mostly IoD updates
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@@ -7,6 +7,8 @@ content_type: feature
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short_code: uhef
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---
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[[toc]]
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Below are the equipment tables for a standard fantasy campaign. They may be superseded by campaign-specific ones.
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### Adventuring Equipment
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@@ -7,4 +7,4 @@ content_type: feature
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short_code: uhe1
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---
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- [Fantasy]: Equipment tables for standard fantasy campaigns.
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- [Fantasy](./fantasy.html): Equipment tables for standard fantasy campaigns.
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@@ -291,22 +291,16 @@ Aged sheets of paper or parchment with magical spells inscribed on them.
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Usage: Per normal class restrictions.
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### Sources
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#### Sentient Items
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- Elvish magic items usually have words in elvish etched or carved on them, often the name of the item.
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- Dwarvish magic items usually have runes etched or carved on them.
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- Gnomish magic items usually have their names etched or carved on them in gnomish.
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A small number of magic items have intelligence and are considered to be sentient.
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- Some sentient items are driven by a particular **purpose**.
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<!--
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#### Sentient Weapons
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!!! REWRITE to account for elemental and soulbound items.
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- reaction roll? saving throw?
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A small number of magic weapons have intelligence and are considered to be sentient.
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**Sentient Weapon Traits**
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**Sentient Item Traits**
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1. Determine special purpose, if any.
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2. Determine INT and personality.
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@@ -323,62 +317,43 @@ A small number of magic weapons have intelligence and are considered to be senti
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- If a sentient weapon has a special purpose, its starting Ego is 12.
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- Otherwise, its Ego is determined by rolling 1d12.
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**Using a Sentient Weapon**
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-->
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- Sentient weapons are often exceedingly powerful, but can also be dangerous to wield.
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- To activate a sentient weapon's power:
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- The weapon must be in the wielder's hand, and
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**Using a Sentient Item**
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- Sentient items are often exceedingly powerful, but can also be dangerous to wield.
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- To activate a sentient item's power:
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- The item must be in (or on) the wielder's hand, and
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- The wielder must concentrate to activate the power.
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**Sentient Weapon Alignment**
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**Alignment**
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- The only way to determine a sentient weapon's alignment is for someone to touch it.
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- When a character comes in contact with a sentient weapon, if the character and weapon have different alignments, the character must **Save vs Spells** each round they're in contact with the weapon or take damage.
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- Lawful weapons inflict 1d6 damage per round to neutral-aligned characters and 2d6 to chaotic-aligned ones.
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- Neutral weapons inflict 1d6 damage per round to lawful or chaotic-aligned characters.
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- Chaotic weapons inflict 1d6 damage per round to neutral-aligned characters and 2d6 to lawful-aligned ones.
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- The only way to determine a sentient item's alignment is for someone to touch it.
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- When a character comes in contact with a sentient item, if the character and item have different alignments, the character must **Save vs Spells** each round they're in contact with the weapon or take damage (and possibly lose control to the item, see below).
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- Lawful items inflict 1d6 damage per round to neutral-aligned characters and 2d6 to chaotic-aligned ones.
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- Neutral items inflict 1d6 damage per round to lawful or chaotic-aligned characters.
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- Chaotic items inflict 1d6 damage per round to neutral-aligned characters and 2d6 to lawful-aligned ones.
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**Exerting Control**
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- A sentient weapon may try to exert control over its wielder
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- A sentient item may try to exert control over its wielder at certain times:
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- Upon first contact with the wielder,
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- When the wielder is reduced to half hit points or less,
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- When the wielder gains another magic item,
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- If the wielder's alignment differs from that of the item (with each use),
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- When in a situation involving the item's Purpose.
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- When the item attempts to exert control, the wielder must succeed on a **Save vs Spells** (-2, if wounded or acting in violation of the item's purpose) to prevent it from gaining control.
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- If the item takes control, the referee determines the behavior of the wielder, and may include:
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- Discarding (or ignoring) other magic items,
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- Seeking glory for the item by charging into battle,
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- Surrendering the item to someone it deems more worthy of carrying it (or more susceptible to iys control), or
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- Making improvements to the item (mundane or magical).
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- Once under the control of the item, it will only release the wielder when the circumstances that triggered the item have passed or the item is otherwise satisfied.
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A sentient sword has its own personality and can, at times, attempt to exercise control over the person who wields it. A control check (see below) is triggered in any of the following circumstances:
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### Sources
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First contact: Upon the character first touching the sword.
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Wounded: When the character is reduced to half hit points or less.
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Jealousy: When another magic weapon comes into the character’s possession.
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Alignment difference: Upon every use, if the sword and the character are of different alignments.
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Special purpose: If the sword has a special purpose: every time the special purpose is applicable. (e.g. when encountering a character or creature of the type the sword is designed to slay.)
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Control Checks
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!!!REWRITE to include a check or saving throw from the character being controlled.
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When one of the aforementioned circumstances occurs, a control check is required:
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Determine the sword’s Will score:
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The sum of its INT and Ego.
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Add one for each extraordinary power the sword has.
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Add 1d10 if the sword and the wielder of are different alignments.
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Determine the wielder’s Will score:
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The sum of STR and WIS scores.
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If the character has less than full hit points, Will is reduced by 1d4 (or 2d4 if the character has less than half hit points).
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Compare the Will scores. If the sword’s Will score is higher, it takes control of the character’s actions.
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When the Sword Takes Control
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The referee determines the behaviour of the character, via the sword, for example:
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Jealousy: Discarding other weapons, or ignoring newly discovered magic weapons.
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Glory: Charging into battle, in order to gain glory for the sword.
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Surrender: To a foe whom the sword deems either more worthy of possessing it or more susceptible to being controlled.
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Indulgence: Making lavish expenditures for the sword. Purchasing expensive sheaths, having jewels fitted, having enchantments and wards applied, etc. The sword may force the character to spend most of their money on such things!
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Ending Control
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Once in control, the sword will only release the character when the circumstance that triggered the control check is over or when the sword is otherwise satisfied.
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-->
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- Elvish magic items usually have words in elvish etched or carved on them, often the name of the item.
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- Dwarvish magic items usually have runes etched or carved on them.
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- Gnomish magic items usually have their names etched or carved on them in gnomish.
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!!!include(license/wotc-cc-by.md)!!!
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