Saturday, 10 October 2015

Tinkerer

Item name
Downtime
Cost
Effect
SparkDust Bomb
30
Can be thrown 20ft/60ft every creature within 20ft of impact must take a dexterity test or be blinded for D3 rounds
Smoke Bomb
25
Can be thrown 20ft/60ft creates 20ft smoke cloud that obscures vision
Acid Bomb
40
Can be thrown 20ft/60ft creatures in 5ft must make a DC12 dexterity save or take 2D6 Acid damage
Incendiary Bomb
40
Can be thrown 20ft/60ft creatures in 5ft must make a DC12 dexterity save or take 2D6 fire damage and be set on fire.
Or on a success half damage and not set on Fire
Gel Fuel Lamp
3/25/50
when in a lantern Provides bright light 40ft dim light 40ft for fuel lasts 12 hours [bullseye] 80ft cone hooded variant produces no light
Potion/Poison Injector
20
inject a potion/poison as a bonus action instead of action

Alchemist

Potion name
Downtime Cost
Cost
Effect
Oil of Slipperiness
15
150
takes 10mins to apply 1 creature gains the effect of the freedom of movement spell or may be
used as a grease spell if thrown lasts for 8 hours
potion of climbing
5
30
climb speed = walk speed for 1 hour gain advantage on strength [athletic] checks when you climb
potion of fire breath
25

250
Gain a Breath attack. 30ft range. target must make DC13 Dex check if failed they take 4D6 if they
passed they take half damage last for 1 hour or until you perform fire breath 3 attacks
potion of healing
5
50
Heal 2D4+2 Hit Points
potion of fire resistance
15
150
Gain resistance to Fire damage for 1 hour
potion of lightning resistance
15
150
Gain resistance to Lightning damage for 1 hour
potion of poison resistance
15
150
Gain resistance to Poison damage for 1 hour
potion of water breathing
15
150
Can breathe underwater for 1 hour
Potion of Steady Healing
3
30
Gain D3 hit points back every round for 5 rounds. If out of combat gain 2D6 hit points after a short rest
Potion of Constitution
5
50
advantage on all constitution checks and saving throws [lasts 4 hours]
Potion of Magic Resistance
30
300
advantage on all saving throws against magic [lasts 1 hour]
Razor Oil
15
150
roll 2 damage dice and pick the highest two when rolling damage [last for 1 min]
Potion of Swimming
5
30
climb speed = walk speed for 1 hour gain advantage on strength [athletic] checks when you Swim
Potion of Minor Mana Restoration
10
100
Restores 1 Spell Slot or 2 Sorcery points

Blacksmith

Armour Upgrades
Cost (GP)+ armour
Armour Class
Effect
Adamantine armour
Adamantite +500
The first critical hit each turn is counted as a normal hit
Ablative armour
Armour cost x1.5.
+1 of base armour
The upgraded armour gains +1 AC, when a creature successfully hits you with a melee or missile attack you may choose your armour loses 2 AC but you take no damage for the rest of the round
Mariners armour
250
swim speed = walk speed start underwater unconscious raise 60ft to surface
Mithral armour
Mithral +500
weight is halved no disadvantage on stealth checks no strength restriction
Spiked Armour
200
No chain. creatures that successfully attack you take D4 damage disadvantage on
dexterity checks for stealth and acrobatics
Elven Mail
500
+1AC
Chain shirt only. You are considered proficient with the armour even if you arent
Weapon Upgrades
-------------------------------------
Att/Dam modifier
-----------------------------------------
Adamantine Weapon
Adamantite(2) +500+weapon cost
Critical on 1 less than normal
Elven Weapon
500
+1
Short and long swords and bows only. You are considered proficient with the weapon even if
you aren’t normally.
Mithral armour
Mithral(2) +500
Weapon counts as light. if two handed can be wielded single handed but not dual wielded
Tempered
costs x2 Weapon cost
+1 to hit
for 1 adventure
Folded Steel
costs x2 Weapon cost
+1 to damage
for 1 adventure
spiked or serrated
100
Roll 2 damage dice pick highest
silvered
100
counts as magical for resistances
Improved weapon
costs x30 Weapon cost
+1
-
Ammo Upgrades
---------------------------------
Att/Dam modifier
---------------------------------------------
Adamantine Ammo
Adamantite (1)=3 arrows 6gp per 3 arrows
Crit on 1 less than normal
Elven Ammo
20gp per 20 arrows
Bows only, +2 to hit if using an elven bow if not you count as proficient with the bow
Mithral Ammo
Mithril (1)=3 arrows 40gp per 20 arrows/bolts
halves weight, elemental enchantments roll double damage dice
Glass Arrows
10gp for 20 arrows/bolts
1/2
Can contain any potion or poison. Potion/poison is expended in process
Tempered
10gp per 10 arrows/bolts
+1
for 1 adventure
Folded Steel
15gp per 10 arrows/bolts
+1
for 1 adventure
spiked or serrated
10gp per 10 arrows /bolts
Roll 2 damage dice pick highest
silvered
10gp per 10 arrows /bolts
counts as magical for resistances
Improved weapon
30gp per 20 arrows/bolts
+1
-
Shield upgrades
--------------------------
Armour class
--------------------------------------------
Improved Shield
1000
+1AC
-
Spiked shield
300
creatures that successfully attack you take D4 damage

Poisoner


Potion name

Cost

Downtime   Cost

Effect
Simple Poison
100
10
DC10[Wound] if failed 1D4 damage for 10 rounds[1 min] DC10 Con check each turn to stop effect
Exhaustion Poison
200
20
DC13 [Wound]if failed target gains 1 exhaustion
Sandman Potion
200
20
DC11 [Inhaled] 5ft /thrown 20ft if failed target falls asleep for 1D4 hours or until attacked
Vertigo Poison
200
20
DC12[Wound]if failed target becomes stunned DC10 Con check each turn to stop effect
Nightmare Poison
200
20
DC11 [Wound/Ingested]if failed creature becomes frightened
Rage Powder
150

15
DC13 [Wound] target become frenzied and attacks closest creature can make tests every turn to regain sanity gets 1
easier every turn
Gutwrencher Poison
150
15
DC14[ingested]  If failed after 5 minutes of stomach pain target vomits uncontrollably and takes 4D12 Bludgeoning damage
Alchemists Fire
50

5
5ft /thrown 20ft if a Hit target takes 1d4 fire damage at the start of each of targets turns.  DC 10 Dexterity check each turn to
stop effect
Basic Acid
25
5
5ft /thrown 20ft if a Hit target takes 2d6 acid damage.
Basic Anti-toxin
50
5
Gain advantage on your next Constitution save against Poison lasts 1min
Widowmaker Poison
300
30
DC 13 Constitution saving throw, taking 4D6 poison damage and is poisoned on a failed save, or half as much damage on a
successful one and not poisoned. While poisoned the creature takes D4 damage every turn (6 secs) while poisoned in this way.
After 10 turns or if the creature becomes unconscious the creature gains 1 fatigue and is no longer poisoned.

Enchanter

*All enchantments last 1 adventure unless otherwise stated and require the addition cost of 1 magicite each
*Elemental Lacrima can be expended as a bonus action to do 2D6 extra damage with a spell
Enchantment
Level
Action
Downtime
Cost
Cost
Effect
Elemental Enchantment

Fire [Weapon]
Lv1
Bonus
15
150
your weapon deals Fire elemental damage and is considered magical
Cold[Weapon]
Lv1
Bonus
15
150
your weapon deals Cold/Ice elemental damage and is considered magical
Lightning[Weapon]
Lv1
Bonus
15
150
your weapon deals Lightning elemental damage and is considered magical
Force[Weapon]
Lv1
Bonus
15
150
your weapon deals Force elemental damage and is considered magical
Martial Enchantment

Guiding[Weapon]
Lv1
-
20
200
when using this weapon you gain +1 to hit on attack rolls
Rending[Weapon]
Lv1
-
20
200
when using this weapon you gain +1 to Damage rolls
Repulsion
Lv1
Reaction
30
300
When a creature successfully hits you expend the Lacrima to block 2D6 damage !one use only!
Intervention
Lv1
Bonus
20
200
Increase creatures saving throw DC by 3. !one use only!
Extension
Lv1
-
30
300
Your Melee weapon gains +5ft range/or ranged weapon gains +10% range
Prevention
Lv1
Reaction
20
200
Decrease your saving throw DC by 3. !one use only!
Rejuvenation
Lv1
Bonus
30
300
in combat recover 1D4 hit points per round for 5 rounds. Out of combat user regains 5D4 hit points !one use only!
Conservation
Lv1
-
20
200
Gain 10 temporary hit points. !one use only!
Expedition
Lv1
Bonus
25
250
count speed as double for 5mins (50 rounds) !one use only!
Interruption
Lv1
-
20
200
Gain +5 Initiative !one use only!