10/20 (+2 modifier)
    overall modifier, cost & weight: +2, 200 gp, 2 lb

    -level 3-

    name: Heavy Greenscale Helmet (Head)
    text: "A heavy helmet, said to be made by the scales of a slain green dragon, that covers the whole head but things are somewhat suffocating inside it. You become expert at hiding while wearing it."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +5 CON defense (+5 modifier), -4 spot-DEX (-1 modifier), -4 listen-CHA (-1 modifier), -4 smell-CON (-1 modifier), hide (+3 modifier)
    overall modifier, cost & weight: +3, 300 gp, 3 lb

    ---neck---

    name: Golden Amulet of Truth(Neck)
    text: "A golden amulet of truth. Those who wear it are smart but can not lie with ease."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 INT defense (+3 modifier), -4 bluff-INT (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    ---arms---

    name: Golden Bracers of Strength (Arms)
    text: "Golden bracers of strength add to your strength defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 STR defense (+3 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Light Scale Shield (Arms)
    text: "A light shield, said to be made by the scales of a slain dragon. Great at deflecting attacks but it slightly slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 DEX defense (+3 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Medium Scale Shield (Arms)
    text: "A medium shield, said to be made by the scales of a slain dragon. Great at deflecting attacks but it slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +4 CON defense (+4 modifier), burden 2 (-2 modifier)
    overall modifier, cost & weight: +0, 6 gp, 6 lb

    name: Heavy Scale Shield (Arms)
    text: "A heavy shield, said to be made by the scales of a slain dragon. Great at deflecting attacks but it greatly slows you down."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +5 STR defense (+5 modifier), burden 3 (-3 modifier)
    overall modifier, cost & weight: +0, 7 gp, 7 lb

    ---hands---

    name: Golden Ring of Justice (Hands)
    text: "A golden ring of justice. Those who wear it are charismatic but they hate to intimidate others."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 CHA defense (+3 modifier), -4 intimidate-CHA (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Heavy Gauntlets (Hands)
    text: "Two heavy metallic gauntlets..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 STR defense (+3 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Locked Gauntlets (Hands)
    text: "Two light metallic gauntlets that lock in order to prevent disarming."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +1 STR defense (+1 modifier), immune to disarm (+2 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    ---torso---

    name: Light Scale Torso Armor (Torso)
    text: "A light metallic torso armor, said to be made by the scales of a slain dragon. Dragon or not, avoid acid and electricity at all costs!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +4 CON defense (+4 modifier), vulnerable 5 acid & 5 electricity (-2 modifier)
    overall modifier, cost & weight: +0, 10 gp, 10 lb

    name: Medium Scale Torso Armor (Torso)
    text: "A medium metallic torso armor, said to be made by the scales of a slain dragon. Dragon or not, avoid acid and electricity at all costs!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +5 CON defense (+5 modifier), vulnerable 10 acid & 5 electricity (-3 modifier)
    overall modifier, cost & weight: +0, 15 gp, 15 lb

    name: Heavy Scale Torso Armor (Torso)
    text: "A heavy metallic torso armor, said to be made by the scales of a slain dragon. Dragon or not, avoid acid and electricity at all costs!"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +6 CON defense (+6 modifier), vulnerable 10 acid & 10 electricity (-4 modifier)
    overall modifier, cost & weight: +0, 20 gp, 20 lb

    name: Greater Robes of Strength (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 STR defense (+3 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Greater Robes of Dexterity (Torso)
    text: "These robes increase your dexterity-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 DEX defense (+3 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Greater Robes of Constitution (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 CON defense (+3 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Greater Robes of Charisma (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 CHA defense (+3 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Greater Robes of Intelligence (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 INT defense (+3 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Greater Robes of Wisdom (Torso)
    text: "These robes increase your strength-based defense but an ancient curse makes you lose the ability to taste."
    power source: Arcane or Divine or Elemental
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 WIS defense (+3 modifier), -4 taste-WIS (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    ---back---

    name: Fast Adventurer's backpack of holding (Back)
    text: "A backpack that aids your walking speed and can store a great amount of things!"
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: holding (+1 modifier), walker 1 (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    -level 5-

    name: Steampunk Wings (Back)
    text: "A pair of bat-like or bird-like metal wings, partially enchanted and full of screws and gears, grant you the ability to fly."
    power source: Fey or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: wings (+7 modifier)
    overall modifier, cost & weight: +5, 500 gp, 5 lb

    -level 8-

    name: Flying Cape (Back)
    text: "A cape that gives you the ability to fly."
    power source: Fey or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: fly (+10 modifier)
    overall modifier, cost & weight: +8, 800 gp, 5 lb

    ---waist---

    name: Golden Belt of Constitution (Waist)
    text: "Golden belt of constitution adds to your constitution defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 CON defense (+3 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Black Belt of Body (Waist)
    text: "This belt buffs the defenses of the body but a curse makes you lose your smell."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +1 STR defense & +1 DEX defense & +1 CON defense (+3 modifier), -4 smell-CON (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Black Belt of Mind (Waist)
    text: "This belt buffs the defenses of the mind but a curse makes you lose your smell."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +1 CHA defense & +1 INT defense & +1 WIS defense (+3 modifier), -4 smell-CON (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -level 4-

    name: Lesser Universal Belt (Waist)
    text: "This lesser belt buffs all the defenses and gives a feeling of superiority and overconfidence to its user."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +1 STR defense & +1 DEX defense & +1 CON defense & +1 CHA defense & +1 INT defense & +1 WIS defense (+6 modifier)
    overall modifier, cost & weight: +4, 400 gp, 3 lb

    -level 10-

    name: Greater Universal Belt (Waist)
    text: "This greater belt buffs all the defenses and gives a feeling of superiority and overconfidence to its user."
    power source: Mind or Dark or Far
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +2 STR defense & +2 DEX defense & +2 CON defense & +2 CHA defense & +2 INT defense & +2 WIS defense (+12 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 3 lb

    ---legs---

    name: Golden Kneecaps of Dexterity (Legs)
    text: "Golden kneecaps of dexterity add to your dexterity defense and make you feel less pain, which is not always a good thing."
    power source: Fey or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 DEX defense (+3 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Heavy Kneecaps (Legs)
    text: "Two heavy metallic kneecaps..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 DEX defense (+3 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    ---feet---

    name: Heavy Boots (Feet)
    text: "Two heavy metallic boots..."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: +3 DEX defense (+3 modifier), -4 feel-STR (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -level 1-

    name: Waterwalker Shoes (Feet)
    text: "These shoes let you walk on water."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: waterwalk (+3 modifier)
    overall modifier, cost & weight: +1, 100 gp, 2 lb

    name: Greater Walker's Shoes (Feet)
    text: "These shoes let you walk the fastest way possible."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: walker 3 (+3 modifier)
    overall modifier, cost & weight: +1, 100 gp, 2 lb

    -level 2-

    name: Halfling Sandboots (Feet)
    text: "Two leather boots of the sand halflings."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: sandwalk & quicksandwalk (+3 modifier), resist 5 fire (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 2 lb

    -level 3-

    name: Elven Forestboots (Feet)
    text: "Two leather boots of the wood elves."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: forestwalk & swampwalk (+3 modifier), resist 5 venom & 5 disease (+2 modifier)
    overall modifier, cost & weight: +3, 300 gp, 2 lb

    name: Gnomish Iceboots (Feet)
    text: "Two leather boots of the ice gnomes."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: snowwalk & icewalk & avalancewalk (+4 modifier), resist 5 cold (+1 modifier)
    overall modifier, cost & weight: +3, 300 gp, 2 lb

    -level 9-

    name: Liquidwalker Shoes (Feet)
    text: "Two silvered shoes that let you walk on every liquid surface."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    properties: waterwalk & acidwalk & lavawalk (+11 modifier)
    overall modifier, cost & weight: +9, 900 gp, 2 lb

    PM me if you wish to ask about Clerics & Crusaders.

  18. - Top - End - #18
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    --- COSMOLOGY ---

    Spoiler
    Show


    -The Material World (Surface)-

    The surface world is populated mostly by humans and from light-colored races to dark-colored races, but not grey-colored races (the Undead live mostly indoors, especially into catacombs or into caves, or to the Underdark).
    The surface has a yellow sun and a blue sky, white clouds, a white moon and plenty of night stars.
    The continent is called Jierunham, like it or not, from an ancient tongue where it means "the jewel of the land" and it is surrounded by a never-ending sea waiting to be explored. Some claim it is impossible to cross the sea, others say there are other continents out there, waiting to be discovered by brave adventurers, and a few scholars believe Jierunham is actually an astral realm and the sea in front of us is actually the Astral Sea (or Astral Plane as it is more commonly known).
    Jierunham is known for its tall snowed mountaintops (and their daily avalanche), its vast deserts (and their common quicksands), its murky swamps (full of snakes and quicksands), its forests (full of wolves), its icy lakes (the ice may break so be careful), its hazardous acid pits and its volcanic pools of lava. In other words, wandering in Jierunham's wilderness is an explorer's destiny and an adventurer's dream.
    However, that does not mean Jierunham is uncivilized. There are at least 8 great metropolis standing on it.
    - Dwarvenna, the City of Dwarves, is the biggest and holds a population of 500 individuals (While 500 individuals seem low in real life, they are a lot in plenty of fantasy settings, including this one).
    - Estia, the Passage to the Underdark, is a human metropolis of 450 people. The only official and legal passage to the Underdark has been built there and the metropolis has gained great wealth, power and influence by the caravans passing by. This town appears both to Jierunham and to Suimez because it expands to both.
    - Elvenia, the Elven Metropolis, is a city of 400 souls that enjoy the relaxing way of the forest. If you are a person who is not in a hurry and hate being rushed to do things quickly, then Elvenia is the city of your dreams. This city appears to the Material plane at day and to the Feywild at night!
    - Launma, the Halfling Hideout, is a very large town for 350 very short humanoids. Everything in town is small and halfling-sized and taller races have a hard time not hitting their heads to the ceiling.
    - Junglira, the Town of the Gnomes, has 300 short fellows ready to perform only for you! The greatest performers of all the world come from Junglira and, despite of being short, the Gnomes have made this city for Medium creatures. This city appears to the Material plane at day and to the Feywild at night!
    - Forginna, the Forged City, is the town that stores 300 warforged that entered sleep-mode and await their awakening commands. Unfortunately, the owner of such an army of living constructs has long perished and the few awakened warforged have trouble running their city all alone. It appears to Mechanus too.
    - Greya, the City of Undeath, has a population of 250 undead. Due to the city's xenophobic nature, very little is known for its whereabouts. Some even claim it supernaturaly changes position by powerful rituals performed by its inhabitants! And yes, this city appears to many places for an unknown reason.
    - The Colosseum, a town that is a home for 200 people, coming from all the races. The best tailors, the best crafters and the best arena fights are here!

    -The Underground World (Underdark)-

    The Underdark is populated mostly by Undead and other grey-colored races, like the Drow and the Duergar.
    The Underdark is an enormous cavern that has a height of 100 squares most of time, a grey ceiling that is full of illuminating fungus that shine in any color or illuminating crystals that shine in any color and an orange moon that shines like a small burning bright sun.
    The Underdark continent is called Suimez, like it or not, from an ancient tongue where it means "middle soul" and refers to the phantasms and undead in general because their souls are neither to heaven nor to hell but somewhere to the middle. Moreover, it may refer to the fact the Underdark is somewhere to the middle, between the surface of the world and the center of it.
    Suimez is known for its colossal stalagmites (and their daily avalanches of stones and cave dirt caused by cavequakes), its vast rocky deserts (it has quicksands where the stones become thin as sand), its murky swamps (full of quicksands), its icy lakes (magic is strong down here, so are magically frozen lakes), its hazardous acid pits and its volcanic pools of lava. In other words, Suimez has nothing to be jealous for. It has all the hazards Jierunham has and even more if you think how hostile civilization is here.
    Talking about civilization, there are 5 great metropolis expanding within it.
    - Estia, the Passage to the Surface, is a human metropolis of 450 people. The only official and legal passage to the Underdark has been built there and the metropolis has gained great wealth, power and influence by the caravans passing by. This town appears both to Jierunham and to Suimez because it expands to both of them.
    - Drowia, the Metropolis of the Drow, holds 300 inside to protect them from the harsh outside world of the Underdark (or just to prevent them from fleeing the city, it is just up to your point of view).
    - Greya, the City of Undeath, has a population of 250 undead. Due to the city's xenophobic nature, very little is known for its whereabouts. Some even claim it supernaturaly changes position by powerful rituals performed by its inhabitants! And yes, this city appears to many places for an unknown reason.
    - Duergaria, the Town of the Duergars, settles 200 dwarven souls. They say they welcome guests, they offer them ale, share tales of adventure with them, but they are not allowed to ever leave the town and if they refuse they are killed on sight. The only way for a guest to leave the town unharmed is to survive the town's arena (and they say no one survives the town's last monster).
    - The Guild, a town of 100 people from all the races that have banded together in order to help other people to survive the harsh way of life in the Underdark.

    -The Feywild (Land of the Fey)-

    The Feywild is populated mostly by elves and other fey. It lacks the Underdark of the Surface world of the Material plane, though you can find vast caverns here and there inhabited mostly by wild animals.
    The Feywild has a blue sun and a white sky, golden clouds, a silver moon and much more night stars than those of the Material plane. In Feywild it is never dark, not even at night time where the illumination is dim.
    The Feywild continent is called Wellen, coming from the ancient words "wel" that means "always" and "len" that means "light" and it is translated as "Endless Day", and it is surrounded by mountains so tall and so iced that they have avalanches every time of the year. However, those provide the Feywild rivers with tons of the sweetest water you will ever taste. Of course, Wellen has as many natural hazards as Jierunham, if not even more.
    Some claim it is impossible to cross the iced mountains, others say there are other continents beyond them, we just need to invent a flying machine of some sort, and a few sages believe Wellen is just a fragment of the Dream Realm and nothingness lies beyond the mountains.
    The Feywild is wild, but that does not mean Wellen is uncivilized. There are at least 7 great towns standing on it.
    - The City, it is called just like that and it is the place where 500 humanoids from every race you can imagine live their tribal-like lifestyle. Instead of building houses, they use the ancient ruins like homes. These ruins belonged to the unknown civilization that gave the names to the continents. If you like settling your differences with your neighbor in the old-fashion way with a club, then this is the City for you.
    - Elvenia, the Elven Metropolis, is a city of 400 souls that enjoy the relaxing way of the forest. If you are a person who is not in a hurry and hate being rushed to do things quickly, then Elvenia is the city of your dreams. This city appears to the Material plane at day and to the Feywild at night!
    - Eladrina, the White Tower, is a high elf city of 350 people. If your power source is fey, arcane or star and you wish to study magic, then this is probably the place you dreamed for. Magic duels take place here and they are a great attraction and a good income that balances the costly researches of the White Tower. They say the White Tower and the Black Tower are sworn enemies.
    - Junglira, the Town of the Gnomes, has 300 short fellows ready to perform only for you! The greatest performers of all the world come from Junglira and, despite of being short, the Gnomes have made this city for Medium creatures. This city appears to the Material plane at day and to the Feywild at night!
    - Greya, the City of Undeath, has a population of 250 undead. Due to the city's xenophobic nature, very little is known for its whereabouts. Some even claim it supernaturaly changes position by powerful rituals performed by its inhabitants! And yes, this city appears to many places for an unknown reason.
    - Forestina, the Town of the Wild Elves, have 200 souls settled in it. Lately, the wild elves have a great reproduction problem and their metropolis is way back in population in comparison to other cities. Some suspect witchcraft.
    - Goodberry, a town of 150 people from all the fey races, is a highly religious settlement. You will find a shrine of every deity ever existed in here, except from the dark ones!

    -The Shadowfell (Plane of Shadow)-

    The Shadowfell is populated mostly by Undead, especially spectral ones, and a few other creatures that are able to withstand its completely hostile nature.
    The Shadowfell is an enormous cavern that has a height of 100 squares most of time, a grey ceiling that lacks any illuminating fungus and any illuminating crystals and it just has a silver moon that shines with a dim light.
    The Shadowfell continent is called Vnalen, coming from the ancient words "vna" that means "never" and "len" that means "light" and it is translated as "Endless Night". Moreover, unlike the Underdark of the Material world, it lacks a surface world, except if you consider as a surface the biggest cavern to the middle that is being lit by the silver moon.
    Vnalen is known for its colossal stalagmites (and their daily avalanches of stones and cave dirt caused by cavequakes), its vast rocky deserts (it has quicksands where the peebles become thin as sand), its murky swamps (full of quicksands), its icy lakes (magic is strong down here, so are magically frozen lakes), its hazardous acid pits and its volcanic pools of lava. In other words, Vnalen has nothing to be jealous for. It has all the hazards Suimez has and even more if you think how hostile civilization is here.
    Talking about civilization, there are 3 great metropolis expanding within it.
    - Shadara, the Black Tower, is a Shadar-kai metropolis of 350 people. If your power source is dark, divine or far and you wish to study dark religion, then this is probably the place you dreamed for, though the scenery is more like a nightmare. Torture devices of inquisitors and campfires ready to burn witches that oppose the words of the teachers are just a few of things you must be ready to endure if you wish to study here. They say the White Tower and the Black Tower are sworn enemies.
    - Greya, the City of Undeath, has a population of 250 undead. Due to the city's xenophobic nature, very little is known for its whereabouts. Some even claim it supernaturally changes position by powerful rituals performed by its inhabitants! And yes, this city appears to many places for an unknown reason.
    - The Catacombs, a town of 100 people from all the races that have gathered here in order to honor their dark gods that are not allowed to be worshiped in other civilized lands. A creepy and unholy place, very few dare to venture to the Catacombs.

    -The Astral Sea (Astral Plane)-

    The Astral Sea is a never-ending sea waiting to be explored, though it is actually impossible to explore it all since it is infinite. Some dare to say that Astral Sea is like the Ethereal Plane and the Plane of Dreams; planes that actually do not exist. They tell stories of floating islands across the Astral Sea, others say there are whole continents out there, waiting to be discovered by brave adventurers.
    In order to move safely into the astral sea, you need an astral vessel which is a vehicle capable of moving very fast through the plane of existence. Or you should use at least a simple boat to use to float through the soft crest of the silver, almost invisible waves of the Astral Sea. If you lack both, you can fly up to 2 squares, by using a move action, with your raw willpower but you can not fly above 100 squares or below 100 squares of the sea level (only flying machines of some sort or submarines of some sort can break these limits).
    In the Astral Sea, creatures that breathe air can breathe water as well as air and vice versa. Unknown to many, weather exists in this plane of existence and thunderstorms, lightning storms, tornados and tsunamis are more common in the Astral Sea than many people think and they have ruined an astral voyage and a vessel or two...
    The sky as well as the sea in the Astral Plane have silver color, no sun or moon, an infinite amount of stars and bright light in an endless day. Clouds are silver in color.
    Finally, there are 4 cities of importance.
    - The Red Dirt, or the Red Skull Pirate Cove, as it is more commonly known, is a Githyanki pirate bay of 250. All of them are pirates, led by the red dragon Redskull, and they are all deadly!
    - The Fishers Island, a floating and peaceful island of 200 human fishers. They are kind and known for their hospitality. But what kind of fish do they catch? There is no fish in Astral Sea and they refuse to say!
    - The Deadly Narrows, an amount of colossal rocks combined with permanently bad weather. Many astral vessels have been driven to the hostile rocks by the currents and the hurricanes. However, it is said that in the most colossal rock there is a secret city of 150 warforged! Can you find it?
    - The Temple of the Forgotten God of Sun, is an underwater house that settles both the Forgotten God of Sun and the 100 priests of his majesty. The agenda of the forgotten god is unknown but it is for the greater good.

    -The Elemental Chaos (Ever Changing Chaos of Limbo)-

    The Elemental Chaos is a never-ending sea of acid waiting to be explored, though it is actually impossible to explore it all since it is infinite. If you enter the acid or start your turn there you take 1d12 acid damage. They tell stories of floating islands of solid earth, volcanic fire, iced water or even air currents across the Elemental Chaos, others say there are whole continents out there made of these elements, waiting to be discovered by brave adventurers.
    In order to move safely into the Elemental Chaos, you need an elemental vessel which is a vehicle capable of moving very fast through the plane of existence. Or you should use at least a simple acid-proof boat to use to float through the soft crest of the green, slightly invisible acidic waves of the Elemental Chaos. If you lack both, you can fly up to 2 squares, by using a move action, with your raw willpower but you can not fly above 100 squares or below 100 squares of the sea level (only flying machines of some sort or submarines of some sort can break these limits).
    Despite of being corrosive, creatures that breathe in water can breathe in the Elemental Chaos' acid as well. Known to all, extreme weather conditions is a permanent site in this plane of existence and firestorms, lightning storms, debris tornados and tsunamis are more common in the Elemental Chaos than to any other plane of existence and they have ruined an elemental voyage and a vessel or two...
    The sky as well as the sea in the Elemental Chaos have green color, no sun or moon or stars and bright light in an endless day. Clouds are lime green in color and the rain is usually acid rain and deals 1 acid damage per turn.
    Finally, there are 3 important towns.
    - The Monastery, or The Githzerai Settlement, where 250 Githzerai live and practice their monastic lives. An oasis of law in this realm of chaos, many Ki or Mind classes are trained here, especially monks.
    - The Lair of the Slaadi, where it is estimated that 200 Slaadi of all the variants live. A really dangerous place for most beings, only the most foolish treasure hunters dare to explore its pits because, as they say, the Slaadi carry all the equipment of their victims within this lair and magic items of great value are stored here.
    - The Elementalia, where 150 elementals of all variants live and, somehow, they have managed to create a normal town, as normal as a town of various elementals can be. All kind of elementals work together in order to do a job and somehow they manage it. For example, earth elementals carry the metal while fire elementals work the metal, at the same time water elementals cool down the metal and air elementals sharpen the metal. The result is a longsword...

    -Heaven (Positive Energy Plane)-

    Many tales picture the Positive Energy Plane as the heaven. And maybe rightfully so. Everything seems so alive in it and abilities that Regenerate or Heal work twice as good as they would had worked in the Material Plane. On the other hand, Bleeding and Draining outright fail.
    Heaven has three white suns and a light blue sky, white clouds and no night. Light is everywhere bright, even inside enclosed buildings or caverns where it ought to be total darkness.
    Heaven is mostly plains full of farms and agriculture to keep the population fed with a great variety of plant products. Of course, there is the occasional lake, river, spring or waterfall and the occasional hill, cliff, cave or mountain.
    There is one place of importance.
    - Hestavar, the Continent of the Sun, a city that is actually in the size of a continent. It is so big in order to settle all the saved souls of those who died and passed in the afterlife, though not everyone in Hestavar is already dead.

    -Hades (Negative Energy Plane)-

    Many tales picture the Negative Energy Plane as the hades. And maybe rightfully so. Everything seems so dead in it and abilities that Regenerate or Heal fail to work in here. On the other hand, Bleeding and Draining are twice as good as they would had been in the Material Plane.
    Hades has a black sky and an endless night. It is starless, sunless, moonless, without clouds and with strong winds. A dirt desert full of tortured souls and spectral undead. Light is nonexistent and most of its inhabitants would be shocked in the presence of even a single torch.
    There are no places of importance here.

    -The Clockwork Nirvana (of Mechanus)-

    The Clockwork Nirvana of Mechanus is the plane of law. A steampunk plane, it is full of colossal gears, screws and metal joints that serve an unknown greater purpose. Some say they harvest the energy of the plane, while others believe they support the weight of the universe. Moreover, Mechanus is also a never-ending sea of lava waiting to be explored, though it is actually impossible to explore it all since it is infinite. If you enter the lava or start your turn there you take 1d12 fire damage.
    In order to move safely into Mechanus, you need an elemental vessel which is a vehicle capable of moving very fast through the plane of existence. Or you should use at least a simple lava-proof boat to use to float through the crest of the red, burning waves of the molten lava of Mechanus. If you lack both, you can fly up to 2 squares, by using a move action, with your raw willpower but you can not fly above 100 squares or below 100 squares of the sea level (only flying machines of some sort or submarines of some sort can break these limits).
    The sky as well as the sea in the Elemental Chaos have red color, no sun or moon or stars and bright light in an endless day. Clouds are dark grey to black, either due to industrial pollution of the plane or due to volcanic fumes and vapors. The rain is usually acid rain and deals 1 acid damage per turn.
    There is one place of importance.
    - Forginna, the Forged City, is the town that stores 300 warforged that entered sleep-mode and await their awakening commands. Unfortunately, the owner of such an army of living constructs has long perished and the few awakened warforged have trouble running their city all alone. It appears to Mechanus because it is linked with it via a portal.

    -The Far Realm (Far Plane)-

    The Far Realm is where aberrations and madness originally came. Very little is known for it and no one has managed to go there. No one who lived to return to tell the tale at least. Some even doubt it is even possible to go there. Our knowledge for the plane is minimal, so is the info we are giving to you...
    There are no places of importance here.

    -Nine Hells (and Abyss)-

    The Nine Hells and Abyss as well as their inhabitants are non-existent in my world for a simple reason; they are aberrations. Far Realm is the madness that created Abyss and then Asmode-whatever became corrupted by the Abyss and made the Nine Hells. So, voila, they were all aberrant creatures since the beginning. Complexity for the sake of complexity is usually a bad thing, so I remove them from the game.

    -The Ethereal Plane (and the Dream Realm)-

    The Ethereal Plane and the Plane of the Dreams are not real planes in my world. They just exist in the imaginations of the people.

    Last edited by ARTHAN; 2020-06-08 at 08:02 AM.
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  19. - Top - End - #19
    Halfling in the Playground
     
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    Default Re: Clerics & Crusaders

    TROOPER STAT TABLE (2 HEALING TOKENS, 2 POWERS, 2 SKILLS)

    Spoiler
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    level & XP: 1 (initiative +1) 20 XP attack: +3 (+4 with footsoldier) defense & hp: 11 (4 hp) damage: 3 (4 with footsoldier)
    level & XP: 2 (initiative +2) 40 XP attack: +4 (+5 with footsoldier) defense & hp: 12 (6 hp) damage: 4 (5 with footsoldier)
    level & XP: 3 (initiative +3) 60 XP attack: +5 (+6 with footsoldier) defense & hp: 13 (8 hp) damage: 5 (6 with footsoldier)
    level & XP: 4 (initiative +4) 80 XP attack: +6 (+7 with footsoldier) defense & hp: 14 (10 hp) damage: 6 (7 with footsoldier)
    level & XP: 5 (initiative +5) 100 XP attack: +7 (+8 with footsoldier) defense & hp: 15 (12 hp) damage: 7 (8 with footsoldier)
    level & XP: 6 (initiative +6) 120 XP attack: +8 (+9 with footsoldier) defense & hp: 16 (14 hp) damage: 8 (9 with footsoldier)
    level & XP: 7 (initiative +7) 140 XP attack: +9 (+10 with footsoldier) defense & hp: 17 (16 hp) damage: 9 (10 with footsoldier)
    level & XP: 8 (initiative +8) 160 XP attack: +10 (+11 with footsoldier) defense & hp: 18 (18 hp) damage: 10 (11 with footsoldier)
    level & XP: 9 (initiative +9) 180 XP attack: +11 (+12 with footsoldier) defense & hp: 19 (20 hp) damage: 11 (12 with footsoldier)
    level & XP: 10 (initiative +10) 200 XP attack: +12 (+13 with footsoldier) defense & hp: 20 (22 hp) damage: 12 (13 with footsoldier)



    GUARD STAT TABLE (3 HEALING TOKENS, 3 POWERS, 3 SKILLS)

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    level & XP: 1 (initiative +1) 30 XP attack: +3 (+4 with footsoldier) defense & hp: 11 (6 hp) damage: 4 (5 with footsoldier)
    level & XP: 2 (initiative +2) 60 XP attack: +4 (+5 with footsoldier) defense & hp: 12 (9 hp) damage: 5 (6 with footsoldier)
    level & XP: 3 (initiative +3) 90 XP attack: +5 (+6 with footsoldier) defense & hp: 13 (12 hp) damage: 6 (7 with footsoldier)
    level & XP: 4 (initiative +4) 120 XP attack: +6 (+7 with footsoldier) defense & hp: 14 (15 hp) damage: 7 (8 with footsoldier)
    level & XP: 5 (initiative +5) 150 XP attack: +7 (+8 with footsoldier) defense & hp: 15 (18 hp) damage: 8 (9 with footsoldier)
    level & XP: 6 (initiative +6) 180 XP attack: +8 (+9 with footsoldier) defense & hp: 16 (21 hp) damage: 9 (10 with footsoldier)
    level & XP: 7 (initiative +7) 210 XP attack: +9 (+10 with footsoldier) defense & hp: 17 (24 hp) damage: 10 (11 with footsoldier)
    level & XP: 8 (initiative +8) 240 XP attack: +10 (+11 with footsoldier) defense & hp: 18 (27 hp) damage: 11 (12 with footsoldier)
    level & XP: 9 (initiative +9) 270 XP attack: +11 (+12 with footsoldier) defense & hp: 19 (30 hp) damage: 12 (13 with footsoldier)
    level & XP: 10 (initiative +10) 300 XP attack: +12 (+13 with footsoldier) defense & hp: 20 (33 hp) damage: 13 (14 with footsoldier)



    COMBATANT STAT TABLE (4 HEALING TOKENS, 4 POWERS, 4 SKILLS)

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    level & XP: 1 (initiative +2) 40 XP attack: +4 (+5 with footsoldier) defense & hp: 12 (8 hp) damage: 6 (7 with footsoldier)
    level & XP: 2 (initiative +3) 80 XP attack: +5 (+6 with footsoldier) defense & hp: 13 (12 hp) damage: 7 (8 with footsoldier)
    level & XP: 3 (initiative +4) 120 XP attack: +6 (+7 with footsoldier) defense & hp: 14 (16 hp) damage: 8 (9 with footsoldier)
    level & XP: 4 (initiative +5) 160 XP attack: +7 (+8 with footsoldier) defense & hp: 15 (20 hp) damage: 9 (10 with footsoldier)
    level & XP: 5 (initiative +6) 200 XP attack: +8 (+9 with footsoldier) defense & hp: 16 (24 hp) damage: 10 (11 with footsoldier)
    level & XP: 6 (initiative +7) 240 XP attack: +9 (+10 with footsoldier) defense & hp: 17 (28 hp) damage: 11 (12 with footsoldier)
    level & XP: 7 (initiative +8) 280 XP attack: +10 (+11 with footsoldier) defense & hp: 18 (32 hp) damage: 12 (13 with footsoldier)
    level & XP: 8 (initiative +9) 320 XP attack: +11 (+12 with footsoldier) defense & hp: 19 (36 hp) damage: 13 (14 with footsoldier)
    level & XP: 9 (initiative +10) 360 XP attack: +12 (+13 with footsoldier) defense & hp: 20 (40 hp) damage: 14 (15 with footsoldier)
    level & XP: 10 (initiative +11) 400 XP attack: +13 (+14 with footsoldier) defense & hp: 21 (44 hp) damage: 15 (16 with footsoldier)



    ASSASSIN STAT TABLE (5 HEALING TOKENS, 5 POWERS, 5 SKILLS)

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    level & XP: 1 (initiative +2) 50 XP attack: +4 (+5 with footsoldier) defense & hp: 12 (10 hp) damage: 7 (8 with footsoldier)
    level & XP: 2 (initiative +3) 100 XP attack: +5 (+6 with footsoldier) defense & hp: 13 (15 hp) damage: 8 (9 with footsoldier)
    level & XP: 3 (initiative +4) 150 XP attack: +6 (+7 with footsoldier) defense & hp: 14 (20 hp) damage: 9 (10 with footsoldier)
    level & XP: 4 (initiative +5) 200 XP attack: +7 (+8 with footsoldier) defense & hp: 15 (25 hp) damage: 10 (11 with footsoldier)
    level & XP: 5 (initiative +6) 250 XP attack: +8 (+9 with footsoldier) defense & hp: 16 (30 hp) damage: 11 (12 with footsoldier)
    level & XP: 6 (initiative +7) 300 XP attack: +9 (+10 with footsoldier) defense & hp: 17 (35 hp) damage: 12 (13 with footsoldier)
    level & XP: 7 (initiative +8) 350 XP attack: +10 (+11 with footsoldier) defense & hp: 18 (40 hp) damage: 13 (14 with footsoldier)
    level & XP: 8 (initiative +9) 400 XP attack: +11 (+12 with footsoldier) defense & hp: 19 (45 hp) damage: 14 (15 with footsoldier)
    level & XP: 9 (initiative +10) 450 XP attack: +12 (+13 with footsoldier) defense & hp: 20 (50 hp) damage: 15 (16 with footsoldier)
    level & XP: 10 (initiative +11) 500 XP attack: +13 (+14 with footsoldier) defense & hp: 21 (55 hp) damage: 16 (17 with footsoldier)



    LEADER STAT TABLE (6 HEALING TOKENS, 6 POWERS, 6 SKILLS)

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    level & XP: 1 (initiative +3) 50 XP attack: +5 (+6 with footsoldier) defense & hp: 13 (12 hp) damage: 9 (10 with footsoldier)
    level & XP: 2 (initiative +4) 100 XP attack: +6 (+7 with footsoldier) defense & hp: 14 (18 hp) damage: 10 (11 with footsoldier)
    level & XP: 3 (initiative +5) 150 XP attack: +7 (+8 with footsoldier) defense & hp: 15 (24 hp) damage: 11 (12 with footsoldier)
    level & XP: 4 (initiative +6) 200 XP attack: +8 (+9 with footsoldier) defense & hp: 16 (30 hp) damage: 12 (13 with footsoldier)
    level & XP: 5 (initiative +7) 250 XP attack: +9 (+10 with footsoldier) defense & hp: 17 (36 hp) damage: 13 (14 with footsoldier)
    level & XP: 6 (initiative +8) 300 XP attack: +10 (+11 with footsoldier) defense & hp: 18 (42 hp) damage: 14 (15 with footsoldier)
    level & XP: 7 (initiative +9) 350 XP attack: +11 (+12 with footsoldier) defense & hp: 19 (48 hp) damage: 15 (16 with footsoldier)
    level & XP: 8 (initiative +10) 400 XP attack: +12 (+13 with footsoldier) defense & hp: 20 (54 hp) damage: 16 (17 with footsoldier)
    level & XP: 9 (initiative +11) 450 XP attack: +13 (+14 with footsoldier) defense & hp: 21 (60 hp) damage: 17 (18 with footsoldier)
    level & XP: 10 (initiative +12) 500 XP attack: +14 (+15 with footsoldier) defense & hp: 22 (66 hp) damage: 18 (19 with footsoldier)



    BOSS STAT TABLE (10 HEALING TOKENS, 10 POWERS, 10 SKILLS)

    Spoiler
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    level & XP: 1 (initiative +3) 100 XP attack: +5 (+6 with footsoldier) defense & hp: 13 (12 hp) damage: 13 (14 with footsoldier)
    level & XP: 2 (initiative +4) 200 XP attack: +6 (+7 with footsoldier) defense & hp: 14 (18 hp) damage: 14 (15 with footsoldier)
    level & XP: 3 (initiative +5) 300 XP attack: +7 (+8 with footsoldier) defense & hp: 15 (24 hp) damage: 15 (16 with footsoldier)
    level & XP: 4 (initiative +6) 400 XP attack: +8 (+9 with footsoldier) defense & hp: 16 (30 hp) damage: 16 (17 with footsoldier)
    level & XP: 5 (initiative +7) 500 XP attack: +9 (+10 with footsoldier) defense & hp: 17 (36 hp) damage: 17 (18 with footsoldier)
    level & XP: 6 (initiative +8) 600 XP attack: +10 (+11 with footsoldier) defense & hp: 18 (42 hp) damage: 18 (19 with footsoldier)
    level & XP: 7 (initiative +9) 700 XP attack: +11 (+12 with footsoldier) defense & hp: 19 (48 hp) damage: 19 (20 with footsoldier)
    level & XP: 8 (initiative +10) 800 XP attack: +12 (+13 with footsoldier) defense & hp: 20 (54 hp) damage: 20 (21 with footsoldier)
    level & XP: 9 (initiative +11) 900 XP attack: +13 (+14 with footsoldier) defense & hp: 21 (60 hp) damage: 21 (22 with footsoldier)
    level & XP: 10 (initiative +12) 1000 XP attack: +14 (+15 with footsoldier) defense & hp: 22 (66 hp) damage: 22 (23 with footsoldier)

    Last edited by ARTHAN; 2020-06-07 at 12:45 AM.
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  20. - Top - End - #20
    Bugbear in the Playground
     
    sandmote's Avatar

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    Default Re: Clerics & Crusaders

    Okay, the formatting has improved a lot. Commentary:

    I don't think immunity to sleep is +5. Unless it is complete immunity (with no replacement like trance) that seems excessively high. Also, why do elves have poor DEX defenses?

    I don't see "combat" powers listed among the examples.

    The variety of "walks" seems excessive, but is still missing options. I'm maybe break them up as follows and say some obstacles require two types of walks. As examples, crossing an avalanche requires both stone walk + ice walk, crossing a swamp requires both brush walk + water walk, and crossing lava requires stone walk + fire walk.
    • Sand walk
    • Ice walk
    • Water walk
    • Brush walk
    • Stone walk
    • Fire walk
    • Stone walk


    Are the initiative bonuses equal to level with a flat bonus by class?
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  21. - Top - End - #21
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    ClericGuy

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    Quote Originally Posted by sandmote View Post
    Okay, the formatting has improved a lot. Commentary:

    I don't think immunity to sleep is +5. Unless it is complete immunity (with no replacement like trance) that seems excessively high. Also, why do elves have poor DEX defenses?

    I don't see "combat" powers listed among the examples.

    The variety of "walks" seems excessive, but is still missing options. I'm maybe break them up as follows and say some obstacles require two types of walks. As examples, crossing an avalanche requires both stone walk + ice walk, crossing a swamp requires both brush walk + water walk, and crossing lava requires stone walk + fire walk.
    • Sand walk
    • Ice walk
    • Water walk
    • Brush walk
    • Stone walk
    • Fire walk
    • Stone walk


    Are the initiative bonuses equal to level with a flat bonus by class?
    In the "--- PROPERTIES AND THEIR EXPLANATIONS AND MODIFIERS ---" spoiler there is the sleep ability:

    Spoiler
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    (+5 modifier) sleep (active, if you score a critical hit the target falls asleep. Asleep targets fall prone and take no actions and they take -5 penalty to all their defenses but a single attack against them or a standard action from an adjactent ally who shakes them violently wakes them up.)


    Since the sleep ability is a +5 modifier ability, I think it is fair its immunity to cost +5 as well.

    About the combat powers, here are some examples:

    Spoiler
    Show

    (+1 modifier) charge (passive, as a standard action you can move up to your speed and make a melee attack at the end of your movement)
    (+1 modifier) bull rush (passive, after you successfuly attack a target you may move the target one 5-foot square away from you, preferably towards the edge of a pit)
    (+1 modifier) trample (passive, as a standard action you can move up to your speed and make a melee attack against each target you can provoke an opportunity attack from him)
    (+1 modifier) shift (passive, you can move one 5-foot square as a minor action without provoking attacks of opportunity)
    (+2 modifier) tumble (passive, you can move half your speed as a move action without provoking attacks of opportunity)
    (+1 modifier) run (passive, you can move two times your speed as a move action.)
    (+1 modifier) overrun (passive, as a move action you can move up to your speed and can move through enemy spaces if they are the same size category or smaller than you and knock them prone during your movement)
    (+1 modifier) withdraw (passive, as a move action you can move up to your speed without provoking attacks from opportunity while leaving the first 5-foot square)


    initiative is level + DEX modifier

    Could you please explain the movement type suggestions of yours? They seem interesting.
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  22. - Top - End - #22
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    Default Re: Clerics & Crusaders

    I fully admit I missed the number of options with sleep. I'm still cautious about it, but I suppose +5 as a starting value makes sense. I'm not sure if your handling defenses in the 4e d&d manner where you choose one of two stats, but if you aren't I'm still worried the -2 to three defenses could be much more severe than the benefit of sleep immunity.

    Quote Originally Posted by ARTHAN View Post
    Could you please explain the movement type suggestions of yours? They seem interesting.
    From whatever is going on here:
    Quote Originally Posted by ARTHAN View Post
    name: Ritual of Safe Travels (Book)
    ...
    properties: sandwalk & forestwalk & icewalk & snowwalk & quicksandwalk & swampwalk & avalancewalk & waterwalk & acidwalk & lavawalk (+21 modifier), ritual (-9 modifier)
    It's literally the last ritual you currently have in that section, which is why it stuck out. Several of these seem overly specific, and if you'll be providing them as individual options they might be too limited.
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  23. - Top - End - #23
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    ClericGuy

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    Default Re: Clerics & Crusaders

    Quote Originally Posted by sandmote View Post
    I fully admit I missed the number of options with sleep. I'm still cautious about it, but I suppose +5 as a starting value makes sense. I'm not sure if your handling defenses in the 4e d&d manner where you choose one of two stats, but if you aren't I'm still worried the -2 to three defenses could be much more severe than the benefit of sleep immunity.



    From whatever is going on here:
    It's literally the last ritual you currently have in that section, which is why it stuck out. Several of these seem overly specific, and if you'll be providing them as individual options they might be too limited.
    Now I see what you mean, all these "walk" modifiers allow you to move into areas you could not otherwise or ignore difficult terrain and hazards (they are in the "--- PROPERTIES AND THEIR EXPLANATIONS AND MODIFIERS ---" spoiler).

    Spoiler
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    (+4 modifier) acidwalk (passive, you can walk on acid and take no damage from acidic fumes and vapors)
    (+4 modifier) lavawalk (passive, you can walk on lava and take no damage from volcanic fumes and vapors)
    (+1 modifier) forestwalk (passive, you do not treat forest like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+2 modifier) quicksandwalk (passive, you can walk on quicksand and you do not treat quicksand like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+2 modifier) avalancewalk (passive, you can walk on avalance and you do not treat avalance like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+1 modifier) snowwalk (passive, you do not treat snow like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+1 modifier) sandwalk (passive, you do not treat sand like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+1 modifier) icewalk (passive, you do not treat ice like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)
    (+3 modifier) waterwalk (passive, you can walk on water)
    (+2 modifier) swampwalk (passive, you do not treat swamp and sewers like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: shift, run, tumble, overrun, charge, trample, skirmish, withdraw)


    As for the defenses, I use a completely unique system; you have 6 defenses, a STR defense, a DEX defense, a CON defense, a CHA defense, an INT defense and a WIS defense. No AC, no FORT/REF/WILL.

    EDIT: I have to admit, the influence of 3.5 edition is obvious in many parts of my work but I still think 4th forged the way of my thinking, though not 100% sure.
    Last edited by ARTHAN; 2020-06-06 at 11:24 PM.
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  24. - Top - End - #24
    Halfling in the Playground
     
    ClericGuy

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    Default Re: Clerics & Crusaders

    I wrote down the whole thing in a much more compressed and I hope more cleared way. The link is here:

    https://forums.giantitp.com/showthre...5#post24551135

    I am keeping this topic too for discussions and for any new ideas they may come to my mind.
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  25. - Top - End - #25
    Halfling in the Playground
     
    ClericGuy

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    Default Re: Clerics & Crusaders

    MORE WEAPONS, MELEE & RANGED

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    Weapons that are both melee and ranged (they have both a reach and a range) are considered thrown weapons except if they use ammunition. In that case they are ranged weapons with a melee attack in addition to their ranged attack.
    To use an item, you must have proficiency with it otherwise you get a -2 penalty to all your d20 rolls (except weapons where you get -2 penatly and no proficiency bonus in just your attack rolls) and this is cumulative (for example, wearing a martial torso armor and exotic sandals while you have just simple torso proficiency and simple feet proficiency will result in -4 penalty to all your d20 rolls).
    Moreover, every item is available to 3 power sources and you must share at least 1 power source with an item in order to use it at full effectiveness. Otherwise, the character will get a -2 penalty to all your d20 rolls and this is cumulative or the item won't function at all (DM's choice).

    Melee weapon types: Axe, Flail, Hammer, Blade, Mace, Pick, Spear, Staff, Unarmed
    Ranged weapon types: Bow, Sling, Crossbow, Firearm, Thrower, Bomb, Ammunition
    Implement types: Book, Symbol, Wand, Rod, Orb, Totem, Potion
    Slot item types: Head, Neck, Torso, Back, Arms, Hands, Waist, Legs, Feet



    name: Brutal Greatclub (Mace) - Greataxe (Axe) - Greatsword (Blade)
    text: "A brutal and heavy great weapon favored by those who wish to strike often and strike hard."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs CON (-3 modifier)
    damage: 1d20 weapon (+6 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: -
    overall modifier, cost & weight: +4, 400 gp, 8 lb

    SIMPLE RANGED WEAPONS

    name: Double Sling (Sling)
    text: "A sling that requires a free action to be loaded and holds 2 sling shots."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard CON vs DEX (-3 modifier)
    damage: 1d6 weapon (-1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: 19-20 (+2 modifier)
    properties: magazine 2 (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 4 lb

    name: Light Repeating Crossbow (Crossbow)
    text: "A light crossbow that requires a minor action to be loaded."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: minor (-1 modifier)
    critical: 19-20 (+2 modifier)
    properties: magazine 5 (+4 modifier)
    overall modifier, cost & weight: +4, 400 gp, 6 lb

    name: Heavy Repeating Crossbow (Crossbow)
    text: "A heavy repeating crossbow that requires a move action to be loaded."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d10 weapon (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: magazine 5 (+4 modifier)
    overall modifier, cost & weight: +4, 400 gp, 10 lb

    name: Repeating Crossbow Turret (Crossbow)
    text: "A repeating crossbow turret that, as a stationary weapon, requires a standard action to be unpacked and ready to be used or packed and ready to be moved. It carries a magazine of 11 arrows."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: simple (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: stationary (-2 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d20 weapon (+6 modifier)
    range/reach: ranged 5/10 (+1 modifier)
    lift/load: move (-2 modifier)
    critical: 20 (+1 modifier)
    properties: magazine 11 (+10 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 15 lb

    MARTIAL RANGED WEAPONS

    name: Forcebow (Bow)
    text: "A bow that consumes a small orange crystal and that crystal creates up to 6 arrows of pure force before depleted."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d12 force (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: magazine 6 (+5 modifier)
    overall modifier, cost & weight: +5, 500 gp, 3 lb

    name: Stormbow (Bow)
    text: "A bow that consumes a small yellow crystal and that crystal creates up to 5 arrows of pure thunder before depleted."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d10 electricity (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: sonic (+1 modifier), magazine 5 (+4 modifier)
    overall modifier, cost & weight: +4, 400 gp, 3 lb

    name: Composite Phoenix Bow (Bow)
    text: "A bow that consumes a small red crystal and that crystal creates up to 4 arrows of pure flame before depleted."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs DEX (-3 modifier)
    damage: 1d12 fire (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: magazine 4 (+3 modifier)
    overall modifier, cost & weight: +3, 300 gp, 3 lb

    name: Composite Greybow (Bow)
    text: "A bow that consumes a small grey crystal and that crystal creates up to 3 arrows of pure grey energy before depleted."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: martial (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: standard STR vs DEX (-3 modifier)
    damage: 1d10 positive (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: negative (+1 modifier), magazine 3 (+2 modifier)
    overall modifier, cost & weight: +2, 200 gp, 3 lb

    EXOTIC RANGED WEAPONS

    name: Exploding Pistol (Firearm)
    text: "A renaissance pistol. Its magical bullets explode in contact"
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d8 weapon (+0 modifier)
    range/reach: ranged 10/20 (+2 modifier)
    lift/load: minor (-1 modifier)
    critical: 19-20 (+2 modifier)
    properties: splash 3x3 (+3 modifier)
    overall modifier, cost & weight: +3, 300 gp, 2 lb

    name: Accelerated Hand Cannon (Thrower)
    text: "A renaissance hand cannon. Its attacks are magically accelerated."
    power source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: fast DEX vs DEX (-1 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: standard (-3 modifier)
    critical: 19-20 (+2 modifier)
    properties: splash 2x2 (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 12 lb

    name:Hunter's Musket (Firearm)
    text: "A renaissance hunting musket."
    power source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: exotic (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: standard DEX vs DEX (-3 modifier)
    damage: 1d12 weapon (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: move (-2 modifier)
    critical: 19-20 (+2 modifier)
    properties: Manhunt (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 4 lb

    Last edited by ARTHAN; 2020-07-03 at 07:51 PM.
    PM me if you wish to ask about Clerics & Crusaders.

  26. - Top - End - #26
    Troll in the Playground
    Join Date
    Jun 2015

    Default Re: Clerics & Crusaders

    Personally I like the weapon that for each property takes the +0 variant.
    a one handed weapon that can be used only once every two turns to attack (free action attack and free action lift so in fact one attack every two turns), that deals 1d8 damage and can not deal critical strikes and can hit only creatures in your own square(unless your character is small or bigger than small), have a proficiency modifier of +2 and is a simple weapon.
    Yes it is hardly a practical weapon since you can attack only every two turns and it eats up your precious and expensive free actions which are needed to use most other weapons.
    Last edited by noob; 2020-07-03 at 10:00 AM.

  27. - Top - End - #27
    Halfling in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Clerics & Crusaders

    Quote Originally Posted by noob View Post
    Personally I like the weapon that for each property takes the +0 variant.
    a one handed weapon that can be used only once every two turns to attack (free action attack and free action lift so in fact one attack every two turns), that deals 1d8 damage and can not deal critical strikes and can hit only creatures in your own square(unless your character is small or bigger than small), have a proficiency modifier of +2 and is a simple weapon.
    Yes it is hardly a practical weapon since you can attack only every two turns and it eats up your precious and expensive free actions which are needed to use most other weapons.
    Actually, you can use a fast action (or minor if you played 4e or swift if you played 3.5e) as a free action or a move action as a free action or even a standard action as a free action.

    Spoiler
    Show
    Actions:
    In combat you have 4 actions. A standard action, a move action, a fast action and a free action. You can do them at any order you wish and you can sacrifice a standard action to do a move action or a fast action to its place and a move action to make a fast action to its place and any kind of action to do a free action to its place.
    Standard actions are usually attack actions though many attacks and abilities appear like move or even fast actions. If an action requires about 3 seconds (out of 6 seconds of a turn) in order to be done it is probably a standard action.
    Move actions are usually movement actions though some movements may appear like standard or even fast actions. If an action requires about 2 seconds (out of 6 seconds of a turn) in order to be done it is probably a move action.
    Fast actions are usually tiny tasks here an there though tiny tasks also appear during standard and move actions. If an action requires about 1 second (out of 6 seconds of a turn) in order to be done it is probably a fast action.
    Free action is another kind of action you can take only once per turn in order to do something really fast like speaking a few words in-character or dropping an item.
    Alternatively, with the approval of your DM, you can play with 6 action points each turn. Standard actions cost 3 action points, move actions 2, fast actions 1 and the free action costs no action points. So, you can perform 2 Standard actions or 3 Move actions or 6 Fast actions or any combination of these. However, keep in mind that your enemies can play the same way.


    EDIT: In other words, you can have up to 4 free actions per turn, though it is hugely impractical most of the time, and that weapon could attack 2 times per turn instead of just only one time per two turns.
    Last edited by ARTHAN; 2020-07-03 at 02:09 PM.
    PM me if you wish to ask about Clerics & Crusaders.

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