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
|
Saturday, 10 October 2015
Blacksmith
Labels:
Candlelight
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