Samurai sheepdog book of many things vol 142

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Samurai sheepdog book of many things vol 142

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and the ability to wield them If you possess the Tower Weapon Training feat or Tower Weapon Squire equipment trait, you no longer take the –2 penalty to attacks because of a tower weapon’s weight Calibur: These massive greatswords are closer to zweihanders in both form and function Their cutting edge is often “sword sharp” to prevent chipping and constant need for sharpening Gungnir: A gungnir is named for the spear wielded by an ancient warrior from Fantas The head of the weapon resembles an arrowhead sized for a giant, and its edges are sharp enough to whistle through the air when lashing out Masamune: A Fantasian samurai of great skill created the first of these falchions and named it for himself Runkah: A ranseur of great power, the runkah can run a horse through at full gallop Tower Chain: One could fit an arm through the links of a tower chain Tower Mattock: This axe’s sweeping blade is wide enough to block a door when not attached to the haft Tower Scythe: For when a reaper comes for the soul of a titan Voulge: Like the guisarme, a voulge can be used to trip enemies In battle, it can also be used to cut a man’s legs off entirely Worldbreaker: The head of a worldbreaker is actually smaller than that of an earth breaker This gives the weapon more force when it strikes a surface and keeps the concussion in a tight area Nonmagical Equipment Blood of Elves (20 gp) Weight This golden substance was a long-sought prize of alchemists in the Collective, particularly because a single vial provides a direct boost to their talents Alchemical Power Component Doses (25 gp); Spells alchemist extracts and infusions Alchemist extracts and infusions are cast at +1 caster level for the purpose of all effects Fairy Bottle (900 gp) Despite its name, a fairy bottle does not contain an actual fairy Pixies from the world of Zaelin taught adventurers how to craft these nonmagical healing powders that, when breathed in, restore up to 3d8+5 hit points While much cheaper on Zaelin, the bottles are considerably harder to make outside of that world, but are still particularly useful when using magic could be dangerous Magic Bottle (1,000 gp) This nonmagical powder from the world of Zaelin can be breathed in to restore up to spell levels’ worth of expended spell slots If the user prepares spells, those slots contain the identical spells already expended Tower Weapon Squire (Equipment Trait) The first weapon you ever wielded was a tower weapon You grew up learning the best ways to wield it properly, and that has stayed with you Benefit: You no longer take a –2 penalty to attacks when wielding a tower weapon with which you are proficient Magic Fairy Bottle (4,050 gp) This nonmagical powder from the world of Zaelin can be shattered as a standard action, creating a cloud of dust in a 10-ft square Creatures in the area when the vial is shattered regain 3d8+13 hit points and up to spell levels’ worth of expended spell slots If any of those creatures prepare spells, those slots contain the identical spells already expended Bokochi Bokochi are a species of large mostly-flightless birds, closely related to ostriches and axe beaks On the worlds of Fantas, they are commonly domesticated to be used primarily as mounts Their most interesting feature is the ability to breed into a variety of colors, each with their own distinct abilities Bokochi Companion Starting Statistics Size Large, Speed 50 ft.; AC +4 natural armor; Attack talons (1d6); Ability Scores Str 16, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision 4th-Level Advancement At 4th level, a bokochi matures, growing beautiful plumage used to denote its special qualities Once a bokochi’s color is decided, it cannot be changed Black or Gold: The bokochi can bear its master through the skies The bokochi gains +2 Dexterity, +2 Charisma, and a fly speed equal to its base speed with average maneuverability Blue: The bokochi can carry its master across water It gains +2 Dexterity, +2 Constitution, and a swim speed equal to its base speed + 20 ft Brown: The bokochi can carry its master over mountains It gains +2 Strength, +2 Wisdom, and a climb speed equal to its base speed + 20 ft Green: The bokochi becomes a survivor It gains +2 Dexterity, +2 Constitution, and +4 to its natural armor Red: The bokochi becomes a fearsome combatant It gains +2 Strength, +2 Dexterity, and can rend using its talons Silver: The bokochi can find the way through darkness It gains +2 Dexterity, darkvision out to 120 feet., the scent ability, and tremorsense out to 30 feet White: The bokochi becomes ready for battle It gains +2 Strength, a bite attack (primary attack 1d10), wing buffet attacks (secondary attacks 1d6), and the damage die of its talon attacks increases to 1d8 each Yellow: The bokochi becomes more reliable and dependable It gains +2 Intelligence, +2 Wisdom, the scent ability, and a +8 racial bonus to a single skill When encountered in the wild, bokochi are shy and will protect their kin, but can be friendly and even helpful 141

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