Samurai sheepdog book of many things vol 153

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Samurai sheepdog book of many things vol 153

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152 Archetype Orbs: Market Price minor 5,000 gp Archetype orbs can only be applied to creatures with class levels A creature can only apply one archetype orb at a time An archetype orb allows a character to gain a class archetype Class abilities that an archetype replaces are suppressed while the orb is applied The exact archetype an orb can grant is decided the first time a character activates it Afterwards, that archetype is the only archetype which that particular orb can grant Archetype orbs concentrate in areas where members of a particular archetype are trained or otherwise gain their power Note – If a player is planning to use one or more archetype orbs for their character, it is recommended to have pre-generated archetype versions of the character at hand Battle Orbs: Battle Orbs can only be applied to weapons* Each of these orbs grants the wielder a combat feat as if it were a weapon with the training magic weapon special ability Battle orbs take this function further by granting additional feats to the wielder (maximum feats) Once the feats granted by a battle orb are selected, they cannot be changed The price of a battle orb is determined by the number of feats it can grant See the chart below Type Feats Granted Market Price Soldier (minor) 4,000 gp Knight (minor) 16,000 gp Captain (medium) 36,000 gp General (medium) 64,000 gp Warlord (major) 100,000 gp Battle orbs are rumored to be the soul remnants of fallen heroes They are often found on the fields of ancient battles or in long forgotten training camps or monasteries Caster Orbs: Market Price minor 25,000 gp; medium 50,000 gp; major 75,000 gp Caster orbs can only be applied to creatures with caster levels The creature gains additional spell per day of each level it can cast up to 4th-level (minor), 6th-level (medium), or 9th-level spells (major) If the creature prepares spells, these slots can be used only to cast an already prepared spell of the appropriate level Combat Orbs: Market Price 5,000 gp per level Combat orbs can only be applied to armor, creatures, rings or weapons* Combat orbs alter a creature’s base attack bonus to equal its total Hit Dice (to a maximum of the orb’s limit) This increase does not count for the purpose of meeting prerequisites Combat orbs only adjust a creature’s base attack for the purpose of attack rolls with unarmed strikes, natural weapons, and manufactured weapons; not any form of spell-based touch attack For example, a 4th level sorcerer/2nd level rogue can obtain a 6th-level combat orb to increase his base attack to +6/+1 If he has a 7th-level combat orb, his base attack is still only +6/+1, and combat orbs of 3rd-level or lower have no effect on him since his base attack is already +3 Job Orbs: A job orb can only be applied to a creature with class levels These orbs function like battle orbs, except that they grant multiclass feats (and variant multiclass options) in place of combat feats Once a job orb has been assigned to a particular class, it cannot be changed A creature cannot benefit from a job orb if it already has levels in a particular class School Orbs: Market Price 64,000 gp A school orb relates to a school of magic School orbs can only be applied to creatures When applied, the creature gains the arcane school wizard class feature, treating their total Hit Dice as their wizard level A school orb can only grant one kind of arcane school If the creature already has the arcane school class feature, it retains its benefits along with the benefits granted by the orb Variations of school orbs can include domain orbs, mystery orbs, and necromantic study orbs, among others Skill Orbs: Market Price minor 1,000 gp; major 20,000 gp Skill orbs can only be applied to creatures Unlike most orbs, a creature can apply multiple skill orbs, and they not count against the creature’s orb limit There are two types of skill orbs: Minor and Major Minor skill orbs grant a creature a certain skill as a class skill Major skill orbs grant a creature a certain skill as a class skill and grant the creature maximum skill ranks in that skill equal to the creature’s Hit Die Spell Orbs: Market Price medium 10,000 gp per spell level Spell orbs can only be applied to creatures, rings, or wands* Spell orbs allow a creature with innate spellcasting abilities (such as bards, oracles, and sorcerers) to add one spell known per spell level it can cast from the orb’s predetermined class Each spell orb comes with predetermined spells the creature can cast at its current level from the different spell list Spell orbs are rumored to be the soul remnants of dead spellcasters or quelled deities Summoner Orbs: Market Price medium 5,000 gp per level Summoner orbs can only be applied to creatures They grant the eidolon and summon monster summoner class features, treating the creature’s Hit Dice as its summoner level If a creature already has these class features, it can still only have one eidolon or monster summoned at a time Generally, the type of eidolon and monsters are predetermined for a single summoner orb Once the eidolons and monsters granted by a summoner orb are selected, they cannot be changed Magic Weapon Properties Biting Weapon Only weapons with a broad, flat surface (most axes and hammers) can be biting A biting weapon grants its wielder the grab monster ability When the wielder of a biting weapon hits a creature of its size or smaller with an attack, the weapon deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity Unless it is a double weapon, the biting weapon cannot be used to attack other creatures while its wielder has a creature grappled in this way Moderate transmutation; CL 7th; Craft Magic Arms and Armor, magic fang or savage maw; Price +2 bonus Fantasian Bane Weapons Standard bane weapons give their wielder an advantage against creatures of certain types or subtypes Fantasian bane weapons have a more specific focus tailored to certain creatures In addition to increasing the weapon’s enhancement bonus by +2 (and damage by +2d6), a Fantasian bane weapon ignores any

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