Equipment: Difference between revisions
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Uncommon Weapons function similarly to Martial Weapons, but may be made of uncommon materials, offer additional bonuses, or are only available in particular areas. | |||
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Revision as of 17:27, 26 May 2020
Items
Starting Equipment
Characters begin play only with basic equipment:
- 1 Martial Weapon
- Light or Medium Armor
- Travel Pack (5 days of food, bedroll)
- Change of clothes (Common Quality)
- 10 Gold
Additional equipment, including heavy armor, improved materials (quicksilver, adamantine, ironwood), substantial supplies, mounts, etc may be obtained using the Improved Background Benefit.
Armor & Shields
Armor Value
All armor has an armor value which is added to your available dodge bonus for a combined Physical Defense. This value is removed from the dice pools of incoming attacks. Unlike dodge, armor is not reduced after each incoming attack during the round. However, armor may be partially or completely bypassed by weapons or skills with the “Armor Piercing” ability.
Enhancement
Magical enhancement bonuses on armor do not stack with enhancement bonuses on a shield. Whichever defensive bonus is higher (armor enhancement OR shield enhancement) is added to the character's defense.
Damage Reduction
Medium and Heavy forms of armor provide Damage Reduction, which reduces incoming lethal damage to non-lethal damage. Each point of Damage Reduction reduces a single point of Lethal damage per attack. Certain powers provide Damage Reduction which in some cases may stack with the benefit provided by armor. If a power indicates that it adds "+x Physical Damage Reduction" it stacks with the benefit from armor, while powers that say "x Physical Damage Reduction" do not stack, and the highest value is applied. Damage Reduction may be bypassed by weapons or skills with the "Armor Piercing" ability.
Max Dodge
All armor has a maximum dodge value it allows wearers to apply towards their defense. Some special materials or spells can improve this limit. A player’s dodge is equal to the average of their Dexterity and Intelligence rounded down.
Armor Check Penalty
Medium and Heavy armor is more difficult to move in than light or no armor reducing the wearer's Speed, as well as their Acrobatics, Climb, Stealth, and Swim skills. The Heavy Armor Training Benefit can reduce the Speed penalty, but not the skill penalty.
Shield Bonuses
Shields provide a Shield bonus to defense, and act to counter the Armor Piercing attribute. Both the defensive bonus, and the Armor Piercing Reduction may only be applied when the shield user is not flat-footed.
Armor
Armor Type | Examples | Armor Value | Damage Reduction | Max Dodge | Armor Check Penalty | Required Strength |
---|---|---|---|---|---|---|
Light | Studded Leather, Chain Shirt | 1 | - | 5 | - | 1 |
Medium | Chainmail, Scale Mail | 2 | 1 | 3 | 1 | 2 |
Heavy | Full Plate | 3 | 2 | 1 | 2 | 3 |
Shields
Shield Type | Examples | Armor Value | Armor Piercing Reduction | Armor Check Penalty | Required Strength |
---|---|---|---|---|---|
Light | Buckler, Hoplon | 1 | 1 | - | 2 |
Heavy | Heater Shield, Kite Shield | 2 | 1 | 1 | 3 |
Weapons
Armor Piercing
Weapons with this attribute ignore a number of points of their target’s armor equal to their Armor Piercing value. If a weapons Armor Piercing value equals or exceed the Base Armor Rating AND the Enhancement values of the weapon equal or exceed the Enhancement values of the target's armor then any Damage Reduction is also ignored.
Example 1: Mar is wearing a chainmail shirt (2 Armor, 1 DR) and a guard fires a Medium Crossbow (2 damage, +2 AP) at him. Neither have Enhancement bonuses. The guard's crossbow reduces Mar's Armor to 0, which causes his attack to ignore the chainmail Damage Reduction.
Example 2: Captain Myana is wearing a chainmail shirt which contains an Imbued Shaman Spirit offering a +1 Enhancement Bonus. The same guard firing a Medium Crossbow at her would reduce the Armor by 2 (+2 AP), but because he does not have an equal or higher Enhancement Bonus on his weapon, would not ignore her Damage Reduction.
Ignore Dodge
Weapons with this attribute ignore a number of points of their target’s dodge equal to their Ignore Dodge value. This does not apply to other attackers, or count towards making the target Flatfooted.
Martial Weapons
Weapon Type | Examples | Hands | Damage | Special Attributes | Required Strength | Uses Stat |
---|---|---|---|---|---|---|
Tiny | Throwing Knife, Shuriken, Kunai | 1 | 1 | +1 Armor Piercing, May only be thrown, Range increments of 5/10/15 | 1 Strength | Strength or Dexterity |
Small | Dagger, Poniard | 1 | 1 | +1 Armor Piercing, May be thrown, Range increments of 5/10/15 | 1 Strength | Strength or Dexterity |
Medium | Shortsword, Rapier, Spear, Javelin | 1 | 2 | +1 Armor Piercing. Javelins may be thrown, Range increments of 10/15/20. | 2 Strength | Strength or Dexterity |
Large | Longsword, Flail, Warhammer, Mace, Axe | 1 | 3 | - | 2 Strength | Strength |
Two Handed Slashing | Greataxe, Greatsword, Polearm | 2 | 5 | - | 3 Strength | Strength |
Two Handed Piercing | Long Spear, Lance | 2 | 4 | +1 Armor Piercing, May be wielded 1H while mounted | 2 Strength | Strength or Dexterity |
Staves | Staff | 2 | 2 | Non-Lethal Damage | 2 Strength | Strength or Dexterity |
Tiny Ranged | Hand Crossbow | 1 | 1 | +1 Armor Piercing, Fast action to reload, Range increments: 15/25/35 | 1 Strength | Dexterity |
Small Ranged | Short Bow, Light Crossbow | 2 | 2 | +1 Armor Piercing, Move action to reload, Range increments: 15/25/35. | 1 Strength | Dexterity |
Large Ranged | Longbow, Medium Crossbow | 2 | 2 | +2 Armor Piercing, Move action to reload, Range increments: 20/40/60. | 2 Strength | Dexterity |
Heavy Ranged | Heavy Crossbow | 2 | 3 | +3 Armor Piercing, Full round action to reload, Range increments: 20/40/60. | 1 Strength (winch) | Dexterity |
Uncommon Weapons
Uncommon Weapons function similarly to Martial Weapons, but may be made of uncommon materials, offer additional bonuses, or are only available in particular areas.
Weapon Name | Hands | Damage | Special Attributes | Required Strength | Uses Stat | Description |
---|---|---|---|---|---|---|
Ice Axe | 1 | 2 | +1 Armor Piercing, +1 Climb | 1 Strength | Strength or Dexterity | A combination weapon/tool, the traditional Svaald Ice Axe has a long spike or hook on the rear of the weapon used to drive into ice to aid in climbing. The front edge is wedgelike and can shear through ice as well as flesh. |
Fighting Gloves | 2 | 3 | Unarmed Combat rolls deal Lethal damage. | 2 Strength | Strength or Dexterity | These metal studded gloves are designed to turn a simple punch into a deadly weapon. They are frequently worn by the Koolongi fighting monks when they need to defend themselves on long travels. |
Alloy Bow | 2 | 3 | +2 Armor Piercing, Range increments are 15/25/35. | 3 Strength | Dexterity | The extreme cold of the Northern Wastes, and the lack of wood, made traditional bows impossible to construct; however, the Svaald's skill in metalworking crafted an alloy flexible enough to be used for a short bow, and fine quicksilver wires for string. The resulting bows are difficult to draw, but pack a substantial punch. |
Elven Thinblade | 1 | 2 | +1 Armor Piercing | 1 Strength | Strength or Dexterity | This one-handed weapon of elvish design mixes the longsword and the rapier into a narrow edged blade with a piercing point. The weapon may be used to make Piercing or Slashing attacks with equal benefit. |
Magitech Pistol | 1 | 2 | Ignores Dodge, 2 charges, Full Round Action to reload charges at the cost of 1 Mana per charge, Range increments are 15/35/55. | 1 Strength | Dexterity | This expensive weapon is found only in specific regions in the world (e.g. Devin). It uses a magical core to fire deadly bolts, but must be recharged with the wielder's own energy. |
Magitech Rifle | 2 | 4 | Ignores Dodge, 1 charge, Full Round Action to reload charges at the cost of 1 Mana per charge, Range increments are 20/40/60. | 2 Strength | Dexterity | This expensive weapon is found only in specific regions in the world (e.g. Devin). It uses a magical core to fire deadly bolts, but must be recharged with the wielder's own energy. |
Exotic Weapons
Exotic Weapons are substantially different to wield than normal weapons and require special training. Each Exotic Weapon has its own Exotic Weapons Skill which needs to be learned independently.
Weapon Name | Hands | Damage | Special Attributes | Required Strength | Uses Stat | Description |
---|---|---|---|---|---|---|
Chakram | 1 | 2 | +1 Armor Piercing. May be thrown, Range increments are 10/15/20. | 2 Strength | Strength or Dexterity | This exotic throwing weapon is most commonly used by Wild Elves and Feran in their native jungles and forests. It can be used as both a melee weapon and a thrown weapon using the Exotic Weapons Skill for both types of attack. |
Ultra-Greatsword | 2 | 6 | -1 Dodge | 4 Strength | Strength | An extremely rare weapon, the Ultra-Greatsword is large and heavy, requiring extreme strength to wield effectively. Even when the wielder is strong enough to swing the weapon, it drags their body reducing their ability to defend themselves. The choice for attackers willing to give up defenses for the maximum in offense. |
Claw Gauntlets | 2 | 2 | +1 Armor Piercing, Allows use of the Natural Weapons Fighting Style. | 2 Strength | Strength or Dexterity | These gloves or wristguards are mounted with razor sharp metal claws. Originally created in Koolong as a homage to the Feran fighters who saved their homeland, they are most commonly associated with the Rei-shaad Order. |
Spiked Chain | 2 | 2 | Reach, allows Grapple attempts with Melee Weapons skill instead of Unarmed Combat | 2 Strength | Strength or Dexterity | The spiked chain may include a variety attachments on the end, such as a dagger (thrown weapon with 1 yard range which can be retrieved with the chain), or kama (a medium melee weapon which can be dual wielded with the chain itself). |
Elven Longblade | 2 | 5 | +1 Ignore Dodge (Quicksilver) | 2 Strength | Strength or Dexterity | This gently curved two-handed weapon of elvish design uses the light weight of quicksilver to make an extremely agile two-handed sword which can be wielded with Dexterity or Strength. |
Special Materials
Weapon Special Materials
Weapon Material | Weapon Size | Equipment Bonus | |
---|---|---|---|
Quicksilver | All Melee | -1 Strength requirement | +1 Ignore Dodge |
Adamantine | Small, Medium, Large | +1 Strength requirement | +1 Armor Piercing |
Adamantine | Two-Handed | +1 Strength requirement | +1 Armor Piercing |
Glass-Steel | All Melee | -1 Strength requirement | -1 Stealth |
Ironwood | All Ranged | +1 Strength requirement | +1 Damage, +1 Armor Piercing |
Armor Special Materials
Armor Material | Armor Size | Equipment Bonus | |||
---|---|---|---|---|---|
Quicksilver | Light, Medium, Heavy | -1 Strength requirement | +2 Maximum Dodge | -1 Armor Penalty | |
Adamantine | Medium | +1 Strength requirement | +1 Armor Piercing Reduction | +1 Damage Reduction | -1 Speed |
Adamantine | Heavy | +1 Strength requirement | +1 Armor Piercing Reduction | +1 Damage Reduction | -1 Speed |
Ironwood | Heavy | - | |||
Drakescale | Medium, Heavy | +2 Magic Defense | |||
Dragonscale | Medium, Heavy | +3 Magic Defense |
Potions
Name | Potency | Cost |
---|---|---|
Herbal Healing Potion | 1 lethal healing; character may only gain healing from these potions once each day | 50g |
Magical Healing Potion | 10d10 | 80g |
Poisons
Injury Poisons
Rank | Name | Potency | Damage / Effect | Duration | Interval | Cost |
---|---|---|---|---|---|---|
1 | Adder Venom | 8d10 | 1 Lethal | 2 rounds | 1 round | 10g |
1 | Centipede Poison | 8d10 | -2 Speed, -2 Perception | 1 Hour | - | 10g |
2 | Giant Wasp Poison | 9d10 | 1 Lethal | 4 rounds | 1 round | 30g |
2 | Bloodroot Seeds | 9d10 | -2 Skills | 1 Hour | - | 30g |
3 | Viper Venom | 10d10 | 1 Lethal | 6 rounds | 1 round | 75g |
3 | Arrow Frog | 10d10 | Target only succeeds on rolls of 9 or 10 for the duration of the effect. | 1 Hour | - | 75g |
4 | Bebelith Venom | 11d10 | 1 Lethal | 8 rounds | 1 round | 100g |
4 | Shadow Essence | 11d10 | Unconsciousness | 1 Hour | - | 100g |
5 | Lotus Venom | 12d10 | 1 Lethal, -2 Skills | 10 rounds | 1 round | 500g |
5 | Mysterious Powder | 14d10 | Target may not use any spells, or abilities that require mana. | 10 rounds | - | 10,000g |
Ingested Poisons
Rank | Name | Potency | Damage / Effect | Duration | Interval | Cost |
---|---|---|---|---|---|---|
1 | Toadstool | 8d10 | x | x | x | 5g |
1 | Id Moss | 8d10 | x | x | x | 5g |
2 | Belladonna | 9d10 | x | x | x | 15g |
2 | Taggit Oil | 9d10 | x | x | x | 15g |
3 | Hemlock | 10d10 | x | x | x | 45g |
3 | Arsenic | 10d10 | x | x | x | 45g |
4 | King’s Sleep | 11d10 | x | x | x | 50g |
4 | Grave Dust | 11d10 | x | x | x | 50g |
5 | Tears of Death | 12d10 | x | x | x | 200g |
Mounts
Various creatures throughout Lorithandar have been domesticated for use as transportation. The most commonplace mounts are horses, which are purchaseable, however some other animals able to be trained as mounts may be encountered through gameplay.
Mount | Description | Cost |
---|---|---|
Work Horse | As horses go, this one is suitable for pulling carts and doing light work in the fields. | g |
Standard Horse | A sturdy creature, this horse is frequently used for travel and pleasure riding. | g |
Light Horse | Light horses are on the smaller side, granting them more speed than other horses. | g |
Heavy Horse | Heavy horses are accustomed to hard work, and are more hale and hearty than most. | g |
Destrier | These horses are born and bred for combat. | g |
Mount Training
Those who wish to pursue Mounted Combat will find that they are most effective with a Trained Mount. Mounts can be bought with coin or occasionally acquired through gameplay. In order to properly control a trained mount, the character's Ride Skill must be at a rank equal to or greater than that of their mount's Training. Otherwise, all Ride and Handle Animal checks involving the mount take a -2 penalty.
Skill Rank | Training | Description | Cost |
---|---|---|---|
1 | Trained Mount | This creature has been properly trained to be ridden, and its rider gains a +1 bonus to Ride checks at rank 1. At Rank 3, this increases to +2. At rank 5, this increases to +3. | g |
2 | Stalwart Mount | Loud noises, the smell of blood, or even injury will not cause the mount to rear or flee. The caster no longer needs to make additional ride checks when the mount is injured. The mount is well-trained enough to respond only to its assigned rider. If another creature attempts to mount it, the mount may attempt to throw them and make an opposed roll of the mount’s Attack + Rank vs Str or Dex + Ride. | g |
3 | Spirited Mount | Once per round, when an enemy enters the mount’s threatened space, the enemy must make an Acrobatics save to avoid being attacked by the mount as a Reactive action. If they fail the save, they either take Lethal (mount with Natural Weapons), or take Non-Lethal damage and are knocked Prone (other mounts). | g |
4 | Superior Mount | g | |
5 | Exceptional Mount | g |