Item Changes: Difference between revisions

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==Wands and Scrolls==
==Armor==
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. ("spell circle"). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A multiclass character with 1 level of Wizard and 5 levels of Fighter would not be able to use such a wand or scroll, but instead must have 2 levels of Wizard (or Sorcerer). A character with 1 level of Wizard and 5 levels of Fighter would, however, still be able to use wands with level 1 spells (Shield, Protection from Alignment, etc.). A multiclass character with 2 levels of Cleric and 3 levels of Fighter would only be able to use divine wands up to level 2. A low level character with 3 levels of Ranger can only use divine wands up to level 3. Et cetera.


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.
====''Padded''====
Reduced weight to 1 lb


Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.
====''Leather''====
Reduced weight to 5 lb


Use Magic Device has also been adjusted to follow this pattern. In addition to the standard Use Magic Device roll, you must also have sufficient levels in a class granting the Use Magic Device skill (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%/level to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1 rogue/1 bard/1 assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don't make that chance, they fail and lose a charge. If they do make that 60% chance, they make 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).
====''Studded Leather (AC 3)''====
Increased max Dexterity Bonus to +5
Reduced chance of Arcane Spell Failure to 15%
Reduced weight to 10 lb


UMD has been unchanged in terms of how scrolls work.
====''Chainmail/Breastplate (AC 5)''====
Increased max Dexterity Bonus to +3


==Polearms==
====''Splint Mail (AC 6)''====
Spears, Short Spears and Halberds have been given increased attack range.
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''====
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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''====
Line 47: Line 98:
  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==
==Throwables==
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====''Stancebreach''====
====''Stancebreach''====


Disrupts combat stances such as Expertise and Power Attack and, if a stance is indeed breached, deals 1d4 magic damage to the target. **
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''====  
====''Sparks of Revelation''====  


Disrupts stealth and removes invisibility from any characters caught in the targeted location. **
Disrupts stealth and removes invisibility from any characters caught in the targeted location.  


====''Magic Disruptor''====
====''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.**
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''====
===='' Alchemist Fire''====
Line 77: Line 133:
====''Laughing Gas''====
====''Laughing Gas''====


Creates a cloud effect that knocks prone anyone in it who fails a Will save, similar to the spell Tasha's Hideous Laughter. The DC is low, but bypasses magical protections such as Clarity and Protection From Alignment. **
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''====
====''Flash Powder''====


Inflicts the Blindness on anyone in the area who fails a Reflex save. **
Inflicts a temporary Blindness effect on anyone in the area who fails an easy Fortitude save.  


====''Bottled Mold/Bag of Snakes/Quivering Fungus''====
====''Bottled Mold/Bag of Snakes/Quivering Fungus''====


Summons a hostile monster at the target location. The monster will usually attack whatever is closest.**
Summons a hostile monster at the target location. The monster will usually attack whatever is closest.


====''Oil Bottle Bomb'' ====
====''Oil Bottle Bomb'' ====
Creates a ground effect similar that slows anyone caught in it, similar to the Grease spell, at the target location.**
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==
==Ioun Stones==
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Gives the user sixty (60) minutes worth of bonus hide and move silently (+5 to each)
Gives the user sixty (60) minutes worth of bonus hide and move silently (+5 to each)


==Medicine==
==Other==


===''Medicinal Herbs''===
===''Medicinal Herbs''===
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===''Healer's Kit''===
===''Healer's Kit''===


Medicinal Herbs can be added to a Healer's Kit item, granting the Kit "charges" of that can be used according to the rules above. Adding herbs to a Kit is an excellent way to manage inventory weight and help keep medical resources organized in one place, but it is important to know that "higher quality herbs" will lose their bonus when added to a 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''===  
===''Antitoxin''===  
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* In all cases, using Antitoxin will roll vs DC 30 to determine whether Lesser Restoration 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.


===''Salutatory Tonics''===
===''Aspectral Prism''===  


This item cures diseases with a successful Heal check of 1d20 + Heal vs DC.
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.
* While out of combat, using Salutatory Tonic will roll vs DC 15 to determine whether or not the disease is treated.
* While in combat, using Salutatory Tonic will roll vs DC 30 to determine whether or not the disease is treated.


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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.