Item Changes: Difference between revisions
No edit summary |
mNo edit summary |
||
Line 6: | Line 6: | ||
Note that only the highest level caster level is counted. A 1cleric/1druid/1ranger would still only be able to use level 1 wands. | Note that only the highest level caster level is counted. A 1cleric/1druid/1ranger would still only be able to use level 1 wands. | ||
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don't have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD | UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don't have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don't make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don't lose a charge, as per standard). | ||
UMD has been unchanged in terms of how scrolls work. | UMD has been unchanged in terms of how scrolls work. |
Revision as of 12:39, 25 October 2019
Wands and Scrolls
In order to use charges of higher level spells, you must have sufficiently high class levels. One caster level = one spell level ("spell circle"). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 4 levels in an arcane class. A 1wizard/5fighter multiclass would not be able to use such a wand or scroll, but instead must have 4 wizard (or sorcerer or bard....) levels. A 1wizard/5fighter would, however, still be able to use wands with level 1 spells (shield, protection from alignment, etc.). A level 2cleric/3fighter would only be able to use divine wands up to level 2. A level 3 ranger can only use divine wands up to level 3. Etc.
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.
Note that only the highest level caster level is counted. A 1cleric/1druid/1ranger would still only be able to use level 1 wands.
UMD has also been adjusted to follow this pattern. In addition to the standard UMD roll, you must also have sufficient levels in the UMD-granting class (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don't have sufficient class levels, there is a 20%/UMD-granting-class to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1rogue/1bard/1assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don't make that chance, they then lose a charge. If they do make that 60% chance, they have a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don't lose a charge, as per standard).
UMD has been unchanged in terms of how scrolls work.
Custom Weapons
Short Spear
Base Damage: 1d6 Base Critical Threat: 20/x3 Base Damage Type: Piercing Weapon Size: Medium Feats Required: Simple Base Weight: 3lb
Falchion
Base Damage: 2d4-1 Base Critical Threat: 18-20/x2 Base Damage Type: Slashing Weapon Size: Large Feats Required: Martial Base Weight: 16lb Note that the -1 damage is a special property universally applied to falchion items. Falchions without this modification are equivalent in rarity and value to other +1 damage weapons sometimes found in-game.
Great Maul
Base Damage: 1d12 Base Critical Threat: 20/x3 Base Damage Type: Bludgeoning Weapon Size: Large Feats Required: Martial Base Weight: 12lb
War Mace
Base Damage: 2d4 Base Critical Threat: 20/x4 Base Damage Type: Bludgeoning Weapon Size: Large Feats Required: Exotic Base Weight: 17lb