Name Rarity Price Use Weight Damage*
Drascarnion spear | Very rare except in the North | 50 Gold pieces | Double Bladed hunting spear. | 13 pounds | S/M Large
1d8+2 / 1d12+2 |
Middle Sword | Common, most commoners own one.
|
5 gold pieces | Weapon, for show. Smaller than a short sword | 3 pounds | S/M Large
1d4 / 1d6 |
Siduo Sword | Uncommon in the east, hard to get one with out sailing half way around the continent. | 80 gold pieces. | The hilt covers your knuckles .The sword itself has to blades. It is more of a stabbing weapon though. | 7 pounds | S/M Large
1d6 / 1d12 (It is harder to hit a smaller creature hence less damage.) |
Ceriphlus Bow | Rare. It can only be made by a master bower & fletcher. | 300-500 gold pieces. | The bow gets it name from it's silence. An arrow from it is like an angel in flight. It is very ornate. | 15 pounds | Ceriphlus arrow
S/M Large 1d8+1/ 1d8+1 The arrow makes no noise in flight. |
Healers Bag arrow
S/M Large 1d8+1/ 1d8+1 The arrow makes no noise in flight. |
Uncommon,
sold at a local Hypothrcry. |
8 silver pieces. | For infections & sickness. It is mixed with water and will restore 1d4 hit points extra with rest. | Less than a pound. | N/A |
Glass worker tools | Common. | BlowPipe(5gp), Shaping Tools(10gp), Coloring(30gp) a block | Tools of the trade | Between 10-30 pounds. | N/A |
Thren's Heater | An item common to the dwarves of the north, else were it is very rare. | 5 gold pieces/ a bag | Used to increase the heat of a fire; it was discovered by Thren. It can almost double the heat of a fire. One bag last for about 5 minutes. | The Heater is a mineral, a lump of it weighs close to 5 pounds. | N/A |
Dwarven Diving suit | Can only be bought in the towns surrounding the Brass Bay. | 8,000-12,000 Gold pieces | The suit looks like a bulky version of our deep diving suits. It has tubes running up to the surface for air. | 80 pounds. A special pulley system has been designed to pull the miners up. | N/A |
Mages and Wizards are very weak to start off with compared
to the other classes. This has long ben known. Many people have different
ways to counter this, some might give more hit points, but I like to let
them have one more first level spell to cast per day. I find this helps
to even things out.
Another thing, clerics instead of having to learn
them all they have to do is cast them(by prayer).
For instance a comrad gets injured to cast cure light wounds thhe cleric
has to pray for it right then and there and it is cast. They are allowed
the totalgiven in the Phb plus there wisdom adjusment as usual.
Also I don't use this myself but read it and mail me at
Lynx219@mailexcite.com what
you think about it. I always find it when playing with many people (especially
online) that combat moves very slow. I think it might be better for the
DM to roll up a bunch of Thac0 rolls, and just say if you hit or miss,
and then you'd roll damage. I think it would work nicely, so please send
what you think.
I don't have many house rules in fact I only have those two, so that's it for the house rules.
Biology | 2 | Cleric | Inteligence- -2 |
Detect Trickery | Cleric, Socerer | Wisdom -2 | |
Illusion | 2 | Thief | Dexterity (- the modifier the DM decides on) |
Language | 4 | Cleric, Mage | Intelligence -3 |
Glass Smith | 3 | General | Dexterity -2 |
Runes | 1 | Socerer, Mage | Inteligence -2 |
Detect Trickery- Listening carefully a Cleric or a Socerer can tell if someone is lying. They can see them breathing faster and are generally more in tune with the person. If succesful check is made, they can see that the person is lying about something. What can not always be easily dtermined.
Illusion-We've all seen magicians and illusionists. We know what they do isn't 'magic' but slight of hand and optical effects. This proficiency gives a character that exact ability. They can make cards disappear or a the old pull a coin out of some ones ear. These illusions have no modifier. Making a dove disappear does (-2) the Dm decides what the modifier is. Characters with this gain +1 to detect an optical illusion or other natural illusion.
Glass Smith- With this proficiency you gain the ability to create glassware; plates, cups, art, etc. You do need to have a smith and the proper equipment. You need a blowpipe, glass, coloring and a cooling bin. It is not a cheap thing to do. It takes many years to become a master Gaffer( A gaffer is a glass maker) and two proficiency slots extra spent on Glass Smithing but the works there capable of become marvelous.
Language- I once heard a story of a man who was challenged by a king to learn a language that only a few hundred people knew, and they lived in a small village far away. The King said Hello! How are you in the language, and the man was sent to his room by dinner time that night he spoke the language fluently. This proficiency gives your Character that ability. He must hear a few words of the language and in 24 hours with a check he can speak it well enough.
Runes- Runes are symbols of power to learn what they mean determines
a good deal of study. A socerer especially must learn them for they can
ward against creatures that woud kill him. Sometimes they a written as
traps, explodig when triggered. Withthis proficiency, what the runes are
for can be determined on a succesful check. Also if a socerer has this
they may reroll checks for making warding circles.
Sorcerer | |||
*All items on this page are created by me Chris Astefanous( Lynx219@mailexcite.com).
They may be used with my permission as long as no money is made and I am
acknowledged as the creator.