Page 2 of 2 FirstFirst 12
Results 11 to 19 of 19

Thread: Legacy of Blood (PF conversions & Ravenloft rules)

  1. #11
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default

    Hey all, big news! If you haven't seen the official PF Mistfinder downloadable .pdf, please download and use in this campaign.

    http://www.mediafire.com/download/o0...tfinder_v1.pdf

    This is especially important for Ryth, Skurn, Ludwig, and Caspar (and Klara, - hek, all of you), for your characters already gain abilities in the updated classes of Ranger (Solitary, changes in Favored Terrain, Hunter's Bond, etc.), Rogue (Greed ability at 1st, and new rogue talents and some changes to old ones), and Wizard (Sinister Possession). Please update your character sheets with these.

    Great PrC's and new feats on there too! No looking at the Powers Checks section!
    Last edited by Bong Bellowsmoke; 07-05-2013 at 02:28 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  2. #12
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default

    Death By Pitchfork
    The minions of darkness have a habit of striking when heroes are ill prepared to face them. All too often, heroes may be forced to defend themselves with common objects. Furthermore, many characters that heroes encounter, from mobs of irate villagers to thieving goblinfolk, are more likely to wield such weapons of opportunity than true military arms.
    Tool-grade weapons are similar to military-grade weapons, except characters wielding such items suffer a -1 penalty on attack and damage rolls. The tools listed below are considered simple weapons. No character can be proficient with an item that lacks an obvious grip or handle, such as a wooden plank (unless they possess an appropriate feat such as the Improvised Weapon or Throw Anything feat). Listed below are several tool-grade weapons and the military-grade weapons they resemble for purposes of damage, weight, etc.
    Rusty Tool-Grade Weapons: Many tool-grade weapons are rusty. Each time you are struck with a rusty tool-grade weapon, you must succeed a Fort save or contract Red Ache.

    Code:
    Tool             Equivalent
    Axe              Battle Axe
    Broken Bottle    Dagger
    Carving Knife    Dagger
    Crowbar          Light Mace
    Fireplace Poker* Shortspear
    Gaff             Light Pick
    Grain Flail      Flail
    Hammer           Light Hammer
    Hatchet*         Handaxe
    Hoe*             Quarterstaff
    Machete*         Scimitar
    Meat Cleaver*    Handaxe
    Meat Hook        Light Pick
    Piano String*    Sap
    Pick             Heavy Pick
    Pitchfork*       Trident
    Scythe           Scythe
    Shovel*          Quarterstaff
    Sickle           Sickle
    Skillet          Club
    Sledge           Warhammer
    *
    Fireplace Poker A hot fireplace poker does an additional 1 fire damage. A fireplace poker pulled from a fire remains hot enough to do fire damage for 2d4 rounds.
    Hoe Unlike a quarterstaff, a hoe is not a double weapon.
    Machete On a critical hit, do not use the Critical Hit deck. Deal double damage and a minor digit or facial feature is severed.
    Meat Cleaver On a critical hit, do not use the Critical Hit deck. Deal double damage and a minor limb is mostly severed - a hand, a foot. Victim takes a -4 penalty to Dexterity and moves at 1/2 speed if it is a foot.
    Piano String This may also include violin strings or barbed wire. Piano strings deal lethal slashing damage. On a successful hit against a flat-footed foe, the attacker may attempt a grapple as a free action as if she had Improved Grab. Each round she maintains the grapple, she automatically does damage.
    Pitchfork An attacker wielding a pitchfork may, after a successful hit, choose to keep the pitchfork lodged in the victim with a successful CMB check against the victim's CMD. If the attacker succeeds, the pitchfork does damage again at the beginning of the victim's turn.
    Hoe Unlike a quarterstaff, a hoe is not a double weapon.
    Last edited by Bong Bellowsmoke; 12-12-2016 at 06:07 AM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  3. #13
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default

    New Weapons

    Code:
    Simple Weapons          CuL  Cost     Dmg (S)  Dmg (M)   Crit        Range   Weight     Type     Special
    Light Melee Weapons
    Catspaw                 2+   5 gp       1d3      1d4      x2           -     2 lbs.   Slashing   see below
    Retractable Blade       4+   4 gp       1d3      1d4   19-20/x2        -     +1/2 lb. Piercing   see below
    Straight Razor          5+   2 gp       1d3      1d4      x3           -     1/2 lb.  Slashing   see below
    Sword-cane Dagger       4+   15 gp      1d3      1d4   19-20/x2        -     2 lbs.   Piercing   see below
    Martial Weapons
    One-handed Melee Weapons
    Sword-cane Rapier       4+   25 gp      1d4      1d6   18-20/x2        -     4 lbs.   Piercing   see below
    Exotic Weapons
    One-handed Melee Weapons
    Parthian Rapier         9    300 gp  1d4/1d10 1d6/1d10  18-20/x2/x3 -/50 ft. 5 lbs.   Piercing   see below
    NEW WEAPONS

    Catspaw This weapon resembles heavy brass knuckles, but feature anywhere from 3 to 5 curving steel talons that extend out from the wielder's closed fist. These weapons are the toys of charlatans who wish to leave the impression that their victim was slain by the claws of a savage creature, such as a plains cat or a werebeast. To that end, these weapons are often designed to mimic the claw patterns of actual animals. When used to kill a creature, make an untrained Knowledge (nature) check with a +2 circumstance bonus (+3 for a masterwork catspaw). The result of the check is the DC of Perception and Knowledge (nature) checks needed for others to determine that the claw pattern has been faked.
    Parthian Rapier The curious Parthian (or “parting shot”) rapier is considered the bane of honorable duelists and is usually found as an aristocratic display piece. It is simply a rapier with a pistol built into a hilt. The Parthian rapier is poorly balanced compared to either a standard rapier or pistol and is an exotic weapon. If does boast an insidious advantage, however. If the wielder makes a successful attack with the rapier blade, by simply pulling the trigger she can then immediately fire the pistol at the same target as a free action. The target cannot use her Dexterity bonus to AC against the follow-up attack unless they possess the Improved Uncanny Dodge ability. You can use the Weapon Finesse feat when attacking with the rapier blade. You suffer a -4 penalty on attack rolls made with the pistol unless you are proficient in firearms [Exotic Weapon Proficiency (firearms), Gunslinger class, etc.].
    Retractable Blade This thin dagger blade is spring-loaded inside its hilt. A metal latch holds the blade in place, and can be crafted to be concealed in a comb, book, boot, gauntlet, the hilt of a larger weapon, or even a holy symbol. You can release the blade as a free action. Pressing the blade back into its hilt is a move-equivalent action that provokes an attack of opportunity. To notice the blade while retracted takes a DC 20 Perception (Search) check on the item.
    Straight Razor A small, finely honed blade with a folding handle. A successful attack against a flat-footed foe also causes 1 bleed damage with a razor.
    Sword-cane Daggers & Rapiers These weapons are of most use to those who value stealth, for better or for worse. Like the walking sticks they appear to be, sword canes come in all shapes and sizes. They act just like their standard equivalents in the PHB. Discovering the hidden weapon requires handling it and a DC 20 Perception (Search) check.
    Last edited by Bong Bellowsmoke; 07-17-2013 at 08:20 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  4. #14
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default

    Let me but escape to my laboratory door, give me a second or two to mix and swallow the draught I had always standing nearby; and whatever he had done, Edward Hyde would pass away like the stain of breath upon the mirror...
    -Robert Louis Stevenson, The Strange Case of Dr. Jekyll and Mr. Hyde

    New Alchemical Substances

    Anesthetic: Market Price: 50 gp. The flesh of a creature that swallows or is injected with anesthetic is numbed to all physical pain. This is most useful in easing the suffering or a badly wounded comrade. There are some accounts of folk who imbibe anesthetic before entering combat, using it as a preventive measure to block the pain of any wounds they might suffer. The practice is said by some to be unwise, however - pain is felt for a reason - deny the warnings sent by your flesh at your own peril. DC 25. A creature that ingests anesthetic must make a successful Fort save DC 15 or lose all physical sensation. The creature ignores half of all nonlethal damage if suffers and gains a +4 circumstance bonus to all stun effects (except for failed Horror or Madness saves). If the creature is a PC, the PC no longer knows OOC how many hit points they have remaining. Anesthetic cannot affect creatures immune to poison. The effects of one dose lasts for 5 minutes. Multiple bonuses do not stack but extend the duration.
    Catalytic Poison: Market Price: 30 gp plus cost of poison. Though these substances have their nefarious uses, catalytic poisons can also be invaluable when a small sample of tissue (such as a tuft of hair or a few drops of fresh blood) is all an investigator has to link a creature to its crimes. An alchemist uses the tissue to create a catalytic solution that is then blended with a dose of poison (including harmless chemicals such as anesthetic). The catalyst alters the properties of the poison, binding it to the signature of the tissue sample. The resulting catalytic poison is rendered inert to all but the individual creature that supplies the sample - most useful in narrowing a list of suspects. However, catalytic poison may or may not be able to distinguish between creatures physically identical, such as clones or twin sisters. DC 25.
    Disappearing Ink: Market Price: 5 gp per ounce. This ink appears black in its vial and while used in writing, but fades to perfect transparency a few minutes after exposure to air. The listed market price includes an equivalent amount of "restorative", a clear liquid which, brushed over the vanished writing, permanently restores it to its original color. While useful for the usual purpose of sending secret messages, it may also be used against dopplegangers. The ink is not water-soluble and can be washed off only with judicious soap and scrubbing. If splashed on a creature in one form, the ink quickly fades and may leave the foe unaware that it has been marked. Regardless of the form it takes later, the ink remains on its skin, immediately revealed by an application of the restorative. DC 20. Writing vanishes 1d4 minutes after exposure to air. Contact with the restorative makes ink appear in 1 round.
    Ether: Market Price: 50 gp. This pungent liquid is often known as "sweet vitriol" in alchemical circles. Ether must be kept in an airtight container; it rapidly vaporizes when in contact with air, and inhaling its sulfuric vapors dulls the senses. If inhaled too long or too deeply, a subject may even rapidly enter a dream-like fugue or fall unconscious. If held over a subject's face, an ether-soaked cloth can quickly render a foe unconscious while inflicting no pain or lasting harm. A single bottle of ether is good for 6 such applications; each dose remains potent for 1 minute after being exposed to air. DC 25. Ether is a non-lethal, inhaled poison: Fort DC 15, onset time immediate, and does 3d6 nonlethal damage per round. Holding an ether rag over the face of a resisting foe requires a successful grapple. The foe must make a Fort save each round the ether-bearing attacker maintains the grapple, up to 1 minute.
    Glow Jar: Market Price: 20 gp. Chymists usually sell this concoction in small, sealed glass jars. Violently shaking the jar causes a chemical reaction, and the fluid within begins to glow with a silvery-blue luminescence, not unlike the light of a firefly. A glow jar casts light as brightly as a candle, but does not require air and sheds neither heat nor flame. Once shaken, the jar glows for an hour before the chemicals become inert. DC 25. Illuminates a 5-foot-radius with the brightness of a candle for 1 hour.
    Heat Pouch: Market Price 15 gp. This granular substance is usually poured into a small cloth sack, which is then sewn shut. It shares a few ingredients with alchemist fire. If the heat pouch is violently shaken or crushed, the substance reacts, shedding a considerable degree of warmth foot about 6 hours. If worn against the skin, a heat pouch offers its bearer a small degree of protection against extremely cold temperatures. The pouch is also warm enough to fool the senses of some creatures that may be drawn to body heat, such as the vile vermin known as carrion stalkers. DC 20. Grants its bearer cold resistance 2 vs. nonlethal cold temperatures for 6 hours.
    Herbal Solution: Market Price 10 gp plus cost of herbs. An alchemist creates this simple solution by suspending trace amounts of a chosen herb in a watery fluid. While harmless to most creatures, contact with an herbal solution burns the skin of any creature that suffers a harmful allergen to the chosen herb, such as werewolves to wolfsbane. If exposed, the creature's skin immediately develops painful welts. Striking a foe with a flask of herbal solution is a ranged touch attack that does not provoke an attack of opportunity, with a range increment of 10 feet. If the foe finds the herb within to be a harmful allergen, it must succeed a Fort save DC 15 or suffer 2d4 damage on a direct strike or 1 point if splashed.
    Night Drops: Market Price 30 gp. The use must dribble a bit of this clear solution into each eye for it to take effect. Once done, the drops dilate the pupils to an extreme degree, rendering the user's eyes highly sensitive to light. This can be quite useful in situations where investigators must work under cover of darkness, but it does require forethought; sudden exposure to bright light can all but blind the user. DC 25. For 1 hour, the user gains low-light vision and light sensitivity.
    Pungent Powder: Market Price 10 gp. This finely grained powder emits an intense chemical odor capable of temporarily overwhelming the sense of smell of any creature that inhales it. This can be invaluable when one needs to confound a creature that attacks by scent. While a desperate user can simply throw a handful of powder in a foe's face, a foe can also be exposed by cleverly placing the powder along the user's tracks, where the tracking foe is likely to sniff. Pungent powder loses its potency after 1 hour of exposure to air. DC 20. A creature that inhales pungent powder must succeed a Fort save DC 15 or lose all benefits of the Scent ability for 1 hour. Throwing the powder in a foe's face requires a successful ranged touch attack.
    Smelling Salts: Market Price 10 gp. Akin to pungent powder, a tiny vial of these aromatic spirits emits an ammonia-like stench of such irritation that it can shock a stunned or unconscious creature out of its stupor. Although the stimulated subject is likely to remain groggy and unfocused, he can at least be put back to his feet. Keep the vial sealed between uses and a single ounce of smelling salts can last indefinitely. DC 20. A sleeping or unconscious subject exposed to smelling salts automatically wakes up. If the subject had been driven unconscious by nonlethal damage, she is staggered. A victim of a stun effect gains a reroll on its failed save if the effect originally allowed a save, unless the stun effect is the result of a failed Horror or Madness save.
    Last edited by Bong Bellowsmoke; 07-16-2013 at 09:50 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  5. #15
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default

    The Assyrian came down like a wolf on the fold, and his cohorts were gleaming in purple and gold; And the sheen of their spears was like stars and the sea, When the blue wave rolls nightly on deep Galilee.
    -George Gordon, Lord Byron, "Destruction of Sennacherib"

    New Magic Weapon Special Abilities

    Heartseeker: This enchantment can be applied to piercing weapons only. On a successful critical hit, a heartseeking weapon pierces the target's heart if it has one. Living creatures are instantly killed when their heart is impaled. Outsiders may make a Fortitude save DC 15 to resist this effect, though they still take standard damage. Vampires struck by a critical hit by a heartseeking weapon made of ashwood (usually a fired crossbow bolt of ashwood or an ashwood halfspear) are effectively staked, as if a wooden stake was drove through its heart. Staked is a condition vampires can be under in PF Ravenloft. Creatures with no hearts such as plants and oozes are not affected.
    **Moderate Necromancy; CL: 12; Craft Magic Arms & Armor; slay living; ash wood, a vial of blood; Market Price: +5 bonus.
    Hot-Blooded: These weapons can be of any style, but always appear slightly ruddy-red in coloration and warm to the touch; some users swear they feel a pulse in the weapon when combat is joined. When used to attack someone who has insulted the wielder or when the wielder is extremely angry (DM's discretion on both), they become "enraged", and the following conditions occur:
    The wielder gains a magical bonus as a rage bonus to his Str and Con equal to the bonus of the magic weapon (for example, a +3 weapon would grant +3 Str and +3 Con). The wielder also suffers an equal penalty to Wis and Cha while enraged, as the anger makes it difficult for the wielder to see beyond the short term. These bonuses stack with those of a barbarian's rage special ability. Once the wielder enters a wrathful state and becomes "enraged", he must make a Will save (DC 20 - 1 for each opponent slain) to leave a fight until, they are unable to fight or all his enemies have been slain. The wielder gets a new Will save each time another opponent is slain. There is no risk of attacking allies while in this state as with a barbarian's rage ability.
    **Moderate transmutation; CL 10; Craft Magic Arms and Armor, bull's strength; Price +2 bonus.
    Last edited by Bong Bellowsmoke; 12-12-2016 at 06:06 AM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  6. #16
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default

    Medical Devices

    Chirurgery Kit: CuL 7+, Market Price 75 gp, Weight 5 lbs., Craft DC varies (20). This black bag contains a selection of knives, scalpels, clamps, needles, and thread. Like a healer's kit, it offers a +2 circumstance bonus to Heal checks (except for Hypnosis checks). Its supplies are exhausted after 10 uses. In addition, the kit offers a +2 circumstance bonus to Perception checks to examine a body for clues. This application does expend any of the kit's supplies. If used as a weapon, consider a scalpel a tool-grade (see, Death by Pitchfork) straight razor (see, New Weapons).
    Leeches: CuL -, Market Price 1 sp, Weight -. Any good apothecary should be able to provide live leeches, usually selling them 10 in a jar. You might also collect a full crop of leeches wading through a swamp. Chirurgeons claim that leeches can draw impurities from the blood. Keepers should keep in mind that leeches are living creatures that must be cared for. Keep them in fresh water and, of course, remember that they must be fed on a regular basis. Applying a leech to a poisoned open wound is a standard action. A leech deals 1 point of nonlethal damage but grants a +1 bonus on Fort saves against injury-based poisons for 1 minute. Leeches are Fine aquatic vermin with 1 hp each.
    Restraint Board: CuL 5+, Market Price 25 gp, Weight 15 lbs., Craft DC 10 leatherworking. This device is best described as a full-body splint, used to immobilize a subject too critically injured or too dangerous to be allowed to move. Seven thick leather straps bind the subject to a reinforced wooden board at the ankles, thighs, waist, chest, forehead, and each wrist. Restraint boards may be seen anywhere that deals in pain, be it an operating theater or the parlor of a sadistic madman. A Medium-sized creature in a restraint board loses their Dex to AC, and opponents gain a +8 on attack rolls against her. A restrained character cannot cast any spells with somatic components. The restrained character can use the Escape Artist skill to slip free, DC 35. A Small character in a restraint board made for a Medium-sized character gains a +10 circumstance bonus on an Escape Artist roll. To break free requires a Strength check DC 25. A leather strap has 10 hp. If the one restrained has at least one arm free, she can fasten or release one strap as a move-equivalent action that provokes an attack of opportunity. A restraint board for Small creatures costs the same price. For Large creatures, a restraint board costs 250 gp.
    Straight Jacket: CuL 4+, Market Price 20 gp, Weight 5 lbs., Craft: Profession (tailor) DC 10. These heavy canvas jackets use thick straps and long, closed sleeves to completely immobilize the wearer's arms. A character in a straight jacket cannot perform any actions requiring use of her arms. The bound character can use the Escape Artist skill to slip free (DC 35). To tear free of the straight jacket requires a successful DC 24 Strength check. A straightjacket has 15 hp. A straight jacket for Small creatures costs the same. For Large creatures, a straightjacket has 15 hp.
    Syringe CuL 9, Market Price 10 gp, Weight -, Craft (glassblowing) DC 20. A syringe can be used to draw fluids from a creature or inject an ounce of liquid. It can deliver one dose of an injury or contact poison (or a harmless substance) with a successful melee attack roll. If the attack roll is high enough to connect (a successful melee touch attack) but does not penetrate the target's full AC, the syringe breaks and the fluid inside is wasted. The syringe itself does no damage.
    Last edited by Bong Bellowsmoke; 07-17-2013 at 05:45 PM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  7. #17
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default Tools of the Hunt

    Miscellaneous Equipment & Adventuring Gear

    Alchemical Field Kit: CuL 5+, Market Price 100 gp, Craft (glassblowing) DC 20, Weight 10 lbs. This padded leather case contains a handful of beakers, bottles, and tiny vials of various chemicals. A field kit is essentially a compact version of the full alchemist's lab one might find in an apothecary shop or wizard's abode. An alchemical field kit is required as a minimum to use the Craft (Alchemy) skill. Unlike a full alchemist's lab, however, a field kit does not grant a bonus to Craft (Alchemy) checks.
    Beeswax: CuL 1+, Market Price 1 gp, Craft: Handle Animal DC 5, Weight 1 lb. Once softened by fire , beeswax has several uses for the cunning hunter. First, she can use wax to seal cracks and gaps around doors or windows, rendering them airtight. Half a pound of wax is enough to seal the average window, and a full pound seals the average door. Some hunters use softened wax to seal their own ears. Gases and gaseous creatures cannot penetrate openings sealed by wax. Characters who use wax to seal their ears take a -4 to Perception and Initiative checks, as well as a 10% chance of spell failure when casting spells with verbal components. However, they also receive +2 to saves vs. sound-based attacks, such as a banshee's wail.
    Flour: CuL 1+, Market Price 2 cp, Craft: Profession (miller) DC 5, Weight 1 lb. If a hunter suspects the presence of a charlatan while investigating a haunting, liberally dousing the floor with a coat of flour can reveal the truth. One pound of flour can thoroughly coat one 5-foot square.
    Herbal Candles: CuL 1+, Market Price 2 cp, Craft (candlemaking) DC 6, Weight -. Some ladies favor scented candles made from rose petals or other sweet-smelling herbs. These indulgences can also be used by hunters to create candles infused with garlic, wolfsbane, or other chemical repellents. If a creature has an aversion or allergen to the herb used in the candle (such as a vampire to garlic), it must succeed at a Will save DC 12 to enter a 10-foot radius around the lit candle. If a creature is harmed by the herb used in the candle (such as werewolves by wolfsbane), it must succeed a Fort save DC 12 or suffer a -1 penalty to attack while within the radius. A creature in either situation must also make a Bluff check DC 14 to conceal its disgust. An herbal candle burns for 1 hour.
    Lantern, Harness: CuL 3+, Market Price 10 gp, Craft (blacksmithing) DC 15, Weight 1 lb. A harness lantern resembles a miniature bullseye lantern. It sheds less light, but its value lies in the sturdy clip that allows it to be attached to a hunter's belt or backpack strap. A harness lantern thus provides light while leaving both hands free. A harness lantern holds up to 1/3 a pint of oil, which keeps it lit for 2 hours. A harness lantern illuminates a 30-foot-cone that is 10-foot-wide at the end.
    Logger's Spurs: CuL 4+, Market Price 5 gp, Craft (blacksmithing) DC 12, Weight 4 lbs. Once strapped to a climber's feet, these spurs dig into a tree's bark, offering the climber extra purchase. The spurs' sharp blades extend below the soles of the wearer's feet, however. This makes walking in logger's spurs somewhat awkward, but does offer foes a nasty surprise should a hunter reward them with a swift kick. These spurs grant a +2 bonus to Climb checks, which stacks with a Climber's kit. They also do lethal damage on a kick, instead of nonlethal. Logger's spurs cannot be disarmed. Running is impossible while wearing the spurs.
    Magnetic Compass: CuL 9, Market Price 15 gp, Craft (blacksmithing) DC 10, Weight 1 lb. The heart of these devices is a lodestone that, barring unusual circumstances, always points north. It grants a +4 to Survival checks to discern north and allows such checks to be made untrained.
    Tripwire Alarm: CuL 8+, Market Price 100 gp, Craft (clockmaking) DC 20, Weight 3 lbs. To use a tripwire alarm, a hunter tucks the platter out of sight, then extends the (up to) 10-foot cord and hooks the loop somewhere it can easily be dislodged, such as a jutting nail. Should an intruder come along and knock the cord loose, the spring wheel yanks in the cord and loudly peals its bells, immediately raising an alarm. It takes a Perception check DC 20 to notice a tripwire alarm. A creature must make a Ref save DC 14 to avoid setting off a tripwire alarm if unaware of its presence. If aware, a creature can pass a tripwire alarm without setting it off. It can be disarmed by a DC 15 Disable Device check. If triggered, a tripwire alarm rings for 1 round and is considered as loud as the audible effect of the alarm spell.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  8. #18
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default

    Vistana Tralaks Known By Lucien Renier, Giogoto

    (coming soon)
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

  9. #19
    Join Date
    Mar 2006
    Location
    Wild, Wonderful, West Virginia!
    Posts
    12,527

    Default

    The Caste System of Sri Raji

    The people inhabiting the tropical lands of the current adventure are grouped into social classes known as castes. There is no progression from one caste to another, since the position that a person holds is based on birth and is assumed to be an aspect of his past lives. Individuals who disgrace themselves or earn great honor will be punished or rewarded in their next life, not this one. While this might be hard for outsiders such as the PCs to understand or figure out (at least, initially), the people of Sri Raji accept it as a given.

    There are countless castes, and the odds that no PC will ever be able to fully decipher the complex process by which a person's place in society is established. Everyone in Sri Raji will judge outsiders (the PCs) as if they had been born into the caste system, simply because they know nothing otherwise. Thus, it is important to know where a PC falls in their eyes.

    In game terms, what caste a PC falls into in the eyes of the locals will affect the PCs Outcast Rating (except with the Handle Animal skill), essentially stacking with it, since the caste a PC falls into affects Cha-based skill checks. What caste a PC falls into is determined by a formula sketched out below. There are 4 castes that PCs might fall into.

    Brahmin caste. 17+ caste points. [Outcast Rating increases by +0]
    Kshatriya caste. 15-16 caste points [Outcast Rating increases by +1]
    Vaishya caste. 12-14 caste points [Outcast Rating increases by +2]
    Shudra caste. 11 or fewer caste points [Outcast Rating increases by +3]

    Formula: Average of all 6 ability scores, plus modifiers +2 wealth/dress/noble bearing; +2 divine holy symbol worn; -1 no forehead marking, -1 fair-skinned

    Caspar 16 (with current modifications= 16) plus modifiers +2, -1 = 17 (currently 17) Brahmin caste.
    Klara 17 (with current modifications= 16) plus modifiers +2, -1 = 18 (currently 17) Brahmin caste.
    Lucien 15 (with current modifications= 15) plus modifiers +2, -1, -1 = 15 (currently 15) Kshatriya caste.
    Novana 14 (with current modifications= 14) plus modifiers +2, +2, -1, -1 = 16 (currently 16) Kshatriya caste.
    Ryth 16 (with current modifications= 15) plus modifiers -1, -1 = 14 (currently 13) Vaishya caste.
    Sienna 14 (with current modifications= 14) plus modifiers +2, -1, -1 = 14 (currently 14) Vaishya caste.
    Tsura 16 (with modifications= 15) plus modifiers +2, -1, -1 = 16 (currently 15) Kshatriya caste.

    I'll incorporate the essentials into the Quick Sheet.
    Last edited by Bong Bellowsmoke; 01-13-2014 at 09:08 AM.
    The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."

    I will, Darvig uttered.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •