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==Legacy Items 2.0== '''Basis:''' Legacy weapons are an upgradable +X weapon with numerous other benefits unlocked through expensive & dangerous rituals. '''Problem:''' Legacy weapons also cause penalties to HP, attack rolls, skill points, and spell slots, often nullifying its other bonuses. Many of these penalties are made in exchange for activated powers. Also, legacy weapons are often worse than customized weapons. '''Idea:''' Legacy items are basically upgradable mini-artifacts. Instead of using gold to upgrade them, why not use other magical items? Legacy items are powered by destroyed magic items. Every magic item destroyed by or sacrificed to a legacy item gives it 1 Aspect Point per 1000gp in the item's cost. (Round down; magic items costing less than 1000gp don't give any Aspect Points.) Unlocking a legacy item ability requires 3 things: * Prerequisite Level * Prerequisite Sacrifice: Either a certain type of item or a certain type of monster defeated. * Aspect Point Cost: ====Slots per Level==== Most extra abilities of a legacy item use up its slots. Each ability either takes up X Least slots, X Lesser slots, or X Greater slots. You can place abilities in a higher slot as well: an ability placed in a higher slot only takes up 1 slot, no matter how many slots it normally takes up. Level: Least/Lesser/Greater *05th: 1 *06th: 2 *07th: 3 *08th: 4 *09th: 5 *10th: 6 *11th: 6/1 *12th: 6/2 *13th: 6/3 *14th: 6/4 *15th: 6/5 *16th: 6/6 *17th: 6/6/1 *18th: 6/6/2 *19th: 6/6/3 *20th: 6/6/4 ====Weapon Bonuses==== These bonuses are for weapons only. Each bonus has the previous one as a prerequisite; for example, you need to buy the +3 bonus before you can get a +4 bonus. *+1: Default *+2: 7th level, Weapon +1 or higher, 6 AP *+3: 11th level, Weapon +2 or higher, 10 AP, 1 Lesser *+4: 12th level, Weapon +3 or higher, 14 AP *+5: 14th level, Weapon +4 or higher, 18 AP *+6: 17th level, Weapon +4 or higher, 22 AP, 1 Greater *+7: 19th level, Weapon +5 or higher, 26 AP *+8: 20th level, Weapon +6 or higher, 30 AP ====Armor Bonuses==== These bonuses are only for armor & shields. Each bonus has the previous one as a prerequisite; for example, you can only buy a +5 bonus if you already have a +4 bonus. *+1: Default *+2: 6th level, Armor +1 or higher, 3 AP *+3: 8th level, Armor +2 or higher, 5 AP *+4: 11th level, Armor +3 or higher, 7 AP, 1 Lesser *+5: 12th level, Armor +4 or higher, 9 AP *+6: 14th level, Armor +4 or higher, 11 AP *+7: 15th level, Armor +5 or higher, 13 AP *+8: 17th level, Armor +6 or higher, 15 AP, 1 Greater *+9: 18th level, Armor +7 or higher, 17 AP *+10: 20th level, Armor +8 or higher, 19 AP ====Enhancement Bonus==== This is a special 11th-level ability. The legacy item gives its user a +2 inherent bonus in one stat. Each legacy item can only take this once. *+2 Inherent bonus to one stat: 11th level, Item with a +4 or higher Enhancement bonus to this stat, 15 AP, 1 Lesser ==[[Armadon Monster Class]]== ===Armadon Monster Class Variants=== ('''NOTE:''' Rough draft. Feel free to comment on the variants. Inspired by Shiny's armadon variants.) An armadon's variants are chosen on creation. An armadon can take as many variants as it wants, with these exceptions: *An armadon can only have one of these variants: Acid-Focused, Poison-Focused, Resistant *An armadon can only have one of these variants: Huge Size, Medium Size ====Acid-Focused==== '''Lose:''' The armadon loses its Poison ability. It can't lose an ability it's already lost for another trait. '''Gain:''' The armadon increases Acid Spray's damage by 1d8 acid and its range by 5 feet. It still can't use its Acid Spray before 3rd level. '''Note:''' An armadon can't take this variant with the Poison-Focused or Resistant variants. ====Poison-Focused==== '''Lose:''' The armadon loses its Acid Spray ability. It can't lose an ability it's already lost for another trait. '''Gain:''' The armadon's Poison also affects Dex. At 6th level, it receives Poison (1d3 Str + 1d3 Dex / 1d3 Str + 1d3 Dex). At 12th level, it receives Poison (1d6 Str + 1d6 Dex / 1d6 Str + 1d6 Dex). '''Note:''' An armadon can't take this variant with the Acid-Focused or Resistant variants. ====Resistant==== '''Lose:''' The armadon loses either its Poison ability or Acid Spray ability. It can't lose an ability it's already lost for another trait, such as Acid- or Poison-Focused. '''Gain:''' The armadon gains Resistance 5 (fire, elec, sonic, cold) at 3rd level. Its resistance increases to 10 at 5th level, 15 at 8th level, and 20 at 10th level. '''Note:''' An armadon can't take this variant with the Acid-Focused or Poison-Focused variants. ====Huge Size==== '''Lose:''' The armadon takes a -2 size penalty to attacks and AC. The armadon takes up a 15'x15' space. '''Gain:''' The armadon's natural weapons' damage increases by one size category. It can carry Large riders. Its carrying capacity increases to 6x that listed in the PHB's Carrying Capacity table (p.162). '''Note:''' An armadon can't take this variant with the Medium Size variant. ====Medium Size==== '''Lose:''' The armadon's natural weapons' damage decreases by one size category. Its carrying capacity decreases to 1.5x that listed in the PHB's Carrying Capacity table (p.162). '''Gain:''' The armadon takes a +1 size bonus to attacks and AC. The armadon takes up a 5'x5' space. It can carry Small riders '''Note:''' An armadon can't take this variant with the Huge Size variant. ====Spikespewer==== '''Lose:''' The armadon loses its 2 Claw 1d8 attacks. '''Gain:''' The armadon gains 2 Spikes 1d6 attacks. They have a range of 70', are considered thrown weapons, and add half of the armadon's Str mod to damage. They suffer the same penalties & AoOs as ranged weapons if used in melee combat. ====Offensive==== '''Lose:''' The armadon loses its natural armor increases at 1st and 11th levels. It gets Natural armor 3 at 2nd level, Natural armor 6 at 5th level, and Natural armor 9 at 8th level. '''Gain:''' The armadon's natural weapons' damage increases by one size category. ====Skilled==== '''Lose:''' The armadon loses its initial +4 Str bonus. '''Gain:''' The armadon gets an extra 16 skill points for its first HD, and an extra 4 skill points per HD after that. ====Runner==== '''Lose:''' The armadon loses its initial +2 Con bonus. '''Gain:''' The armadon adds 10 feet to its base land speed. ====Agile==== '''Lose:''' The armadon doesn't get +2 Str at 4th level and 9th level. '''Gain:''' The armadon gets +2 Dex at 4th level and 9th level. ====Wary==== '''Lose:''' The armadon doesn't get +2 Con at 5th level and 10th level. '''Gain:''' The armadon gets +2 Wis at 5th level and 10th level.
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