Saturday, 10 October 2015

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

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