Item Changes: Difference between revisions

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(Created page with "==Custom Weapons== ====''Short Spear''==== Base Damage: 1d6 Base Critical Threat: 20/x3 Base Damage Type: Piercing Weapon Size: Medium Feats Required: Simple Base Weigh...")
 
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==Armor==
====''Padded''====
Reduced weight to 1 lb
====''Leather''====
Reduced weight to 5 lb
====''Studded Leather (AC 3)''====
Increased max Dexterity Bonus to +5
Reduced chance of Arcane Spell Failure to 15%
Reduced weight to 10 lb
====''Chainmail/Breastplate (AC 5)''====
Increased max Dexterity Bonus to +3
====''Splint Mail (AC 6)''====
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.
Longbows and shortbows have a have a threat range of 19-20 and multiplier of x2.
Heavy and light crossbows have a threat range of 20 and a multiplier of x3.
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==
==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''====
Line 10: Line 67:


====''Falchion''====
====''Falchion''====
  Base Damage: 2d4-1
  Base Damage: 2d4
  Base Critical Threat: 18-20/x2
  Base Critical Threat: 18-20/x2
  Base Damage Type: Slashing
  Base Damage Type: Slashing
Line 17: Line 74:
  Base Weight: 16lb
  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''====
====''Great Maul''====
  Base Damage: 1d12
  Base Damage: 1d12
Line 26: Line 81:
  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''====
Line 34: Line 97:
  Feats Required: Exotic
  Feats Required: Exotic
  Base Weight: 17lb
  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.
__NOEDITSECTION__

Latest revision as of 22:17, 20 April 2024

Armor

Padded

Reduced weight to 1 lb

Leather

Reduced weight to 5 lb

Studded Leather (AC 3)

Increased max Dexterity Bonus to +5 
Reduced chance of Arcane Spell Failure to 15%
Reduced weight to 10 lb

Chainmail/Breastplate (AC 5)

Increased max Dexterity Bonus to +3 

Splint Mail (AC 6)

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.

Longbows and shortbows have a have a threat range of 19-20 and multiplier of x2.

Heavy and light crossbows have a threat range of 20 and a multiplier of x3.

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.