The Compendium and Rules

I was so tempted to call it "Wrath of the Lich Queen," but I think I'll save that name for an Eberron game.
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The Compendium and Rules

Postby Sajuuk » Thu Apr 29, 2010 10:11 pm

See the compendium for the rules (including character creation). Check this post to see if the compendium is current. If it is not current, changes to it will be posted below. The posts will be deleted when the compendium is made current.

For those of you that don't have the actual Pathfinder core rulebook and think that the Beta playtest rules are still valid, go use the before I have to smite you for having infinite rages per day or any other thing that was horrendously broken in the Beta rules. Anyone caught using the Beta playtest rules shall be fed to the Demilich Awakened Tarrasque that I keep in the basement. Anyone caught using the Alpha playtest rules shall be tarred, feathered, drawn and quartered, their remains will be tied to a stake and burned, and then the remaining bits shall be fed to the Demilich Awakened Tarrasque.

The compendium is located at:


Why am I using a compendium instead of my old method of storing things in threads in a sub-forum? - Simple. I don't feel like posting close to 200 pages of material. I can edit the source files for the compendium anywhere I have a netbook, regardless of network connection. The compendium is far more portable.

THESE CHANGES ARE SUBJECT TO ACTUAL IN-PLAY TESTING AND MAY BE REVISED LATER
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Re: The Compendium and Rules

Postby Sajuuk » Thu Apr 29, 2010 10:11 pm

Pending Changes to the Compendium will be posted here.

Red Mage Base Class: While the Red Mage does not learn any spells above 5th level (their 6th and 7th level spell slots are for metamagic), they still get Cantrips at Will the same way that Bards do.
Rune Knight Base Class: All abilities formerly based on CHA are now based on INT with the exception of Arcane Resistance.
Shiva Vestige: Osmose is removed from the list. Too powerful.
Chameleon Base Class: Jack of All Trades grants CharacterLevel ranks in the 4+INT skills chosen when choosing/changing a Mask as per Pathfinder skill rules. The character also gains the +3 bonus to the skill that comes from having ranks in a class skill.
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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More Pending Changes

Postby Sajuuk » Fri Apr 30, 2010 10:11 pm

[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Fri Apr 30, 2010 10:23 pm

[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sat May 01, 2010 2:51 am

[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Re: The Compendium and Rules

Postby Sajuuk » Sat May 01, 2010 3:46 am

The following is added as the first line of the rules, in large bold letters. And in the obnoxious Blink tag if you still use an old copy of netscape.
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 1:06 am

[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 1:13 am

Goliath and Half Giant are still banned, as is anything else with Powerful Build until I can figure out how to make them balanced.

Feral is also banned. Judson, I'm going to smite you the next time I see you for even thinking of that.
Anthropomoprhic is also banned just in case anyone was pondering that. If you were, I'm going to smite you with a large blunt object.
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 1:17 am

[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 1:19 am

Pathfinder Azurin: As in Magic of Incarnum, but they gain the +2 to any one ability score as Humans do.
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 5:47 am

Rune Knight has been updated to a newer version completely. The INT instead of CHA remains, for all abilities except Spell Grace. The newer version can be found here: http://community.wizards.com/go/thread/ ... Class?pg=1 until I update the Compendium.
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 6:25 am

Reserve Mage: Reserve Power Clarification: When activating a reserve feat, add 1 to the effective level of the spell you are using to power the feat for the purposes of activating the feat.
This was poorly worded in the PRC in the compendium, so I have reworded it here in a hopefully more easy to understand wording.
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 3:12 pm

NEW SECTION: WEAPONS
Currently all this content is reprinted from the Paizo Adventurer's Armory book.

Brass Knuckles: These weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore agnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles.
Damage: 1d3 Bludgeoning
Critical: x2
Type: Simple Unarmed Weapon
Weight: 1 lb
Cost: 1 GP

Cestus: The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. It is reinforced with metal plates over the fingers and often lined with wicked spikes and fangs along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage rather than nonlethal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).
Damage: 1d4 Bludgeoning
Critical: 19-20/x2
Weight: 1 lb
Type: Simple Light Melee Weapon
Special: Monk Special Weapon
Cost: 5 GP


Chain Spear: This vicious weapon often finds its way into gladiatorial events due to its versatility. The body of the weapon is a standard short spear, primarily used for thrusting. The butt of the spear is fitted with a length of chain, often spiked, with a hook at the end. The hook and chain may be used to make trip attacks. If your trip attack fails by 10 or more, you may drop a chain spear to avoid being knocked prone.
Damage: 1d6 Slashing
Critical: x2
Weight: 13 lb
Type: Two-handed Exotic Melee Weapon
Special: Trip Weapon
Cost: 15 GP


Chakram: The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor or a gauntlet.
Damage: 1d8 Slashing
Critical: x2
Range Increment: 20'
Weight: 1 lb
Type: Martial Ranged Weapon
Cost: 1 GP


Combat Scabbard, Sharpened: This combat scabbard has a sharp blade on the outer edge, allowing you to use it as a weapon.
Damage: 1d6 Slashing
Critical: 18-20/x2
Weight: 1 lb
Type: Martial One-handed Melee Weapon
Cost: 10 GP


Dwarven Maulaxe: This versatile weapon looks like a heavy-headed axe, but a proficient wielder can use the blunt back of the head to deal bludgeoning damage.
Damage: 1d6 Piercing or Slashing
Critical: x3
Weight: 5 lb
Type: Exotic Light Melee Weapon
Cost: 25 GP


Flambard: This two-handed sword has a wavy blade that is especially useful for cutting through wooden weapons. If you are proficient with this weapon, you gain a +4 bonus on any sunder attempts made against weapons with a wooden haft; otherwise you may use this sword as a bastard sword.
Damage: 1d10 Slashing
Critical: 19-20/x2
Weight: 6 lb
Type: Exotic Two-handed Melee Weapon
Special: Sunder Weapon, Trip Weapon
Cost: 50 GP


Garrote: A garrote is a length of wire or thin rope with wooden handles at both ends. The wire is placed across a victim's throat and crossed behind the neck; when the handles are pulled tight, the garrote strangles him. In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + level of the spell he’s casting) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote.
Choke: You cut off your target’s air supply so he has to hold his breath (see Suffocation on page 445 of the Pathfinder RPG Core Rulebook, and the Swim skill on page 108). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks.
Damage: 1d6 Slashing
Critical: x2
Weight: 1 lb
Type: Exotic Two-handed Melee Weapon
Special: Grapple Weapon
Cost: 3 GP


Rope Gauntlet: By wrapping your hands and forearms in thin but tough hemp ropes and then soaking the makeshift gloves in water for weight and expansion, you can transform your fists into rockhard weapons easily capable of killing in a fistfight. Each rope gauntlet takes a full minute to wrap and another minute to soak, but once applied can be worn for a day; removing a rope gauntlet takes 1 full round. When wearing rope gauntlets, you are considered armed and your unarmed attacks deal normal damage rather than nonlethal damage. If you are proficient with rope gauntlets, you may use the rough edges of the ropes to deal slashing damage rather than bludgeoning damage. Your fingers are mostly exposed, allowing you to wield or carry items in your hands while wearing rope gauntlets, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision based tasks involving your hands (such opening locks).
Damage: 1d4 Bludgeoning or Slashing
Critical: x2
Weight: 2 lbs
Type: Exotic Light Melee Weapon
Cost: 2 SP


Switchblade Knife: This knife has a springloaded blade hidden inside the handle. It can be designed to look like another type of object (a DC 15 Perception check reveals the deception). If held in your hand, you can activate it as a free action. This weapon is treated as a dagger.
Damage: 1d4 Piercing
Critical: 19-20/x2
Weight: 1 lb
Type: Martial Light Melee Weapon
Cost: 5 GP


Syringe Spear: The blade of this weapon contains a thin tube or bore that connects to a hollow container just beneath the crosspiece. A successful hit with the spear injects the liquid contents of the container (typically poison) into the target. Refilling a syringe spear takes 1 minute.
Damage: 1d8 Piercing
Critical: x3
Weight: 6 lb
Type: Martial Two-handed Melee Weapon
Special: Brace against charge
Cost: 100 GP
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

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Sajuuk
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 3:24 pm

NEW ADVENTURING GEAR

Backpack, Masterwork: This backpack has numerous pockets for storing various items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, other small bags, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of materials in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Cost: 50 GP
Weight: 4 lbs

Combat Scabbard: This scabbard is designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat (see page 22) for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon. This also comes in a sharpened variety (See Weapons section).
Cost: 10 GP
Weight: 1 lbs

Wrist Sheath: This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand. You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.
Cost: 1 GP
Weight: 1 lb

Wrist Sheath, Spring Loaded: This item works like a standard wrist sheath, but releasing an item from it is an immediate action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a fullround action that provokes an attack of opportunity).
Cost: 5 GP
Weight: 1 lb
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.

User avatar
Sajuuk
Nerd King of the Frozen North
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Posts: 3911
Joined: Fri Apr 28, 2006 2:23 am
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Location: The depths of Baclora, where the Sajuuk lies...
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Re: The Compendium and Rules

Postby Sajuuk » Sun May 02, 2010 3:29 pm

Special Substances and Items

Bloodblock: This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above).
Cost: 25 GP
Weight: -
Craft (Alchemy) DC: 25

Bodybalm: When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.
Cost: 25 GP
Weight: -
Craft (Alchemy) DC: 25


Fuse Grenade: This hollow clay container holds a small charge of explosive power and a slow burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 bludgeoning damage and 1d6 fire damage in a 10-foot burst (DC 15 Reflex save for half ). You throw a fuse grenade as if it were a splash weapon.
Cost: 100 GP
Weight: 1 lb
Craft (Alchemy) DC: 25
[PCs Currently At - Sailing The High Seas]
TODAY: Arodus 28, 4711
PARTY BUFFS ACTIVE: None










"No matter how difficult or absurd you make a puzzle, your players will find an even more impossible and preposterous way of solving it." - http://www.shamusyoung.com/twentysidedtale/?p=680
Titles: He Whose Hand Shapes What Is, Epic Destroyer of Loot, Creator of the Elemental Plane of Bishoujos.


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