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AP= 7 [3 base +1 Artful (parry only, +1 weapon spec (parry only), + 1 duel weapon.]
Armour Proficiency: Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming.
Artful Dodger: You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail
the roll.
Climb Walls: you may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored.
Hide in Shadows: As long as you can position yourself in an area enshrouded in shadow, all Perception rolls to spot you are 1
difficulty grade harder.
Sneak attack:+2 shift to damage bonus
Duel weapon fighting: +1 AP to attack/parry (unarmed and baterang)
Unarmed Prowess: treat Unarmed blocks and parries as ‘Medium’ sized, enabling them to better defend themselves from armed opponents.
Range weapon specialisation: Aiming requires 1 Turn steadying the weapon instead of a full Round, and makes the following
attack 1 grade easier. In addition, if not surprised the specialist may automatically fire first (before rolling for initiative)
at the beginning of combat, assuming both weapon and ammo are readied. -1 reload time, allowing drawing a new weapon as a free action.(baterang)
Melee Weapon: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point
for the purposes of Parrying only. Also +1 shift in damage, and +10 to hit (unarmed and baterang)
Equipment: Elven Chain +2 of Shadow: +1 shift to stealth. This armour deepens the shadows around the wearer when hiding, while also dampening the sound around the wearer.Arm spurs allow parrying of weapons up to large in size with no penalty.
Belt of Many Pockets:
This broad belt seems to be nothing more than a well-made article of clothing, but closer examination reveals eight small pouches along its inner front.
In fact, a total of sixty-four extradimensional pouches exist in the belt, with seven more "behind" each of the eight readily apparent ones. Each pouch is similar to a miniature bag of holding, able to contain up to 1 cubic foot of material weighing as much as 10 pounds.
Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving any specific item from a pouch is a free action, but can only be done once per cycle.
The belt contains:
Were Styptic: this jar of paste grants a living creature fast healing 2 for 2d4 rounds. While active, the styptic also closes any open wounds the subject receives, negating any bleed effects that would affect the target. This is a painful cure, and the target must succeed at a hard END roll or be at -1 shift to all activities for the styptic’s duration.
tanglefoot bag
A small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 5/10/20), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –10 penalty on attack rolls and a –1 shift on balance manoeuvres and must make an Evade roll (with -1 shift) or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. larger creatures(SIZ 20+) are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make an evade roll or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a (-2 shift Brawn roll or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check as if the had suffered a minor injury or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thunderstone
You can throw this stone as a ranged attack with a range of 5/10/20) feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang, each creature within a 3 m (10 foot)radius spread must make a hard Endurance save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don’t need to hit a specific target, you can simply aim at a particular area but the target can make an opposed evade to avoid the effects.
Gloomstick
When twisted as a action, a gloomstick begins drawing in light from the surrounding area, reducing the light level by one step (to a minimum of partial darkness) in a 20-foot radius. A gloomstick remains active for 1 minute before crumbling to dust.
Impact foam
This milky white liquid bubbles into a 1-foot-thick semi solid sheet of foam when splashed across the ground. You can spend a minute to applya 10-foot-radius area, or you can throw the flask to cover a 5 foot area. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and the second 1d6 points of falling damage cannot cause a serious wound. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.
Air Crystals
These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. Air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.
Fungal Stun Vial
Harvested from a rare fungus, these small vials emit a bright blue glow. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a WIL save vs 70 Potency. Creatures that fail are stunned for 1d2 rounds if they’re in the area of bright light, or are confused for 1 round if in the area of dim light.
Powder, Flash
This coarse grey powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (an action). Creatures within the 10-foot-radius burst are blinded for 1 round (Opposed END roll negates).
Smoke Pellet and sticks
This small sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged attack with a range of STR in metres.
The smoke fills a 10-foot cube (treat the effect as fog, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Smoke pellet, pepper
The smoke from a pepper pellet is an ocular and respiratory irritant, and creatures that are hit by a pepper pellet or pass through the smoke must succeed at a unopposed END save or suffer mild Asphyxiation (1 level of fatigue for duration of in cloud + 1 round).
Smoke pellet, smog
The smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.
Spellscorch
Refined from rare underground crystals, this poison causes a burning headache that impedes spellcasting. If the target fails its END Roll vs 85 potency save, for the next minute the target must make a WIL roll (normal but -25) to cast a spell, and all other concentration checks to take a –25 penalty.
anti-venom and anti-toxins
Iron Bands of Binding:
a 3-inch-diameter iron sphere with bandings on the globe.
When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged attack. A single Large or smaller creature can be captured thus and held immobile (as if entangled) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a Herculean Brawn check. Iron bands of binding are usable once per day.
Other equipment:
Boots, Elven: grant a 95% Sneak skill, unmodified by terrain.
Cloak of gliding:
Fashioned of black cloth, this cloak bestows a +1 Shift on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat. By holding the edges of the garment, the wearer is able to glide 30 feet for every 5 foot drop in altitude.
If the glide fails of the wearer falls, they also gain 10 AP resistance to falling damage.
Vest of Escape:
This simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining.
Hidden inside these are magic lockpicks that provide a +20 bonus on Disable Device and picking locks. The vest also grants its wearer a +30 bonus on any roll to escape restraint (such as grapple or being tied up).
Gloves of Reconnaissance:
On command, the wearer can use the gloves to see and hear through solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves for up to 1 minute per day.
Smoke-cutting Lenses:
The goggles allow the wearer to see through magical and normal fogs, mists, smokes and similar obscurement. They also confer nightvision on the wearer.
Quick wrist wand holster (holds 4 wands per wrist)allows use of wand without need to draw it
Wand of Force Hook Charge (50 charges) x4 2 per arm (Intensity 8)Range:100':
You create a hook of force that strikes the target and drags you to a space adjacent to it. Make an unarmed attack against the target(opposed by evade); if the attack succeeds, the target takes 1 point of damage per 2 intensity (4 in this case). Whether or not the attack hits, the force hook drags you in a straight line to be adjacent to the target. The pulling hook keeps you from falling as part of this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the maximum extent of your restraints but does not break the restraints.
If your travel to the destination is not blocked, you land on your feet, unharmed by the sudden motion. However, the spell does not guarantee you a safe landing space when you arrive. For example, if your target is flying or on a ledge with no room for you to stand, once the hook pulls you adjacent to the target, you begin to fall.
Wand of Force Hook Grapple (50 charges) x4 2 per arm (Intensity 8)Range:100':
You create a hook of force that strikes the target and can tethers it to an adjacent object. Make an unarmed attack against the target (opposed by evade); if the attack succeeds, the target takes 1 point of damage per 2 intensity (4 in this case) and is entangled and gripped in that location. The hook can be used to pull the opponent of their feet as per the entangle special effect, and /or reel the opponent in at the rate of 25' per turn.
As an alternative, the hook can be released, at which point it attaches to an anchor point. For this any designated target within suitable range (approximately 1 Metre per intensity) can be used. This can be another target, in which case they also can attempt to evade or become entangled with the target.
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