On Some Boots and Some Work

05.00 Unknown 0 Comments

I'll share a bit what's taking up my time instead of blogging. . .

Boots, Sonic
BSC:15%(R)gp:450 gp
DC:25TTC:9 days
CC:9CGP::180 gp
NWP:-6XP:10 xp
D100:-10%Weight:4 lbs.
D6:1 in 6 /6Difficulty:Very Hard
RarityRare

Materials: Rare Earth (2 drams),  Masterwork Boots (1 Pair), Copper Wire (20 inches), Magnets (4 magnets)

Description:  This boots allow the wearer to adjust the sound that they make. They can lower the noise produced to almost nothing granting a +15% bonus on Moving Silently (+4 on Stealth checks) or they can be increased in volume till every footfall sounds like a storm giant walking around. It takes 1 round to adjust the volume.


Boots, Alchemical
BSC:15%(R)gp:450 gp
DC:25TTC:0 days
CC:9CGP::180 gp
NWP:-6XP:10 xp
D100:-10%Weight:4 lbs.
D6:1 in 6 /6Difficulty:Very Hard
RarityRare

Materials: Rare Earth (2 drams), Masterwork Boots (1 Pair), Metal Nails (1 gross)

Description: These boots are exceptionally well-made and stable. They provide the alchemist with protection from his own tricks. First, they grant a +6 to all saving throws to avoid being knocked prone, falling, or being moved by an effect or another character. Secondly, it treats difficult terrain that is caused by alchemical items as normal terrain.


Lantern, Solar
BSC:15%(R)gp:250 gp
DC:25TTC:5 days
CC:9CGP::175 gp
NWP:-6XP:10 xp
D100:-10%Weight:2 lbs.
D6:1 in 6 /6Difficulty:Very Hard
RarityRare

Materials: Rare Earth (1 dram), Silicon (64 drams), Metal (2 lbs.), Carbon (32 drams)
Description:This lantern requires no fuel source, excepting the sun. Exposure to 8 hours of sunlight will allow it to cast light for a 12 hour period. Monthly the core must be replaced at the cost of 10 gold pieces, but otherwise it requires no fuel to function beyond exposure to the sun.

These are 'devices', specialized non-magical gear that can be purchased or created.
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