Thursday, March 16, 2017

Miniatures - Miniature Storage

When I first started seriously collecting miniatures, I was, like most people, confronted with the problem of trying to store them. I started putting magnetic bases on all of my miniatures with the idea of using a metal toolbox with drawers to store them, but most 25mm and 28mm miniatures are just slightly too tall to fit standing up in the drawers of a typical toolbox, especially once you make them slightly taller by putting a metal base and magnetic backing on their bottom. Metal toolboxes are also pretty heavy, and are made even more so when one loads them up with a bunch of pewter miniatures. Finally, unless one has the foresight to buy one of those stacking sets of toolboxes, they don't really stack very well, and as a result, still take up a lot of space.

Despite all of these issues, I was resigned to storing my miniatures this way until I found a collection of supplies that provided an alternative solution. Like most solutions for gamers, this one was made by combining things that were never really meant for the purpose they are going to be used for. In this case, I started with a craft box like the one at the left. You can get these at hobby stores like Michaels - I found the ones I used at Costco where they were being sold in sets of five for something like $19.99. These ones are fourteen inches by fourteen inches and about two and three-quarters inches tall. They also have a flip top with latches and, most importantly, are stackable.

These craft boxes are the right size, but they don't have anything that a magnet will stick to. I went to Home Depot and found some twelve inch by twelve inch sheets of galvanized steel that cost about five bucks each. I have pretty much no real idea what they are actually used for (I think they might be used to protect siding when a fireplace is installed, or something similar, but that's just a guess), but as you can see in the picture to the right, they fit inside the craft boxes almost perfectly - the "fourteen inch by fourteen inch" measurement the craft boxes are advertised as having is the measurement of the top of the box and not how big they are on the inside. I used a generous application of white Gorilla Glue to stick the metal sheets to the inside of the craft box, and weighed the sheet down with some heavy books, so it would stick evenly. After letting the glue dry overnight, I had a stackable box that magnetic-based miniatures would stick to.

I ended up making seven of these boxes, which is enough to hold pretty much all of the "normal" miniatures I currently own. Since the boxes are stackable, I can just put them on top of one another to store the bulk of my miniatures in a relatively modest amount of space. Since the miniatures are on magnetic bases, they can also be transported in these boxes without the risk of damaging them. The picture to the left shows a completed box filled with some of my miniatures - the box is full of miniatures of animals, mythic animals, and elementals. Since each box only costs roughly nine dollars to make, I can just make more if my collection expands enough that I outgrow this set of boxes. The only minor drawback of this storage system is that any miniature that is taller than about two and half inches, which essentially includes any 25mm or 25mm mounted figure, won't fit comfortably in these boxes.

To store my "tall" miniatures, I had to come up with another solution. I tried to find a fourteen inch by fourteen inch container that was six or seven inches tall, but I couldn't locate one. Instead, I found a larger container that was sixteen inches by twenty-four inches and seven and a half inches deep at Target that cost about $7. Because these containers are measured from the top and not the bottom, a twelve inch by twenty-four inch sheet of galvanized steel wouldn't fit into the box. Instead, I took two twelve inch by twelve inch sheets and overlapped them in the container, gluing them down with white Gorilla Glue just like I did with the smaller containers. This was more expensive than the smaller miniature containers, partially because the box itself cost slightly more, and partially because I needed to use two sheets of galvanized steel instead of one, but the total expense to make it is still quite reasonable. This container won't stack with the smaller containers, but it is stackable with other containers of its own kind, so if I ever have enough "tall" miniatures that I need another container like this, I will be able to stack them for storage. Right now, I am able to fit all of my "tall" miniatures into the one box, so I'm good for now.

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Tuesday, February 28, 2017

Miniatures - Shadows Over Camelot

These are miniatures from the game Shadows Over Camelot, a cooperative board game based upon Arthurian legend. In the game, players take on the role of Knights of the Round Table and try to accomplish quests before the world turns too dark to save. The miniatures are decent, although the detail on the faces leaves a little to be desired. I had some trouble with them, as they had a kind of tacky finish after I painted them. This was my fault though, as I had used a different kind of clear finish than I normally use, and it left them slightly sticky. I refinished them with my usual clear matte finish and they seem to be fine now.

Arthur, Gawain, Galahad, and Kay

Palamedes, Tristan, and Percival

Excalibur, the Holy Grail, and Lancelot's Armor

Threatening Picts from the North

Invading Saxons on the Beaches

Hostile Catapults Ready to Attack Camelot

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Friday, December 9, 2016

House Rules - Magic Poisons

Magic Poisons (from The Book of Eldritch Might)

Assassins are a deviously creative lot. In a world where their victim can come back from the dead even faster than it took to put them there in the first place, a few magical tricks can help a non-spellcaster (or a minor spellcaster) use spell-like attacks - in this case, through the edge of a blade or laced into a glass of wine.

Every magical poison described here carries two effects: Its normal, non magical poisoning effect, and an accompanying magical effect. The magical effects are instantaneous, thus not subject to dispelling. Victims with Spell resistance may use their resistance to avoid the magical effect (though not the non-magical one).

Creatures immune to poisons are immune to the spell-like effects of magic poisons as well. Neutralize poison can render both aspects of a magic poison harmless; treat as though dispel magic were cast against the caster level of the magic poison's creator. Thus, to cancel out effects, a caster of neutralize poison makes a level check with a DC of 11 + the caster level listed with the poison.

Creating Magic Poisons

Magic poisons may be made by those with the feat Manufacture Magic Poison. Magic poisons are brewed and simmered for a long time, or produced by feeding special ingredients to plants that in turn produce the required effect. Thus, it often takes weeks to produce a magic poison. Unlike most magic item creation processes, during the process you only need to spend one hour per day working on the poison.

To figure the market price for a magic poison, determine the approximate level of the poison's effect and multiply 60 shillings times the spell level times the caster level. The prices pertaining to spells that often affect a number of targets should be adjusted downward when placed into a poison (which only affects one creature); reduce these prices by up to 20%.

otherwise, manufacturing magic poisons is much like creating a potion, as described in the Dungeon Master's Guide.

Magic Poison Powers

Using Magic Poisons
Each of the magic poisons listed in this section is meant to be added to a mundane poison, like those found in the Dungeon Master's Guide. They do not have to be. If you desire only the magical effect, add the magical powers to an inert paste instead of to a poison. Characters can coat a blade with this substance or ally it directly to food or drink to be ingested

Note that some magic poisons, such as coldheart, take effect only when the save against the actual poison fails. These would have no effect if added to an innocuous substance.
Coldheart: The victim suffers 3d6 points of cold damage upon the failure of each save against the poison. There is no additional save for the cold damage.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, mark of frost; Market Price: 900 shillings.

Crippling Doom: Victims who fail a Will save (DC 11) are filled with dread and pain, suffering a -2 morale penalty to attack rolls, checks, and saving throws for two minutes.
  Caster Level: 2nd; Prerequisites: Manufacture Magic Poison, doom; Market Price: 120 shillings.

Darkmind: Victims who fail a Fortitude save (DC 19) fall into a coma, alive but unable to take actions of any kind, physical or mental. The coma lasts 1d10 days.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, coma; Market Price: 4,700 shillings.

Delusion: The victim of this poison is deluded into ignoring the damage it inflicts. The character simply does not recognize that the poison has had an effect. No save.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, confusion; Market Price: 1,500 shillings.

Demonseed: Anyone slain by this poison and then raised becomes possessed by a demon. Until the demon is dispelled (via dispel evil or similar spell), treat the character as chaotic evil with an agenda of destruction (often achieved through guile - the demon won't necessarily make its presence known immediately). Use all the character's normal abilities and skills. No save.
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, lesser planar binding; Market Price: 3,000 shillings.

Denial: The victim of this poison must make a Will save (DC 19) or thereafter become unable to enter a 100-foot-square area designated by the creator.
  Caster Level: 13th; Prerequisites: Manufacture Magic Poison, forbiddance; Market Price: 4,500 shillings.

Fear: The victim of this poison must make a Will save (DC 16) or be gripped with great fear. Treat the character as panicked for 8 rounds.
  Caster Level: 8th; Prerequisites: Manufacture Magic Poison, fear; Market Price: 1,600 shillings.

Fireheart: The victim suffers 3d6 points of fire damage upon the failure of each save versus the poison. There is no additional save for the fire damage.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, mark of fire; Market Price: 900 shillings.

Heartthief: The victim of this poison must make a Will save (DC 16) or lose all memory of the person closest to him.
  Caster Level: 11th; Prerequisites: Manufacture Magic Poison, feeblemind; Market Price: 4,000 shillings.

Longnight: Those slain by this poison or the attack which delivered it (if any) gain a special 30 Spell Resistance against any attempt to raise, resurrect (including true resurrection) or reincarnate them. No save.
  Caster Level: 17th; Prerequisites: Manufacture Magic Poison, soul bind; Market Price: 9,000 shillings.

Madness: The victim of this poison must make a Will save (DC 20) or go insane as described in the spell insanity.
  Caster Level: 13th; Prerequisites: Manufacture Magic Poison, insanity; Market Price: 5,400 shillings.

Memory Key: This poison is always made with a specific target in mind. The creator specifies a single memory of a subject - such as meeting a certain individual, the events of a single evening, or an important password - to be destroyed forever in the victim's mind. spells, skills, feats, and other character abilities cannot be forgotten. Major memories, such as the existence of a character's husband or where she comes from, are beyond the scope of this poison. The victim gets a Fortitude save (DC 16) to resist this effect.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, feeblemind; Market Price: 1,500 shillings.

Shrivelsoul: If the victim of this poison dies (either through the poison's damage or the attack which delivered it, if any), the corpse immediately shrivels and effectively ages a year, so that raise dead will not work. A resurrection is needed to bring the character back to life. No save.
  Caster Level: 11th; Prerequisites: Manufacture Magic Poison, slay living; Market Price: 3,500 shillings.

Sleep: A victim of 6 Hit Dice or lower must make a Fortitude save (DC 11) or fall asleep for three minutes or until awakened.
  Caster Level: 3rd; Prerequisites: Manufacture Magic Poison, sleep; Market Price: 180 shillings.

Slow: The victim of this poison must make a Will save (DC 14) or be slowed (as the spell) for 7 rounds.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, slow; Market Price: 1,100 shillings.

Swarmdeath: The victim of this poison must make a Fortitude save (DC 17) or be killed instantly by the swarm of crawling and flying insects that appears in his stomach and bursts out.
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, insect plague, slay living; Market Price: 2,700 shillings.

Truesleep: A victim of 10 Hit Dice or lower falls asleep for one hour. There is no saving throw (although immunity to sleep effects and normal spell resistance still apply).
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, greater sleep; Market Price: 2,700 shillings.

Weakening: This poison magically saps 1d4 points of Strength from the victim upon the failure of each save.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, ray of enfeeblement; Market Price: 1,200 shillings.

Wraithsong: The victim of this poison has one negative level, as if touched by a wraith. No save.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, enervation; Market Price: 1,600 shillings.

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Tuesday, December 6, 2016

General Rules - Rage Feats

This is a list of rage feats that do not appear in the Player's Handbook, but that I use in my campaigns. All of these feats require that the character have the ability to rage, as a barbarian. As feats get added to my ongoing campaigns, I will add more to this listing.

Collective Fury [Rage]
Multiple characters with the rage ability can cause fear in opponents.
   Prerequisite: Ability to rage, Warcry.
   Benefit: A character with the Collective Fury feat knows how to amplify the terror that a raging mob can generate. When a character with Collective Fury rages, all other characters within 30 feet who are raging temporarily gain the benefit of the Warcry feat. Multiple Warcry effects stack with one another.

Furious Strength [Rage]
You can channel your rage into a single burst of incredible strength.
   Prerequisite: Ability to rage.
   Benefit: You can choose to forego the normal benefits of rage for a single round of incredible strength. To use this feat, a character must still be able to rage at least once during the current day. Furious Strength may be invoked whenever rage would be activated. When the character uses this feat, he gains +20 Strength for a single action that can last no longer than one minute. This can be used to bash down an obstacle, lift an impossible weight until friends can run safely through, or deal tremendous damage to a foe with a single attack. After this action, the character is fatigued for one minute, suffering the same effects as if he had just finished a normal rage.

Holy Fury [Rage]
You can channel positive energy and rage to deal severe damage to undead.
   Prerequisite: Ability to channel positive energy, ability to rage.
   Benefit: Characters who can both rage and turn undead can combine these two abilities when fighting undead. By sacrificing one turning attempt for the day while raging, the character gains the ability to affect undead with critical hits. This lasts until the end of his current rage.

Raging Jump [Rage]
You can use your rage to extend your leaping distance.
   Prerequisite: Ability to rage, Jump 3+ ranks.
   Benefit: While raging, you can channel some of your energy into a prodigious leap. You gain a +10 bonus on a single Jump check at the cost of shortening your total rage time by one round.

Savage Health [Rage]
You gain temporary hit points when you rage.
   Prerequisite: Ability to rage, Con 15+.
   Benefit: In the first round that a character is raging, he may choose to channel some of his fury into a surge of health. This free action grants them 1d8 temporary hit points for each round by which they shorten their rage. All of these hit points vanish when the rage ends. Damage is taken from these temporary hit points first. If the total damage taken during the rage does not exceed these hit points, the character has taken no real damage.

Warcry [Rage]
You can terrify opponents with a fearsome battle cry.
   Prerequisite: Ability to rage, Cha 13+.
   Benefit: When you are raging, as a move-equivalent action, you can emit a battle cry that severely unnerves opponents Each opponent within 30 feet of you at the time of the cry must make a Will save (DC 10 + your Charisma bonus). Add two to the DC of the Will save if you have at least five ranks of Intimidate. Opponents that fail the Will save suffer a -1 penalty to attack rolls, Will saves, and AC for as long as you remain in combat and raging. Using Warcry reduces your total time in rage by one round.

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Sunday, December 4, 2016

House Rules - New Armor

New Armor

This is a list of armors that do not appear in the Player's Handbook, but that I use in my campaigns. As armors get added to my ongoing campaigns, I will add more to this listing. These armors have been adapted from Bow & Blade: A Guidebook to Wood Elves, Nyambe, and Path of the Sword.

Armor
Light Armor
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight 1
Beaded Armor 2
25 shillings
+2
+6
-1
15%
15 lbs.
Bone Armor 2
300 shillings
+3
+6
-2
15%
15 lbs.
Chitin Armor 2
45 shillings
+4
+3
-3
20%
25 lbs.
Gyad'hywr Breastplate 2
3,000 shillings
+5
+4
-2
20%
15 lbs.
Heartwood Shirt 2
1,500 shillings
+5
+4
-3
25%
25 lbs.
Leafweave Armor 2
350 shillings
+2
+6
-2
10%
10 lbs.
Menaevian War Paint 2
15 shillings
+1
-
0
0%
1 lb.
Spidersilk Vest 2
500 shillings
+3
+7
-1
5%
5 lbs.
Woven Cord Armor 2
10 shillings
+1
+7
-1
5%
10 lbs.
Medium Armor
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight 1
Iron Mantle Armor
150 shillings
+5
+2
-5
30%
30 lbs.
Woodweave Coat 2
1,500 shillings
+4
+3
-3
25%
15 lbs.
Shields
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight
Buzzshield
50 shillings
+1
-
-1
10%
10 lbs.
Large leather shield 2
5 shillings
+2
-
-2
15%
7 lbs.
Leather body shield 2
15 shillings
+3
-
-5
25%
15 lbs.
Parrying shield 2
20 shillings
+1
-
-1
10%
6 lbs.
Small leather shield 2
2 shillings
+1
-
-1
5%
3 lbs.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 Can be worn or used by druids without penalty.

Armor Descriptions

Beaded Armor: This armor is made from beads and woven leather cord. This makes the armor highly decorative, yet still provides some degree of protection to the wearer. It is most commonly used by the tribesmen of the At'viras Steppes and the Tozlu Desert. Beaded armor can be donned in 1 minute, donned hastily in 5 rounds, and removed in 1 minute.

Bone Armor: Thin strips of bone line the outisde of a hide shirt, making this armor both light and durable. Although it offers excellent protection compared to most light armor, it does not have the durability of comparable metal armor.

Buzzshield: The buzzshield is an example of what happens when the ingenuity of the Hartzstadt dwarves is applied to war. The buzzshield is the size of a small steel shield, and anyone with the Shield proficiency can used it as one without penalty. If the wielder also has Exotic Weapon Proficiency (Buzzshield), it is something more.

The buzzshield contains a powerful spring, a complex gearing mechanism, and a number of retractable metal teeth. When wound up (a full round action that provokes and attack of opportunity), it becomes a lethal weapon, all the while still functioning as a shield. The buzzshield can be used as an off-hand weapon, and is considered to be a light weapon for this purpose. The buzzshield remains wound for 1d4+4 rounds, and deals 1d6 points of slashing damage on a successful hit. It has a threat range of 20 x3.

The mechanism is robust, as it is designed for war, but it is not indestructible. After 25 rounds of use, the mechanism will need maintenance. Maintaining a buzzshield requires a DC 20 Craft: Weaponsmithing check and 10 minutes of work. Dwarves from Harzstadt gain a +4 bonus to this check, and can perform the work in half the time. if the shield is used without maintenance, it ceases to function as anything but a small shield until repaired.

Chitin Armor: Goblinoids and others who live near insect-infested areas have learned to take advantage of the abundance of giant arthropods, forming useful armor from their discarded husks. While some feel that only shells stripped from living beasts have the flexibility to make decent armor, most husk-hunters find a freshly shed exoskeleton to be just as good and far easier to obtain.

Chitin armor offers decent protection, and is often used by goblinoids. It has one major drawback - it is incredibly brittle. Any attack that deals more than 20 points of damage in a single blow shatters the armor. In addition, if the wearer of the armor takes more than 50 points of damage before he can repair the armor, the husk is destroyed. Repairing the armor requires a DC 20 Craft: Armorsmithing check and takes an hour.

Gyad'hywr Breatplate: This is a breastplate made from gyad'hwyr wood.

Heartwood Shirt: Made of specially treated wood grown in secret groves by khülen druids and spirit shamen, this is one of the finest and most expensive forms of armor available. Although made of wood, it has the hardness and hit points of normal steel.

Iron Mantle Armor: Iron mantle armor is made from a number of iron plates held together with leather straps, and covers the wearer's shoulders and chest. Iron mantle armor can be donned in 4 minutes, donned hastily in 1 minute, and removed in 1 minute.

Large Leather Shield: A leather shield is lighter than a metal or wooden shield, but easier to damage. The leather is cured until it is hard enough to deflect attacks. A large leather shield has hardness 3 and 12 hit points.

Leafweave Armor: Made from lacquered leaves by woodland crafters, leafweave armor is light, durable, and extremely flexible. Its only disadvantage compared to other light armor is its high price, due mainly to the intricate craftsmanship and rare materials used in its creation.

Leather Body Shield: A body shield is only slightly smaller than a tower shield. Such a shield would be unwieldy if made from any material oher than leather. The leather is cured until it is hard enough to deflect attacks. A large leather shield has hardness 3 and 15 hit points.

Menaevian War Paint: The warriors of Menaevia have been often observed patrolling their wild nation covered in swirls and whorls of color. Those who know the secret of Menaevian war paint know why they wear this gaudy spectacle, except for the fact that they are most likely dead.

When applied, Menaevian war paint is a riot of clashing colors, usually greens, reds, and tans. It remains thus until the wearer remains still for 1d4 rounds. At the end of this time, the brightly colored paint slowly changes to match the surrounding foliage - not a perfect match, but close enough to add considerably to Hide checks, giving a +6 circumstance bonus. If the wearer moves suddenly - more than half speed - the paint reverts to its bright color scheme. The effect is that brightly painted, garish warriors seem to materialize out of nowhere.

Menaevian war paint also serves to protect the skin slightly. Once dry, it is surprisingly tough, acting as skin-tight armor that provides a +1 armor bonus to its wearer. Applying Menaevian war paint takes 15 minutes; removing it takes about 1 minute. No other armor can be worn while using the paint. It is extremely rare for Menaevians to sell this paint to non-Menaevians. An alchemist who has a sample to work with might be able to figure out the recipe with a DC 35 Craft: Alchemy check. Once the formula is known, manufacturing more requires a DC 25 Craft: Alchemy check.

Menaevian war paint assists in Hide checks only when in wilderness locales. It is worse than useless in cities or inside structures, conferring a -2 circumstance penalty to Hide checks.

Parrying Shield: A parrying shield is a special shield often used by the inhabitants of the Tozlu Desert. It is a small leather shield with special projections used for deflecting arrows. A wielder must have the Parrying Shield feat to make full use of a parrying shield. A parrying shield has hardness 3 and 9 hit points.

Small Leather Shield: A leather shield is lighter than a metal or wooden shield, but easier to damage. The leather is cured until it is hard enough to deflect attacks. A large leather shield has hardness 3 and 7 hit points.

Spidersilk Vest: It is well known that spider's silk is many times stronger than steel. While the chitine have been known to farm spiders for their silk, other must resort to hunting monstrous spiders in wild for their supply. Any monstrous spider of at least Large size can provide enough silk for a single spidersilk vest for a Medium-size creature. A DC 30 Craft: Weaving check is required to convert the spider threads into silk cloth, and a DC 27 Craft: Tailor check is needed to successfully craft the silk into the vest.

Woodweave Coat: Made from wooden strips of specially treated wood, this armor is favored by many khülen woodsmen and warriors. Although made of wood, it has the hardness and hit points of normal steel.

Woven Cord Armor: This armor is made from woven fibers. Though not as flexible as leather amor, woven cord armor offers superior ventilation. As a result, woven cord armor is commonly used by the denizens of the At'viras Steppes, and sometimes by the inhabitants of the Tozlu Desert. Woven cord armor can be donned in 1 minute, donned hastily in 5 rounds, and removed in 1 minute.

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House Rules - Adventuring Equipment

Adventuring Equipment

Item
Cost
Weight
Javelin Thrower
2 shillings
2 lbs.
Potion Belt
1 shilling
1 lb.
Potion Belt, Masterwork
60 shillings
1 lb.
Scroll Organizer
5 shillings
½ lb.
Weapon Harness
5 shillings
5 lbs.
This is a collection of equipment that is generally of interest to adventurers. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

Item Descriptions

Javelin Thrower: (Nyambe) This ancient weapon provides greater leverage to thrown javelins, increasing their range and power. The javelin thrower is a grooved stick with a notch at one end used for propelling javelins, throwing spears, or barbed spears. To use the thrower, a javelin is loaded into the groove, and the user swings the stick with an overhand throwing motion, flinging the weapon forward with much more force than is possible with an unassisted throw.

Using a javelin thrower doubles the range increment of the javelin or spear used, increases its threat range to 19-20, and increases its critical multiplier by one step. Loading a javelin thrower is a move-equivalent action, and using one to throw a javelin is a standard action, which prevents skilled throwers from making multiple attacks.

Potion Belt: (Forgotten Realms Campaign Setting) This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. The belt holds six potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 15.

Potion Belt, Masterwork: (Forgotten Realms Campaign Setting) This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 20.

Scroll Organizer: (Forgotten Realms Campaign Setting) This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of the scroll shows, allowing you to scan the scroll's titles. Craft: Leatherworking DC: 15.

Weapon Harness: (Path of the Sword) This lightweight harness slips over the user's backpack and over the arms. It has two chest belts (one directly below the chest, the other across the chest) that must be secured lest the harness fall off. The harness has sheathes for two swords on the back, as well as two hooks that snap together and hold two Medium-size weapons on the waist. There is also a sheath on the from of the weapon harness, and six sheathes along the front straps hold daggers. Craft: Leatherworking DC: 15.

Mundane Weapon Enhancements

Item
Cost
Weight
Armor-Piercing
+50% of base weapon cost
-
Basket Hilt
+15% of base weapon cost
-
Bent Grip
+15% of base weapon cost
-
Hollow Hilt
+15 shillings
-
Hollow Hilt, Masterwork
+45 shillings
-
Shielded Grip
+25% of base weapon cost
-
Strengthened
+50% of base weapon cost
+50% of base weapon weight
Weighted
+100% of base weapon cost
+50% of base weapon weight
Armor-Piercing: (Path of the Sword) This may be applied only to light weapons that deal piercing damage. The weapon has been modified to slip between pieces of armor. Against any opponent with an armor bonus to Armor Class, this weapon grants a +1 bonus to attack rolls. This bonus does not apply to an opponent that only has a natural armor bonus to Armor Class.

Basket Hilt: (Path of the Sword) This is a complex grip that wraps around the wielder's hand. It can only be used on Medium-sized weapons or less that are to be wielded with one hand. The basket hilt grants the wielder a +2 bonus to resist disarm attempts.

Bent Grip: (Player's Guide to Fighters and Barbarians) A bent grip allows great control over a weapon, though at some cost of power. This grip has a number of flanges and a significant curve, allowing it to fit easily in the hand. Bent grips function properly on any light sword and on one-handed piercing swords. This grip may not be fitted on other weapons. Weapons with a bent grip gain a +1 enhancement bonus to their threat range (which does not stack with enchantments that also improve the threat range). The bent grip is commonly used in Enslem and the Gorovlic Isles.

Hollow Hilt: (Path of the Sword) A weapon with a hollow hilt has a small compartment in the hilt, grip, or shaft, which can store 4 cubic inches worth of material in a Small weapon, or 6 cubic inches of material in a Medium weapon.

Hollow Hilt, Masterwork: (Path of the Sword) This is a small compartment in the hilt, grip, or shaft of a weapon, just as above, only applied to a masterwork weapon. The compartment can store 6 cubic inches worth of material in a Small weapon, or 8 cubic inches of material in a Medium weapon.

Shielded Grip: (Player's Guide to Fighters and Barbarians) One of a number of protected grips, such as shell or basket hilts, the shielded grip is used in a variety of bladed weapons - including daggers, rapiers, and longswords. If a weapon with a shielded grip is employed in battle, and the wielder is using Combat Expertise, the AC bonus gained through the use of that feat is increased by +1. This bonus increases to +2 if the Combat Expertise proficient character is using two shielded grip weapons, but only if they posses the Two-Weapon Fighting feat. Additionally, shielded grip grant a +1 circumstance bonus for the purpose of resisting disarm attempts.

Strengthening: (Path of the Sword) The weapon is made of stronger, thicker materials. This makes it considerably heavier, but also harder to break. A strengthened weapon has its hardness increased by 1 and its hit points increased by 25% (rounded up). This increases the weight of the weapon by 50%.

Weighted: (Path of the Sword) This improvement may only be applied to weapons that deal bludgeoning damage. The head of the weapon is designed to be extremely heavy by adding extra metal, wrapping it in steel bands, and so on. This increases the weapon's damage by +1 and increases the weight of the weapon by 50%.

Mundane Armor Improvements

It is possible to commission easily distinguished or customized pieces. Below you will find an outline of several of these enhancements, their costs, and the benefits of taking the time to be unique.

Precisely Fitted Armor: Armor can be tailored to a specific individual. Such armor must be crafted of masterwork quality and tailored specifically the the character as part of its construction. The character who wears the armor must be measured precisely before the work can commence, and then the cost of the armor is increased by 50%. Precisely fitted armor has some minor, but useful benefits, as follows:
  • Hasty donning time is reduced by one round if the armor is light armor, by two rounds if the armor is medium armor or heavy armor other than half-plate or full-plate, and by one minute if the armor is half-plate or full-plate.
  • The precise fit enables you to move more easily within it, reducing the apparent weight by 10% for purposes of load calculation. This weight reduction also applies to Swim checks.
  • Well-made armor simply looks better. You gain a +1 circumstance bonus to Bluff and Diplomacy checks in circumstance in which the target of the check would be favorably impressed by someone in high-quality armor.
Embossed and Decorated Armor and Weapons: Both armor and weapons can be covered with decorations, fine enameled designs, intricate embossed patterns, and so on. This does nothing for the functionality of the armor or weapon, but it does make the equipment extremely distinctive. Characters who are nobles, high-ranking military commanders, or successful merchants might desire such equipment to demonstrate their status and wealth. Decorated and personalized items grant the following benefits:
  • The items are much easier to locate if stolen. Add a +2 circumstance bonus to any Gather Information checks related to tracking down lost or stolen items that have been decorated.
  • Those likely to be impressed by wealth, especially ostentatious displays of wealth, are going to be faorably disposed towards a character wielding decorated arms and armor. Such a character gains a +2 circumstance bonus to Bluff and Diplomacy checks against such individuals.
The one major drawback to such items is that extensive field use can mar the fine craftsmanship. Any time a character sustains more than 50% of his hit points in damage, decorated armor has been marred and must be repaired. Likewise, if a character scores more than two critical hits with a decorated weapon in a single combat, it is also considered marred and must be repaired.

Decorated items cost a minimum of double the cost of masterwork items of the same type (although they are not necessarily masterwork - if a character wants a decorated masterwork item, they must pay the cost for masterwork quality as well). If the character insists on particularly costly decorations - for example, an image of the character slaying a green dragon to be placed on a large shield, with the dragon made from precisely cut emeralds, and the character formed of rubies - the price can be as high as the DM thinks is reasonable.

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Wednesday, November 30, 2016

House Rules - Heavy Weapons

Heavy Weapons

Old Damage (Each Die)New Damage
1
1d2
1d2
1d3
1d3
1d4
1d4
1d6
1d6
1d8
1d8 or 1d10
2d6
1d12
2d8
Heavy weapons, such as those made from gold or platinum, are unwieldy, but inflict additional damage. Without the proper Exotic Weapon Proficiency feat (for example, heavy longsword), you suffer a -4 penalty on attack rolls with a heavy weapon. Only weapons made entirely or largely of metal (such as swords or axes) are affected. Other weapons (such as spears) are not.

Weapons made of a heavy metal inflict increased damage as shown on the table to the right.

A character can wield a heavy weapon one size category smaller than his own in two hands to avoid the attack penalty. For instance, a human wielding a light mace made of gold with both hands, or an ogre wielding a platinum longsword with two hands, does not suffer the attack penalty.

You can never use the Weapon Finesse feat with a weapon made of a heavy metal.

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