Samurai sheepdog book of many things vol 149

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Samurai sheepdog book of many things vol 149

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Fantasian Orbs, Delta (Minor) Type Application Effect Market Price Chaos Armor, Ring, Shield Gain DR 6/lawful 16,000 gp Chaos Wand* Offensive spells deal +2d6 additional damage to lawful creatures 16,000 gp Chaos Weapon* Weapon becomes chaotic and deals +2d6 additional damage to lawful creatures 16,000 gp Chaos Creature Gain a +2 luck bonus to saving throws Can use smite law 1/day 16,000 gp Earth Armor, Ring, Shield Gain Acid Resistance 10 16,000 gp Earth Wand* Deal +2d6 additional acid damage with offensive spells 16,000 gp Earth Weapon* Deal +2d6 additional acid damage on attacks 16,000 gp Earth Creature Gain a burrow speed equal to your speed and gain tremorsense (10 ft.) 16,000 gp Fire Armor, Ring, Shield Gain Fire Resistance 10 16,000 gp Fire Wand* Deal +2d6 additional fire damage with offensive spells 16,000 gp Fire Weapon* Deal +2d6 additional fire damage on attacks 16,000 gp Fire Creature Gain Fire Resistance 10 16,000 gp Holy Armor, Ring, Shield Gain DR 6/evil 16,000 gp Holy Wand* Cure spells cure 1d6 additional damage Offensive spells deal +2d6 additional damage to evil creatures 16,000 gp Holy Weapon* Weapon becomes good and deals +2d6 additional damage to evil creatures 16,000 gp Holy Creature Gain a +2 sacred bonus to saving throws Can use smite evil 1/day 16,000 gp Horror Armor, Ring, Shield Gain negative energy affinity and DR 6/bludgeoning and magic 16,000 gp Horror Wand* +2 caster level to spells with the death and fear descriptors 16,000 gp Horror Weapon* As epsilon (Will DC 16) If the creature is immune to fear, or already shaken, frightened, or panicked, it is sickened instead 16,000 gp Horror Creature Use Charisma in place of Constitution to calculate hit points, saves, and abilities You also gain a +2 profane bonus on Fortitude saves 16,000 gp Ice Armor, Ring, Shield Gain Cold Resistance 10 16,000 gp Ice Wand* Deal +2d6 additional cold damage with offensive spells 16,000 gp Ice Weapon* Deal +2d6 additional cold damage on attacks 16,000 gp Ice Creature Gain a swim speed equal to your base speed 16,000 gp Law Armor, Ring, Shield Gain DR 6/chaotic 16,000 gp Law Wand* Offensive spells deal +2d6 additional damage to chaotic creatures 16,000 gp Law Weapon* Weapon becomes lawful and deals +2d6 additional damage to chaotic creatures 16,000 gp Law Creature Gain a +2 luck bonus to saving throws Can use smite chaos 1/day 16,000 gp Shadow Armor, Ring, Shield Gain a +4 competence bonus to Stealth checks made to hide 16,000 gp Shadow Wand* +2 caster level to spells with the darkness and shadow descriptors 16,000 gp Shadow Weapon* Deal +2d6 damage when dealing precision damage 16,000 gp Shadow Creature Gain darkvision 120 feet or +120 feet to darkvision Cast darkness 1/day 16,000 gp Sky Armor, Ring, Shield Gain Electricity Resistance 10 16,000 gp Sky Wand* Deal +2d6 additional electricity damage with offensive spells 16,000 gp Sky Weapon* Deal +2d6 additional electricity damage on attacks 16,000 gp Sky Creature Gain a fly speed equal to your base speed with average maneuverability 16,000 gp Unholy Armor, Ring, Shield Gain DR 6/good 16,000 gp Unholy Wand* Inflict spells cure 1d6 additional damage Offensive spells deal +2d6 additional damage to good creatures 16,000 gp Unholy Weapon* Weapon becomes evil and deals +2d6 additional damage to good creatures 16,000 gp Unholy Creature Gain a +2 profane bonus to saving throws Can use smite good 1/day 16,000 gp * Rods and Staves count as both wands and weapons (if the rod can be used as a weapon) 148

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