Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Thursday, February 6, 2025

Fallen Empire: House Rules - House Rules for the Fallen Empire Setting

House Rules for the Fallen Empire Setting

Game Rules: The campaign will use the 3.5 edition Dungeons & Dragons rule set (referred to as “3.5e”) mostly “by the book” with a few modifications. Except where otherwise noted, material from the 3.5e Player’s Handbook and Dungeon Master’s Guide is generally available for players to use. In addition, I have selected certain modified rules (as specified on the site) from Unearthed Arcana for use in the campaign. Subject to review, material from most published Wizards of the Coast sourcebooks is available for use by players with appropriate campaign domestication as needed. If you want to use material from some other source, I may or may not allow it (depending on my assessment of whether it “fits” the campaign and the “soundness” of the proposed option). Most sourcebooks that I own are viable options for the campaign. The specific house rules are:
  1. Time: To the extent practicable, the campaign will use the rule that every day out of game is a day in game. Thus, if the campaign meets once every four weeks, there is the potential for four weeks to pass in the campaign between each session.

  2. 0th Level Characters: The campaign will use the rules for starting characters as 0th level characters.

  3. Races: The campaign will use some variant races. These are listed on the campaign page.

  4. Fractional Base Bonuses: Because I like them, the campaign will use the fractional base bonuses rule set forth in Unearthed Arcana in the sidebar on page 73. Classes that are listed on this site incorporate this rule information into their descriptions.

  5. Favored Classes: There are no favored classes in the campaign. There are no penalties for multiclassing for any characters.

  6. Multi-Classing: The multi-classing restrictions for monks are removed as game rules (the multi-classing restrictions for paladins are also removed, but because the base paladin class has been removed from the campaign, this is somewhat moot), although some particular organizations of such individuals may have particular rules regarding the “proper” area of study for those members.

  7. Class Skills: All classes gain +8 skill points at 1st level and +2 skill points per level thereafter. (Note that when using the 0-level rules, the +8 skill points applies to the character's 0th level rather than their 1st level).

  8. Skills: The following skills have been clarified, or expanded. The campaign will use the Skills by Character house rule. In addition, the campaign will use the expanded Synergy Bonuses listed in that page.
    • Craft: Alchemy: As a quasi-magical art, the Craft: Alchemy skill can be used by individuals who are not spell-casters.
    • Knowledge: Local: When this skill is selected, the character must specify the locality for the skill, usually a town, city, or relatively small region. The more specific the locale to which this skill applies, the more detailed the information it provides is. This skill may be taken multiple times. Each time it applies to a different locale.
    • Knowledge: War: This skill covers strategy, tactics, and logistics. At the start of a battle between two opposing forces numbering 50 combatants or more on each side, the leaders of each force may make an opposed Knowledge: War check (a commander may substitute a subordinate’s skill for his own if he delegates command). The winner of this opposed check may bestow a +1 circumstance bonus to attack rolls to a number of allied combatants equal to the margin by which he beat his opponent for a number of rounds equal to his Charisma modifier. Any number of subordinates may use the Aid Another action to increase the commander’s skill result provided he has had time to consult with them while formulating his battle plan.
    • Profession: Scribe: This skill may not be taken by illiterate characters.
    • Speak Language: While not a modification of the speak language skill per se, any time a character experiences a permanent increase in his or her Intelligence bonus, they may, after obtaining appropriate training, learn a new language without expending additional skill points.

  9. Racial Bonus Feats: All characters gain a racial bonus feat at 5th, 10th, 15th, and 2th level.

  10. Spellcraft: Because their powers and methods are so different, arcane casters suffer a -5 penalty to Spellcraft checks to identify divine spells, and vice versa. Characters who do not cast spells but have ranks in Spellcraft must specify whether their knowledge pertains more to the arcane or the divine. This is true whether the character is observing spell casting or using the skill to identify magical writing (such as a scroll). Multiclass casters of both arcane and divine spells suffer no penalty.

  11. Death and Dying: Instead of the standard rules detailed in the section titled Injury and Death on pages 145-146 of the Player’s Handbook, I’d like to use the following alternate rules. Except where noted here, all other rules detailed in this section are unchanged:
    • Disabled: When a character reaches 0 hit points, he is disabled. You remain disabled until you reach a negative hit point total equal to your Constitution modifier (minimum 0, no one is ever disabled at a positive hit point total). You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous actions, such as casting a quickened spell) you take 1 point of damage after completing the act. Unless your activity increased your hit points above 0, you remain disabled, unless your negative hit point total exceeds your Constitution modifier, in which case you fall unconscious and are dying. Healing that raises your hit points above 0 makes you fully functional again, just as if you had never been reduced to 0 or fewer hit points. A spell caster retains the spell casting capability she had before becoming disabled. You can also become disabled when recovering from dying. In this case, it is a step towards recovery, and you can have more negative hit points that your Constitution modifier (see Stable Characters and Recovery, below).
    • Dying: When your negative hit point total exceeds your Constitution modifier, but are less than your total Constitution score, you are dying. A dying character immediately falls unconscious and can take no actions. Every round, you must roll a d% to see whether you become stable. You have a percentage chance equal to your Constitution score of becoming stable. If you do not become stable, you lose 1 hit point. This continues until you die or become stable (see below).
    • Dead: When your negative hit point total equals your Constitution score, you die. You can also die from taking ability damage or suffering an ability drain that reduces your Constitution to 0. When a character dies, his soul immediately departs. It is virtually impossible to return from death (see Campaign Rules, Section 5 concerning spells that are generally unavailable in the campaign).
    • Stable Characters and Recovery: On the next turn after your negative hit point total exceeds your Constitution modifier, but is less than your total Constitution score, and on all subsequent turns, roll d% to see whether you become stable. You have a percentage chance equal to your Constitution score to become stable. If you don’t, you lose 1 hit point. When you are unconscious or dying you cannot use any special action that changes the initiative count on which your action occurs. If your negative hit points exceed your Constitution score, you die. Someone can keep you from losing any more hit points and make you stable with a DC 15 Heal check. If any sort of healing cures you of even 1 point of damage, you stop losing hit points and become stable. Healing that raises your hit points to a point where your negative hit point total is equal to or less than your Constitution modifier makes you conscious and disabled. Healing that raises your hit point total to 1 or more makes you fully functional again, just as if you had never been reduced to 0 or lower. A spell caster retains the spell casting capability she had before being in danger of dying.
    • Nonlethal Damage – Staggered and Unconscious: When your nonlethal damage equals your current hit points, but does not exceed it by more than your Constitution modifier, your are staggered (no one is ever staggered at a positive hit point total). You are so roughed up that you can only take a standard action of a move action in each round. You cease being staggered when your current hit points once again exceed your nonlethal damage. When your nonlethal damage exceeds your current hit points by more than your Constitution modifier, you fall unconscious. While unconscious, you are helpless (see Helpless Defenders, page 153 of the Player’s Handbook). Spell casters who fall unconscious retain any spell casting ability they had before going unconscious.

  12. Weapon Sizes: The unnecessarily overcomplicated weapon sizing rules in 3.5e will not be used. Instead, the original 3rd edition weapon sizing rules (because they are easier to work with) will be used. For those of you unfamiliar with these rules, they are simple. All weapons are given a “size”, for example, a short sword is a “Small” weapon, a longsword is a “Medium” weapon, and a greatsword is a “Large” weapon. The size of a weapon compared to a character’s size determines whether the weapon is light, one-handed, two-handed, or too large to use for that character:
    • Light: If the weapon’s size category is smaller than the character’s, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.
    • One-Handed: If the weapon’s size category is the same as a character’s, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character’s Strength bonus to damage (provided the character has a bonus).
    • Two-Handed: If the weapon’s size category is one step larger than a character’s, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character’s Strength bonus to damage (provided the character has a bonus).
    • Too Large to Use: If the weapon’s size category is two or more steps larger than a character’s own, the weapon is too large for the character to use.
    • Thrown Weapons: Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character’s size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character’s Strength bonus to damage.
    • Missile Weapons: A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a sling, a mighty composite shortbow, or a mighty composite longbow.
    • Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

  13. Scribing Scrolls: A single standard scroll can hold up to nine levels worth of spells, combined in any manner the scribe desires. A single scroll could hold one ninth level spell, a fourth and a fifth level spell, nine first level spells, or any combination with total spell levels of nine or less. A cantrip scribed onto a scroll counts as a half-level for the purpose of this rule (therefore, a single scroll could conceivably hold up to eighteen cantrips). For the purpose of calculating the crafting time under the item creation rules, a single scroll may be scribed as if it were a single item, no matter how many spells it holds.

  14. Critical Hits: By the standard 3.5e rules, the critical threat range increases from the Improved Critical feat and the Keen weapon enhancement do not stack with one another. I am reversing this to the original 3rd edition rule, and an individual with the Improved Critical feat who is using a Keen weapon has the base critical threat range of his weapon tripled.

  15. Dodge: The Dodge feat as written is somewhat cumbersome to use in play. The Dodge feat as written provides a +1 dodge bonus to Armor Class against one opponent designated each round. Instead, for simplicity, the Dodge feat will simply grant a character a +1 dodge bonus to Armor Class against all attackers. If you are caught flat-footed or otherwise denied your Dexterity bonus, you lose this bonus.

  16. Metamagic: For the time being, the use of metamagic and the effects of metamagic feats are both governed by the Highly Experimental Metamagic Rule. This rule is provisional, and may be subject to change if it becomes a problem.

  17. Skill Bonus Feats: There are several feats that give a +2 bonus to two skills, such as Alertness, Diligent, Investigator, Stealthy and so on. Rather than having a dozen or more feats that basically do the same thing, I’m replacing them all with the Skill Augmentation feat.

  18. Spell Focus: Abjuration: In addition to its normal effects, the Spell Focus: Abjuration feat grants a +1 caster level bonus when making caster level checks related to spells from the Abjuration school of magic (such as those resulting from casting dispel magic, or banishment), and adds +1 to the DC to disarm magical traps created with spells from the Abjuration school of magic (such as that resulting from casting explosive runes).

  19. The Volley Rule: The "volley" rule described on Page 86 of Complete Arcane is the work of a total idiot and should never have been written. If you cast a weaponlike spell with multiple targets, bonuses to damage (including bonuses like sneak attack or skirmish damage, if applicable) apply to all attacks, not just the first one. As a side note, whoever at Wizards of the Coast wrote the volley rule should be banned from every writing game rules again and should hang their heads in shame.

  20. Mithral: The rules in the Dungeon Master's Guide concerning the cost of mithral weapons and other non-armor items are unclear. They state that a mithral item costs 500 additional shillings per pound over the base cost for the item, but also say that the item weighs half as much as an item made from other metal, raising the question of whether the 500 shillings per pound cost is applied before or after the weight adjustment. To bring the cost of weaponry in general alignment with the cost of mithral armor, I am ruling that the 500 per pound additional cost is post weight adjustment, with the limitation that the minimum cost for an item made from mithral is 300 shillings of additional cost (so a mithral dagger costs 302 shillings, not 252 shillings).

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Saturday, January 11, 2025

House Rules - Mounts and Related Gear

Mounts and Related Gear

Mount
Cost
Size
Bulgrif
2,400 shillings
Huge
Falcon or Hawk
50 shillings
Tiny
Grollok
1,000 shillings
Large
Hauncher
900 shillings
Large
Norling
4,000 shillings
Large
Teekon
1,000 shillings
Huge
War Elephant
1,500 shillings
Huge
Mount Quality
Cost
Excellent Quality Mount
+50% normal cost
Good Quality Mount
+20% normal cost
Poor Quality Mount
-50% normal cost
Superior Quality Mount
4x normal cost
Mount Traits
Cost
Hunter
2x normal cost
Recreation
2x normal cost
Show
4x normal cost
Stock
1x normal cost
Trail
1½x normal cost
War
3x normal cost
Breeding Quality
Cost
Agile
+150 shillings
Alert
+50 shillings
Fast
+500 shillings
Personable
+50 shillings
Smart
+100 shillings
Strong
+200 shillings
Tough
+250 shillings
Trained
+100 shillings
Item
Cost
Weight
Barding, Full Chainmail
600 shillings
80 lbs.
Barding, Full Full Plate
4,800 shillings
100 lbs.
Barding, Full Half-Plate
2,000 shillings
100 lbs.
Barding, Full Leather
40 shillings
30 lbs.
Barding, Partial Chainmail
400 shillings
60 lbs.
Barding, Partial Full Plate
32,00 shillings
75 lbs.
Barding, Partial Half-Plate
1,500 shillings
75 lbs.
Barding, Partial Leather
36 shillings
20 lbs.
Battle Harness
10 shillings
10 lbs.
Bladed Shoes
25 shillings
3 lbs.
Emergency Belt
6 shillings
7 lbs.
Feedbag
3 shillings
2 lbs.
Grooming Brush
5 pennies
1 lb.
Horn Talask
75 shillings
15 lbs.
Jousting Key
35 shillings
8 lbs.
Mount Cape
5 shillings
2 lbs.
Saddle, Aerial
60 shillings
40 lbs.
Saddle, Flat
30 shillings
25 lbs.
Saddle, Jousting
40 shillings
35 lbs.
Saddle, Stock
10 shillings
25 lbs.
Saddlebags, Armor
20 shillings
10 lbs.
Spiked Horseshoes
10 shillings
1 lb.
Talon Blades
100 shillings
3 lbs.
Travois
2 shillings
10 lbs.
Unicorn Razorhooves
15 shillings
3 lbs.
Unicorn's Blade
50 shillings
4 lbs.
This is a collection of nonstandard mounts and gear for riding mounts, including barding. Only weapons or armor intended to be worn or used by a mount will be listed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Mount Descriptions

Bulgrif: (Mercenaries) Bulgrifs are enormous flying creatures that can be trained as beasts of burden. They are quite useful to anyone who needs to move supplies over difficult terrain - the best way through a jungle or across broken ground is to fly over it after all. They can carry up to 2,000 pounds of cargo on their backs, or up to 5 Medium humanoids on their back, plus their handler. Because of their immense size, bulgrifs require 1 shilling worth of feed every day.

Grollok: (Mercenaries) A big, square-shouldered, bad-tempered creature that can be used either as a cavalry mount or a draft animal. Grolloks seem to enjoy battle, but only attack at the urging of their riders. They can accomodate 1 Medium or 2 Small humanoids on their back.

Hauncher: (Mercenaries) Unlike most cavalry mounts, haunchers go about on only two legs and maintain a semi-upright posture. This makes it difficult for footsoldiers to attack a hauncher's rider with anything other than polearms or longspears. Because of their height, haunchers cannot be brought into spaces with little overhead space like dungeons. They can accomodate 1 Small or Medium humanoid rider.

Norling: (Mercenaries) The exhorbiant price of this mount reflects the sheer diffciulty of finding one for sale. The sub-arctic tribesmen who raise and rise these warhorse-sized magical beasts feel an almost mystical attachment to them and rarely part with them, and they do not occur in nature outside the forbidding lands of the far north.

Teekon: (Mercenaries) Low-slung, lizard-like creatures useful as cavalry mounts when speed is not essential. They can carry 3 Small or 2 Medium humanoid riders on their flat backs. They consume 5 pennies worth of feed per day because of their size. Teekons are highly prized because of their carrying capacity, even temper, and ability to function well in a variety of environments.

War Elephant: (Mercenaries) An ordinary elephant captured from the wildand trained to respond to commands as a cavalry mount. Commanders who use them in battle count on their size and aspect to provoke fear in their enemies, but war elephants have an unfortunate tendency to panic in the miodst of battle. They consume 25 bits worth of feed per day because of their size.

Mount Quality

Mounts have variable degress of quality, based on breeding, care, and temperament. The higher the quality, the more expensive the mount. There are five degrees of quality, which are generally applicable to horses, riding dogs, and other common mounts. These qualities may be applicable to other types of mounts as well. The standard prices for mounts are for average quality mounts, which have the standard statistics listed for creatures of their type.

Excellent Quality: (Cavalier's Handbook) An excellent mount is an animal that comes from good breeding. These mounts sell for 50% above the normal listed value, and training them is slightly easier than normal, so anyone training an excellent quality mount gains a +2 bonus on all Handle Animal checks made working with the creature. An excellent steed applies the following modifiers to its ability scores: Strength +2, Dexterity +2, and Constitution +2. In addition, it gains a +5 foot enhancment bonus to its speed.

Good Quality: (Cavalier's Handbook) A good mount is an animal that arises from standard breeding, but is exceptional for its kind. These animals sell for 20% above the listed value, but training a good mount is no more or less difficult than for a standard animal. A good steed applies the following modifiers to its ability scores: Strength +2 and Dexterity +2.

Poor Quality: (Cavalier's Handbook) A poor mount is old, diseased, mistreated, or otherwise unhealthy, and sells for half the normal listed value. In addition, training a poor mount is more difficult, so anyone training a poor quality mount suffers a -2 penalty on all Handle Animal checks made while working with the creature. A poor mount applies the following modifiers to its ability scores: Strength -4, Dexterity -2, and Constitution -4. In addition, it takes a -10 foot penalty to its speed.

Superior Quality: (Cavalier's Handbook) A superior mount is an animal that comes fromselective generations of good breeding. These mounts sell for four times the normal listed value, and training them is easier than normal, so anyone training a superior quality mount gains a +4 bonus on all Handle Animal checks made working with the creature. A superior steed applies the following modifiers to its ability scores: Strength +4, Dexterity +2, Constitution +4, Wisdom +2, and Charisma +2. In addition, it gains a +10 foot enhancement bonus to its speed.

Mount Traits

All riding animals fall into six basic catergories based on their training and intended purpose. Adventurers typically choose trail, hunter, or war mounts since these types are less likely to bolt when danger arises. An animal's purpose or role is taught from an early age, and cannot be changed. A stock horse could not become a warhorse no matter how much barding is laid upon it. Only a creature of the Animal type may have one of these traits, and they can only have one kind of trait.

Hunter: (Path of the Sword) A mount earns the title of hunter by showing an extreme knack for tracking and hunting in the wild. They are adept at responding to commands, picking the best paths, and traversing obstacles. Courageous and possessed of good stamina, a hunter mount makes a decent traveling companion due to its ease of riding and low maintenance. A hunter mount is not the brightest creature in the world, and will not wear medium or heavy barding. All hunter mounts have the Track feat and can signal that prey is nearby with either a snort or a pull. A hunter mount only spooks 10% of the time.

Recreation: (Path of the Sword) Bred for the enjoyment of nobility, recreation mounts like to ride and jump for the mere fun of it all. While beautiful and strong, these mounts tire easile and are highly fickle. Extreme care must be spent on the maintenance and handling of recreation mounts, so stable costs should be doubled for these animals. A recreation mount is very self-oriented, and required a DC 25 Ride check to remain in the presence of a deadly threat. The impressive breeding and luxurious nature of these animals bestows a temporary +2 bonus to all Charisma-based skill checks and ability checks made by the rider for so long as the rider and horse remain within 5 feet of one another. This bonus applies only to targets that would be impressed by such an animal. Recreation mounts automatically have a +2 bonus to Charisma. A recreation mount spooks 100% of the time.

Show: (Path of the Sword) Due to the long training necessary to raise a show mount, they are the most expensive type to purchase. Show mounts are trained to entertain and perform. Because of their innate speed and intelligence, show mounts make ideal traveling companions, but they demand extra food and attention from their riders. As such, double the price of food and water for these mounts. Show animals are reliable, if somewhat testy, and require a lot of skill o handle. They are commonly found working as circus or racing animals. Show mounts begin with 10 ranks in a Perform skill and a +2 bonus to Dexterity. A show mount also bestows a +5 circumstance bonus to its rider's Perform checks when they perform together. A show mount spooks 50% of the time.

Stock: ({Path of the Sword) All animals are stock animals unless otherwise specified. Stock mounts are commonly called beasts of burden because they are mainly used for manual labor. Pulling carts, skiffs, pouws, and carriages are just some of the mundane duties performed by stock animals. These mounts are tireless in their labors and complain very little. A DC 20 Ride check is required each round to keep a stock mount from fleeing in the middle of battle. They spook easily and are extremely hard to control when injured. Stock mounts are cheap, easy to handle in non-combat situations, and are a good choice for inexperienced riders. All stock mounts have the Endurance feat. Stock mounts spook 100% of the time.

Trail: (Path of the Sword) Trailm mounts are bred to travel. They are the ideal riding companion for most merchants, nobles, and some adventurers along the road. A trail mount is relatively easy to ride, eats and drinks little, and will remain with a master unless wounded or highly frightened. Because of their innate need to move, trail mounts become restless if forced to stay in one spot for too long. After a long battle in an underground dungeon, an adventurer might emerge to sunlight only to find his mount has broken its harness and wandered off. When stabled in towns and villages, a trail mount must be allowed to walk andgraze daily or it becomes irate. If a trail mount is not ridden each day, apply a -1 penalty per day to all subsequent Ride checks for one week. If it is ignored for a week or more, consider the mount hostile until it has been calmed and retrained using the Handle Animal skill. Trail mounts have a +1 bonus to Constitution. Trail mounts spook 30% of the time.

War: (Path of the Sword) The favored mount of soldiers and adventurers, a war mount is raised for battle. They are quick, strong, and fearless. In heavy armor, a war mount can move at one-half speed instead of one-quarter speed. They do not flinch in battle, and obey a skilled rider with stubborn zeal and devotion. These mounts do not require their rider to control them in combat, and are therefore the only type that gets a separate attack from the rider. War mounts cannot stand an inexperienced rider and will buck and throw an individual that has less than 4 ranks in the Ride skill. War mounts recieve a +1 bonus to Strength and Constitution. War mounts do not spook. Warhorses, riding dogs, and most exotic mounts are already trained as war mounts, and their cost and statistics already reflect this training.

Breeding Quality

Through selective breeding, certain characteristics emerge to make an animal better suited for an owner's particular needs, and when purchasing a mount, a buyer can request certain traits assuming that a wide enough stock of animals is available. These traits only apply to mounts of the Animal type and each increases the cost of the animal over and above the costs for quality. In addition, all mounts are restricted to three of the following breeding qualities.

Agile: (Cavalier's Handbook) This mount is agile and quick, gaining a +2 bonus to Dexterity.

Alert: (Cavalier's Handbook) This cautious mount is aware of its environment, gaining a +2 bonus to Wisdom.

Fast: (Cavalier's Handbook) Bred for speed, this mount gains +5 feet to its speed.

Personable: (Cavalier's Handbook) This friendly mount has a pleasant disposition, gaining a +2 bonus to Charisma.

Smart: (Cavalier's Handbook) This mount is exceptionally bright, and anyone who training this animal gains a +2 bonus to all Handle Animal checks while working with it.

Strong: (Cavalier's Handbook) This mount is exceptionally strong for its breed, gaining a +2 bonus for Strength.

Tough: (Cavalier's Handbook) This mount is bred for war and is able to resist injury, gaining a +2 bonus to Constitution.

Trained: (Cavalier's Handbook) This animal knows one trick.

Item Descriptions

Barding, Full Chainmail: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as medium armor, provides a +5 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +2, and imposes a -5 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Half-Plate: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as heavy armor, provides a +7 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +0, and imposes a -7 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Full Plate: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as heavy armor, provides a +8 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +1, and imposes a -6 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Full Leather: (Relics & Rituals: Excalibur) Full barding encases the mount's head in a helm, covers the neck and shoulders, covers the entire body, and has greaves strapped to each leg. The only places not fully protected are the back of the legs, the tail, and the belly. This barding counts as light armor, provides a +2 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +6, and imposes no armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Chainmail: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as medium armor, provides a +4 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +2, and imposes a -5 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Half-Plate: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as heavy armor, provides a +6 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +0, and imposes a -7 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Full Plate: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as heavy armor, provides a +8 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +1, and imposes a -6 armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Barding, Partial Leather: (Relics & Rituals: Excalibur) Partial barding covers the mount's head and nose, the front chest and shoulders, the upper portion of the body, and the knees. This barding counts as light armor, provides a +2 armor bonus to the mount's Armor Class, has a Maximum Dexterity bonus of +6, and imposes no armor check penalty. The cost and weight given are for barding to fit a Large mount. Adjust both for larger or smaller mounts.

Battle Harness: (Relics & Rituals: Excalibur) This harness provides a mount with a +1 armor bonus to its Armor Class. Any mount wearing a battle harness also does an additional 1d6 points of damage while bull-rushing an opponent.

Bladed Shoes: (Path of the Sword) Bladed shoes are designed for horses and ponies. The tips of the shoes have small, jagged blades that deal 1d6 points of slashing damage on a successful strike. Bladed shoes made for warhorses deal 1d8 points of slashing damage on a successful strike with bladed shoes. Long travel can wear down bladed shoes, so most mounted combatants learn to fit the shoes onto their horses themselves. This way they can arm their mounts when preparing them for battle, saving them from having to replace the bladed shoes every few days. Traveling more than 10 miles on bladed shoes makes them unusable in combat, requiring them to be replaced. It requires a DC 20 Craft: Blacksmith check to successfully fit bladed shoes onto a mount, or remove them after battle.

Emergency Belt: (Path of the Sword) A set of thick leather straps designed to thoroughly tie a rider into asaddle. An emergency belt makes it virtually impossible for a rider to fall .
off his mount. As a result, unconscious riders have a 90% chance to stay in the saddle, and all checks to avoid being pulled from a mount gain a +8 bonus. It takes a full-round action to attach or undo the straps.

Feedbag: (Path of the Sword) A feedbag attaches directly to a mount's mouth and allows it to eat while walking. The feedbag must be removed before the mount moves faster than a walk.

Grooming Brush: (Path of the Sword) Only useful for mounts that have hair, a grooming brush keeps a mount happy and healthy-looking.

Horn Talask: (Path of the Sword) Elephants are sometimes fitted with a pair of hor talasks, which attach snugly over the tips of their tusks and have either a sharp blade or a bludgeoning ball at the tips. An elephant with bladed horn talasks deal an additional 1d8 points of damage with its gore attack, while ball and chain talasks increase the elephant's reach with its slam attack by +5 feet.

Jousting Key: (Path of the Sword) A jousting key connects to the right side of a horse's bridle and has a small circular spot for the placement of a lance. It takes a full round action to slide a lance into the ring, and a full round action to slide it back out. The reason for a jousting key is to add extra support so that the lance does not bounce with the rider. Jousting keys convey a +6 bonus to a chargin character's attack roll, but only against targets directly in front of the mount.

Mount Cape: (Path of the Sword) A mount cape is merely a large piece of cloth draped over the mount's torso and tied at the nape of the neck. These ornaments are often printed with plain colors or exotic designs and are mainly used to improve the regal appearance of a mount. The cape confers a +1 bonus to Charisma to mounts in jousting tournaments.

Saddle, Aerial: (Path of the Sword) An aerial saddle is necessary for most aerial mounts and attaches directly to the mount's torso with numerous straps and emergency clips. Riders literally attach themselves to the aerial saddle and cannot fall off without first unhooking themselves. Riders gain a +10 bonus against anyone attempting to pull them from the saddle. Riding an airborne mount without such a saddle is incredibly dangerous, requiring a DC 15 Ride check each time the mount changes speeds, lands, takes off, or performs an aerial maneuver. It takes three rounds to attach or get out of an aerial saddle.

Saddle, Flat: (Path of the Sword) The flat saddle resembles a normal saddle that is missing some of its strappings, making it easier for a rider to fall off, but giving the horse more freedom of movement. Flat saddles grant a mount a +2 circumstance bonus to Jump checks, but an unconscious rider only has a 30% chance of remaining on such a mount. In addition, the rider suffers a -2 circumstance penalty on all checks to avoid being pulled from their mount.

Saddle, Jousting: (Relics & Rituals: Excalibur) This saddle adds +4 to any checks made by a rider to resist being knocked backwards.

Saddle, Stock: (Path of the Sword) A stock saddle resembles a regular saddle in all aspects exceptione: It has a horn located on the front end that a rider can use to attach ropes. Stock saddles give a +2 circumstance bonus to Ride checks involving dragging or pulling.

Saddlebags, Armor: (Relics & Rituals: Excalibur) These are saddlebags specifically crafted for carrying plate armor. eachpiece of the armor fits into its own leather pouch and tey are strung together to create a surprisingly compact package - the entire set could be fit into a large backpack and carried on one's back. They are most often used by traveling knights who do not want to wear their armor while on the road.

Spiked Horseshoes: (Relics & Rituals: Excalibur) These horseshoes add +2 to a warhorse's damage rolls for hoof attacks.They also convert the damage type from bludgeoning to piercing.

Talon Blades: (Path of the Sword) Talon blades are made for mounts with talons, such a griffons. The blades have small, jagged blades that deal 1d8 points of slashing damage on a successful strike. Long travel can wear down talon blades, so most mounted combatants learn to fit the blades onto their mounts themselves. This way they can arm their mounts when preparing them for battle, saving them from having to replace the talon blades every few days. Traveling more than 20 miles in talon blades makes them unusable in combat, requiring them to be replaced. It requires a DC 20 Craft: Blacksmith check to successfully fit talon blades onto a mount, or remove them after battle.

Travois: (Mercenaries) A travois is a simple device pulled by a mule or horse, dragging goods or wounded men. It has no wheels, and is simply three long sticks bundled together into a triangle shape, with cloth strung between the sticks. A travois can hold up to 300 pounds.

Unicorn Razorhooves: (Path of the Sword) Resembling horsheos at first glance, closer inspection reveals the sharp, serrated edges and the structural support that makes these weapons of war. A unicorn wearing razorhooves deals 1d8 slashing damage with its hoof attacks rather than 1d4 bludgeoning damage.

Unicorn's Blade: (Path of the Sword) This serrated blade is mounted on a cap that is placed over a unicorn's horn. It increases the critical threat range of the unicorn's horn to 19-20.

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Tuesday, January 4, 2022

House Rules - Intelligent Item Creation

Creating Intelligent Magic Items (from the Book of Eldritch Might III)

Intelligent magic items are magic items of any kind (weapons, staves, rings, and so on) with their own sentience. These items think, feel, and possess all the traits you would expect to see in a person. Magic items can be imbued with life using the Life to the Inanimate feat. Note that this feat only allows a magic item to be infused with intelligence, a creator making a new magic item to be infused with intelligence would have to have the appropriate item creation feat to create the base item. An existing magic item can also be infused with intelligence.

Intelligent items differ from constructs. In fact, they are the opposite of constructs. Constructs are inanimate objects given locomotion but not intelligence. Intelligent items are inanimate objects given intelligence but not locomotion.

The intelligent items described here are more like non-player characters than simply as equipment. They have personalities, goals, objectives, wants, and fears. Friendly items will behave as would any other non-player character that accompanies the party - or, in the case of unfriendly items, will behave as any other foes.

An intelligent bow that is interested in furthering the cause of law might willingly loose arrows only upon chaotic opponents, although the archer might convince it to loose arrows upon neutral foes that threaten them. An ancient, intelligent ring with the ability to speak might have some interesting information to offer about the origins of a demonic dragon a group of heroes must face, but only after they complete a quest the ring gives them.

These magic items can grow with a character. A character can start at a relatively low level with an intelligent item and keep the item while advancing in level, valuing it as much at 16th level as they did at 6th. The item remains balanced because a character must continue to devote experience points to it.

Communication and Perception

PerceptionAdditional Creation Cost
NoneNone
Intuition100 shillings + 4 experience points
Hearing200 shillings + 8 experience points
Sight1,000 shillings + 40 experience points
Sight with darkvision2,000 shillings + 80 experience points
Blindsight5,000 shillings + 200 experience points
If an item is intelligent, it is first important to determine what it can perceive and understand. A typical inanimate object perceives and understand nothing. Intelligent items have one or more of the types of perception as listed on the table to the right:

None: The item cannot sense what is going on around it on its own, but if it can communicate, it can still take actions cased on others' descriptions of the events taking place.

Intuition: The item can perceive only very general sorts of input. It knows then someone picks it up or uses it, when it gets hurt, the temperature around it, whether or not it is moving, and so on.

Hearing: The item can hear like a human, with a Listen bonus equal to its Wisdom modifier, plus any skill ranks. Items with hearing become vulnerable to auditory effects like a harpy's song that normally only affect creatures.

Sight: The item can see like a human, with a Spot bonus equal to its Wisdom modifier, plus any skill ranks. Although it has no eyes, it must focus this sense in one direction or another, the same way a person "looks around". Items with sight become vulnerable to gaze attacks and other sight-based effects (such as color spray) that normally only affect creatures.

Blindsight: The item has a special sense of everything around it, up to 60 feet. While not as detail-oriented as actual sight, it does allow the item to sense invisible objects. The item has a Spot bonus equal to its Wisdom modifier plus any skill ranks.

CommunicationAdditional Creation Cost
NoneNone
Pulse25 shillings + 1 experience point
Empathy50 shillings + 4 experience points
Speech200 shillings + 16 experience points
Telepathy5,000 shillings + 200 experience points
Super-Telepathy10,000 shillings + 400 experience points
The object also has one of the types of communications listed to the right:

None: The item cannot communicate in any way and cannot understand communication from others, even if it can head and someone speaks to it.

Pulse: The item can vibrate a little, just enough so that anyone holding it or touching it can tell. It understands no type of communication, regardless of what kind of perception it has.

Empathy: The item only understands one-word sorts of ideas or emotions, and can convey the same. It does so only mentally to whoever is holding it.

Speech: The item can speak audibly. It automatically knows one language (chosen by its creator). It can learn more languages by spending skill points.

Telepathy: The item can mentally communicate with anyone touching it. No shared language is necessary.

Super-Telepathy: The item can mentally communicate with anyone within 25 feet. No shared language is necessary.

Item Ability Scores

AddAdditional Creation Cost
+150 shillings and 1 experience point
+2100 shillings and 4 experience points
+3200 shillings and 8 experience points
+4400 shillings and 16 experience points
+5800 shillings and 32 experience points
+61,600 shillings and 64 experience points
+73,200 shillings and 128 experience points
+86,400 shillings and 256 experience points
+912,800 shillings and 508 experience points
+1025,600 shillings and 1,016 experience point
Items have three ability scores: Intelligence, Wisdom, and Charisma. When an item is created, roll 2d6 for each of these ability scores. Further, the creator can add bonuses to the rolled scores at the rate shown on the table to the right:

The item's final ability scores cannot exceed the creator's.

Items that can animate themselves also have Strength and Dexterity scores. Determine and increase those scores in the same way as their Intelligence, Wisdom, and Charisma.

Like characters, for every four levels and item gains, it can add +1 to one ability score.

Item Personalities

What does an item want out of "life"? What does it fear? Des it revere a celestial or infernal power? What is the item's alignment? These are questions to answer when the item is created. The creator has a great deal of influence over the item, but in the end , the item is free-willed. At the time of creation, the creator should make a caster level check, adding his Charisma modifier and consulting the following list:
  • 1 - 10: The DM determines all aspects of the item's personality.

  • 11 - 14: The item has the same alignment as the creator. The DM chooses all other aspects of the item's personality.

  • 15 - 19: The creator determines the item's alignment. The DM chooses all other aspects of its personality.

  • 20 - 29: The creator dictates the item's alignment and general "purpose" (what it looks upon as its goal).

  • 30 or higher: The creator dictates the alignment, goals, and personality of the item.
When the DM is creating aspects of the item's personality, she can do so randomly or as she sees fit. She can base the item on the creator if she wishes. For example, if the creator were a wizard, the item might love wizards. or it might hate them.

Item Levels

Like creatures, intelligent items have levels and can gain more. Unlike creatures, they do not gain levels based on experience or overcoming challenges. Instead, a living creature must infuse personal energy in the form of experience points into the item. The number of experience points required for an item to gain a level is equal to one-quarter the number of experience points needed for a character to gain a level. Anyone touching an intelligent item can infuse it with power, although a character cannot infuse an item that is higher level than he or she is; so a 6th-level fighter cannot infuse an 8th-level item. Also, a character cannot infuse an intelligent item with so many experience points that the character would lose a level.

Unlike a character, an item does not have to start at 1st level. The creator can infuse sufficient experience points into an item upon creation to raise its level immediately.

When leveling, Intelligent items are treated just like non-player characters. Choices made during level advancement are subject to the DM's discretion.

Hit Points

An item gains an additional hit point each level.

Item Attacks

Items able to animate or activate themselves have a base attack bonus. To this bonus they add a Strength or Dexterity modifier (depending on whether they make melee or ranged attacks), their own enhancement bonus (if any), and so on.

Saving Throws

All saving throws made by an intelligent item use the base saving throw bonus presented on the table below. To this bonus, they add the appropriate ability score modifier (if any), their own enhancement bonus (if any), and so on. For an item's every 10 points of hardness (depending on its material), it adds +1 to Fortitude saving throws. Like constructs, items only make Fortitude saving throws against an effect that also affects objects, such as disintegrate. Items in the possession of a character with better saving throw bonuses than their use the possessor's saving throw bonus instead.

Spell-Like Abilities

Items gains new spell-like abilities as they gain levels, much in the same way that a spellcasting character gains new spells. Each new spell-like abilities they gain (according to the table below) can be used once per day. The item chooses abilities from among the spells on any spell list. It may select an ability more than once, for multiple uses each day; a spell chosen three times can be used as a spell-like ability three times per day. Items receive bonus spell-like abilities based on their Wisdom scores, even if the spells in question are arcane spells.

The saving throw Difficult Class for an item's spell-like ability is based upon the item's Charisma modifier: DC = 10 + the level of the spell the ability comes from + the item's Charisma modifier.

Since they are spell-like abilities, they require no verbal, somatic, or material components. Spells with an experience point cost of up to 1,000 shillings can be used as abilities only once per week as oppose to once per day. Spells with an experience point cost of more than 1,000 experience points can be used as abilities only once per month.

Personal spells can be used as spell-like abilities on the item or on the item's user. All other spells are handled as described regarding targets, range, and so on.

Items cannot activate a spell-like ability or animate themselves the same round as they are used by a character. Thus, a character cannot use a magical sword as a weapon the same round as the sword uses a spell-like ability or animates to make an attack.

Item Traits

Intelligent items are immune to poison, disease, and similar effects. They are not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Items cannot heal damage. items can be repaired.

Items always fail Constitution checks. they can make concentration checks - items base Concentration on Charisma rather than Constitution. Nothing that requires a physiology or understandable anatomy works on items. They are immune to effects that require a Fortitude save (unless the effect also works on objects, such as disintegrate). In such cases, items apply their Charisma modifier to their Fortitude saving throw, as well as +1 for every 10 points of hardness.

An item with no Dexterity score cannot move. Items normally act on their wielder's initiative score, but take their own actions if they have actions they can take. If an unattended item can act (such as by casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The item fails all Reflex saves and Dexterity checks.

Items have distinct personalities and can be influenced by Diplomacy, Bluff, and even Intimidate checks. Items treated well often respond well. Items treated poorly, either physically or psychologically - and often, only the item can judge whether it is well cared for - react poorly to their users and others.

An item with no Dexterity score takes only partial actions. items with a Dexterity score can take actions normally. Items cannot be affected by haste or slow.

Item Skills

Intelligent items can have ranks in any skill with Intelligence, Wisdom, or Charisma as a key ability. Items can also take Concentration, using Charisma as the key ability rather than Constitution. Still, some skills, like Craft: Alchemy or Disable Device, require a mobility that the item does not have. All the item can do in such a case is aid another who can actually carry out the task. The DM can use common sense to determine which skills require abilities the item does not possess.

Items that can become animate can have Strength- and Dexterity-based skills at the DM's discretion.

Items have skill points equal to (2 + Intelligence bonus) x4 at 1st level, and skill points equal to 2 + Intelligence bonus for each additional level.

Item Feats

Items gain feats as creatures do. Rather than gaining a new feat at every three levels, they follow the progression shown on the "Intelligent Items" table. Items get a feat at 1st level, and 2nd level, and ten one for every other level thereafter. The feats listed on the table below are all the feats that an item gets.

Items can have the following feats from the Player's Handbook: Great Fortitude, Iron Will, Lightning Reflexes, Skill Augmentation, and Skill Focus. Great Fortitude, Iron Will, Lightning Reflexes all apply to saves made by the item or on the item's behalf by its possessor. They can also choose feats from the Item Feats list.

Item Healing, Maladies, and Death

Items do not heal hit points as living creatures do. A mending spell often repairs damage an item suffers (usually 1d8 hit points worth) and make whole restores all lost hit points. An item restores mental ability score damage through rest like a creature, or through spells like lesser restoration. Item physical ability score damage must be repaired through spells like restoration.

As with creatures, items can gain disease-like afflictions. Called maladies, they are sometimes brought upon by magic (such as via the spell bestow malady) and sometimes by other conditions, such as stress, neglect, or anything else the DM deems appropriate. A few maladies are presented below, as a sample:
  • Devil's Mind: The item begins acting erratically. It loses 1d3 points of Intelligence or Wisdom each day (50 percent chance of either on a given day). if the item can speak, its speech becomes slurred or jittery and quick. It appears obvious that something is wrong. Normally, an item may make a DC 18 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.

  • Dire Corrosion: The item suffers 1 point of damage per day and loses 1 point of hardness each week. When hardness reaches 0, the item loses 5 hit points per day. Once out of hit points, the item crumbles to dust. It appears obvious that the item is decaying at a rate far faster than usual. Normally, an item may make a DC 16 Will saving throw each day to resist the effects. Two successful saving throws in a row usually shakes off the malady altogether.

  • Object Paralysis: This malady only affects animate items or those that can float. They lose the ability to move entirely. Normally, and item may make a DC 15 Will save each day to resist the effects. Three successful saving throws in a row usually shakes off the malady altogether.
Intelligent items can be destroyed, just like regular items In such a case, the item "dies". They cannot be raised or resurrected, although a wish or miracle can restore them.

Intelligent Magic Item Market Price

To determine the market price of intelligent items, use the following formula: Base price + 1,000 + (level2 x 1,000) shillings.

The base price refers to the initial creation cost spent on ability scores, communication modes, and perception. Intelligent magic weapons, armor, and shields must have at least a +1 enhancement bonus, so you must also figure in that cost.

Of course, someone with the proper feats can add abilities to an existing intelligent magic item.

The experience point cost for creating an intelligent magic item is 100 experience points plus any experience points involved in granting its ability scores, communication modes, and perception, and any devoted to raising its level.

Intelligent Items
- Once per Day Spell-Like Abilities -
LevelBase Attack BonusBase SavesSpecial0th1st2nd3rd4th5th6th7th8th9th
1+0+2Feat10--------
2+1+3Feat11--------
3+2+3-21--------
4+3+4Feat211-------
5+3+4-221-------
6+4+5Feat3211------
7+5+5-3221------
8+6/+1+6Feat33211-----
9+6/+1+6-43221-----
10+7/+2+7Feat433211----
11+8/+3+7-443221----
12+9/+4+8Feat5433211---
13+9/+4+8-5443221---
14+10/+5+9Feat55433211--
15+11/+6/+1+9-55443221--
16+12/+7/+2+10Feat555433211-
17+12/+7/+2+10-555443221-
18+13/+8/+3+11Feat5555433211
19+14/+9/+4+11-5555443221
20+15/+10/+5+12Feat5555543321

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Wednesday, June 10, 2020

House Rules - Exotic Armor

Exotic Armor

This is a list of exotic armors that do not appear in the Player's Handbook, but that I use in my campaigns. All of these armors and shields require the user to take either the Exotic Armor Proficiency or Exotic Shield Proficiency feat to gain the full benefit of these armors and shields. As exotic armors get added to my ongoing campaigns, I will add more to this listing. These armors have been adapted from Dawnforge: Crucible of Legend, and Hammer & Helm: A Guidebook to Dwarves.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor
Light Armor
Source
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight1
Medium Armor
Source
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight1
Heavy Armor
Source
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight1
Shields
Source
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight
Breaker Shield
DF:CoL
20 shillings
+2
-
-3
15%
15 lbs.
Flankshield
DF:CoL
20 shillings
+1/+2
-
-2
20%
15 lbs.

Armor Descriptions

Breaker Shield: A breaker shield is a devious invention favored by orcs that causes their opponent;s weapons to shatter or snap when they hit it. This large shield is covered with jagged metal or specially carved wooden fins that can trap and break weapons. Any time a character using a breaker shield takes a total defense action, he can attempt to sunder an attacking opponent's weapon as an attack of opportunity. This does not provoke an attack of opportunity. If the opponent's attack misses by less than the total Armor Class bonus provided by the total defense action and the breaker shield, then the character may attempt to sunder their opponent's weapon.

Only Medium and smaller weapons can be sundered by a breaker shield. Only proficient users can use the special ability of a breaker shield, which requires the Exotic Shield Proficiency.

Flankshield: A flankshield is a specially designed shield used by mounted defenders to ward off attacks against both them and their mounts. It is a small buckler that has an extension with another, oval-shaped shield to protect a horse's flank. It provides a +1 shield bonus to its wielder, and a +2 shield bonus to his mount.

Only proficient users can gain the benefit of a flankshield while mounted, which requires the Exotic Shield Proficiency feat.

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