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==Wands and Scrolls==
==Wands and Scrolls==
In order to use charges of higher-level spells, based on the spell's innate level, you must have sufficiently high class levels. Sorcerers and Wizards may use wands/scrolls of twice their level. Bards, Clerics, Druids, Rangers, Paladins may use wands/scrolls up to their level.  
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.


So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in Wizard (or Sorcerer) 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 2 spells (Tasha's Hideous Laughter, Flame Weapon, 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.


Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 1 wands.
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.
 
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.


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).
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).
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==Polearms==
==Polearms==
Spears, Short Spears, and Halberds have been given increased attack range.
Spears, Short Spears and Halberds have been given increased attack range.


==Custom Weapons==
==Custom Weapons==
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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''====
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====''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 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.  


====''Flash Powder''====
====''Flash Powder''====


Inflicts the Blindness on anyone in the area who fails a Reflex save. **
Inflicts the Blindness on anyone in the area who fails a Reflex 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.


==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 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 20 to determine whether Ironguts is cast on the target.
* 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.
* In all cases, using Antitoxin will roll vs DC 30 to determine whether Lesser Restoration is cast on the target.
===''Salutatory Tonics''===
This item cures diseases with a successful Heal check of 1d20 + Heal vs DC.
* 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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