Item Changes: Difference between revisions
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==Custom Weapons== | ==Custom Weapons== | ||
====''Ankus''==== | |||
Base Damage: 1d6 | |||
Base Critical Threat: 20/x2 | |||
Base Damage Type: Piercing, Bludgeoning | |||
Weapon Size: Small | |||
Feats Required: Martial | |||
Base Weight: 6lb | |||
====''Bag Nakh''==== | |||
Base Damage: 1d4 | |||
Base Critical Threat: 20/x3 | |||
Base Damage Type: Slashing | |||
Weapon Size: Tiny | |||
Feats Required: Exotic | |||
Base Weight: 1lb | |||
====''Short Spear''==== | ====''Short Spear''==== | ||
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Feats Required: Martial | Feats Required: Martial | ||
Base Weight: 12lb | Base Weight: 12lb | ||
====''War Fan''==== | |||
Base Damage: 2d2 | |||
Base Critical Threat: 19-20/x2 | |||
Base Damage Type: Piercing, Slashing | |||
Weapon Size: Small | |||
Feats Required: Exotic | |||
Base Weight: 1lb | |||
====''War Mace''==== | ====''War Mace''==== |
Revision as of 07:59, 12 April 2024
Armor
Padded
Reduced weight to 1 lb
Leather
Reduced weight to 5 lb
Studded Leather
Increased max Dexterity Bonus to +5 Reduced chance of Arcane Spell Failure to 15% Reduced weight to 10 lb
Splint Mail
Increased max Dexterity Bonus to +2 Reduced chance of Arcane Spell Failure to 35%
Default Weapons
Spears, Short Spears, and Halberds have been given increased attack range.
Tridents inflict 1d12 damage, and have a x3 critical multiplier.
Heavy Flails inflict 1d12 damage.
Light Flails have a threat range of 19-20.
Maces have a x3 critical multiplier.
Light Hammers inflict 1d6 damage, and have a x3 critical multiplier.
Scimitar and Short Spear are compatible with Weapon Finesse when wielded by Medium creatures.
Darts, Throwing Axes, and Shurikens are now weightless, like other ammunition.
Custom Weapons
Ankus
Base Damage: 1d6 Base Critical Threat: 20/x2 Base Damage Type: Piercing, Bludgeoning Weapon Size: Small Feats Required: Martial Base Weight: 6lb
Bag Nakh
Base Damage: 1d4 Base Critical Threat: 20/x3 Base Damage Type: Slashing Weapon Size: Tiny Feats Required: Exotic Base Weight: 1lb
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 Base Critical Threat: 18-20/x2 Base Damage Type: Slashing Weapon Size: Large Feats Required: Martial Base Weight: 16lb
Great Maul
Base Damage: 1d12 Base Critical Threat: 20/x3 Base Damage Type: Bludgeoning Weapon Size: Large Feats Required: Martial Base Weight: 12lb
War Fan
Base Damage: 2d2 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing, Slashing Weapon Size: Small Feats Required: Exotic Base Weight: 1lb
War Mace
Base Damage: 2d4 Base Critical Threat: 20/x4 Base Damage Type: Bludgeoning Weapon Size: Large Feats Required: Exotic Base Weight: 17lb
Stack Limit
Arrows, Darts, Throwing Axes, Bolts, and similar ammunition items can now stack up to 10,000, which should effectively be unlimited.
Potions now stack to 200. Grenades stack to 200.
Throwables
Many items can be thrown in EFU to produce magical effects. Listed here are some of the throwables unique to EFU, and some of the changes made to default throwables.
Stancebreach
Disrupts combat stances such as Expertise and Power Attack and, if a stance is indeed breached, deals 1d4 magic damage to the target.
Sparks of Revelation
Disrupts stealth and removes invisibility from any characters caught in the targeted location.
Magic Disruptor
Targets the opponent with Dispel Magic, subject to all of the normal rules of Dispel Magic. Lesser and greater variants have different caster levels.
Alchemist Fire
Applies +1d4 damage when applied to a weapon. When thrown, deals 1d10 fire damage to the target, and 1d4 fire damage to surrounding enemies.
Acid Flask
Applies +1d4 damage when applied to a weapon. When thrown, deals 1d10 acid damage to the Target, and 1d4 acid damage to surrounding enemies.
Caltrops
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect, every round, to a maximum of 25 total damage before dissipating.
Laughing Gas
Creates a cloud effect that knocks prone anyone in it who fails an easy Will save, similar to the spell Tasha's Hideous Laughter. This effect bypasses magical protections such as Clarity and Protection From Alignment.
Flash Powder
Inflicts a temporary Blindness effect on anyone in the area who fails an easy Fortitude save.
Bottled Mold/Bag of Snakes/Quivering Fungus
Summons a hostile monster at the target location. The monster will usually attack whatever is closest.
Oil Bottle Bomb
Creates a ground effect similar that slows anyone caught in it, similar to the Grease spell, at the target location.
Worriment Grenade
Sends a message to all nearby player characters that there is an invisible character casting spells.
Vanishing Smoke
Automatically shifts the character into stealth, grants temporary access to 'Hide in Plain Sight' for one round, and temporarily penalizes Hide and Move Silently.
Ioun Stones
Purple Ioun Stone
Gives the user sixty (60) minutes of +20% movement speed
White Ioun Stone
Gives the user sixty (60) minutes of Freedom of Movement
Clear Ioun Stone
Gives the user sixty (60) minutes worth of bonus hide and move silently (+5 to each)
Other
Medicinal Herbs
Herbs will heal 1 hp/round based on the result of a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round.
- The total amount healed is the difference between your Heal check and the DC.
- While out of combat, using a Medicinal Herb will roll 1d20+Heal vs DC 11 to determine the amount healed.
- While in combat, using a Medicinal Herb will roll 1d20+Heal vs DC 16 to determine the amount healed.
- Higher quality herbs may add bonuses to the check. This will be visible in the log if so.
- Herbs will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect.
Healer's Kit
Medicinal herbs can be added to a Healer's Kit item. Adding herbs to a kit is an excellent way to manage inventory weight and help keep healing resources organized in one place, but it is important to know that "higher quality herbs" will lose their bonus when added to a kit.
Antitoxin
This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC.
- While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.
- While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.
- In all cases, using Antitoxin will roll vs DC 20 to determine whether Ironguts is cast on the target.
- In all cases, using Antitoxin will roll vs DC 30 to determine whether Lesser Restoration is cast on the target.
Aspectral Prism
This rare consumable can be used on on any item with an Aspect. With a DC 20 check of the greater of your Tailoring or Smithing, you can reroll that item's Aspect. Even if the check is failed (and no reroll occurs), the Aspectral Prism will be expended.