15.01.2013 Views

Advanced Race Codex. Half-Elves.pdf - RoseRed

Advanced Race Codex. Half-Elves.pdf - RoseRed

Advanced Race Codex. Half-Elves.pdf - RoseRed

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>Half</strong>-<strong>Elves</strong><br />

0<br />

Part VI: <strong>Half</strong>-Elf Equipment<br />

Being the consummate generalists, half-elves rely on<br />

equipment to enhance their talents and abilities. Such<br />

equipment can include minor magical charms that improve<br />

skills, weaponry and armor that function to greater effect<br />

when worn by those with elven blood, or even general<br />

mundane equipment that allows the user to emulate other<br />

characters’ special abilities. Though designed with half-elves<br />

in mind, the equipment here can be used by any character.<br />

Charms<br />

Of exceptional use to half-elves are the simple charms<br />

found in villages and hamlets throughout the world. These<br />

talismans offer minor enhancements and protections to<br />

their wearers. Though not exclusive to half-elves (anyone<br />

can wear them), it is said that a half-elf witch was the first<br />

to develop these items.<br />

Charm of Cantrips<br />

This charm is a small blue-metal disk always inscribed with<br />

a command word on its back. A charm of cantrips holds a<br />

single 0-level spell, most often arcane. (Charms that hold<br />

0-level divine spells are commonly known as charms of<br />

orisons.) The wearer can activate the charm once per day<br />

as a standard action that does not provoke an attack of<br />

opportunity (as if they had cast the spell). Each use of a<br />

charm of cantrips deals 1d4 points of nonlethal damage to<br />

the wearer, using his own stamina to fuel the magic.<br />

Faint varies (based on 0-level spell); CL 1st; Craft<br />

Wondrous Item, the 0-level spell contained in the charm;<br />

Price 100 gp; Cost 50 gp + 4 XP.<br />

Charm of Defense<br />

This small shield-shaped amulet is made of adamantine.<br />

When worn, the wearer gains a +1 luck bonus to AC.<br />

Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price<br />

2,000 gp; Cost 1,000 gp + 80 XP.<br />

Charm of Mastery<br />

No two charms of mastery are alike. Some are of burnished<br />

steel, while others are of copper, iron, nickel, or even stone.<br />

Making Charms<br />

To make a charm, a character must have the<br />

Craft Wondrous Item feat and be 3rd level or<br />

higher. Charms follow all the same rules as<br />

normal wondrous items, but because of their<br />

minor powers, they are cheaper to make and<br />

consequently more widespread. A charm uses<br />

up the same space on the body as an amulet.<br />

Each charm is keyed to a specific skill. When worn, the<br />

charm grants the wearer a +1 competence bonus on checks<br />

made with that skill. A charm of mastery does not allow a<br />

wearer to use a skill that cannot be used untrained if the<br />

wearer doesn’t already have ranks in that skill.<br />

Faint transmutation; CL 1st; Craft Wondrous Item, skill<br />

boost*; Price 100 gp; Cost 50 gp + 4 XP.<br />

* See page 28.<br />

Charm of Reaction<br />

This odd white amulet is carved to look like an eye.<br />

Its magical properties are immediately evident, as the<br />

eye is always moving. When worn, the wearer gains a<br />

preternatural sense and awareness, resulting in a +1 insight<br />

bonus on Initiative checks.<br />

Faint divination; CL 3rd; Craft Wondrous Item, surge*;<br />

Price 750 gp; Cost 375 gp + 30 XP.<br />

* See page 28.<br />

Charm of Resistance<br />

This small brass amulet has a polished finish, and is<br />

engraved with symbols of strength and good fortune. When<br />

worn, the wearer gains a +1 resistance bonus on his lowest<br />

saving throw.<br />

Faint abjuration; CL 1st; Craft Wondrous Item, resistance;<br />

Price 450 gp; Cost 225 gp + 18 XP.<br />

Charm of Sorcery<br />

This charm features runes of power in arcane script. Usually<br />

made of mithral or some other precious metal, these charms<br />

grant sorcerers and other spontaneous arcane spellcasters<br />

one additional 1st-level spell slot. Using the additional spell<br />

slot granted by this charm deals 1d4 points of nonlethal<br />

damage to the wearer. This charm has no effect on casters<br />

who prepare their spells in advance.<br />

Faint transmutation; CL 5th; Craft Wondrous Item, eagle’s<br />

splendor; Price 1,000 gp; Cost 500 gp + 40 XP.<br />

Special Items<br />

and Substances<br />

Equipment in this section consists of tools and devices used<br />

to enhance or diminish particular skills and abilities. Where<br />

applicable, items list the Craft (alchemy) DC to create them.<br />

Drowsy Gas<br />

This small glass bottle holds dirty brown vapors that swirl<br />

even when the bottle is at rest. You can throw a bottle of<br />

drowsy gas as a ranged touch attack with a range increment

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!