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Post by The Dungeon Master on Jul 13, 2009 13:15:39 GMT -5
If you want to purchase an item (weapon, etc.) that is not yet in the game, and want it for a role-playing reason (you think it looks kewl or it matches a mini you have) please let me know and I will do my best to convert it over from the previous edition. This will not be done in the quest for numerical or tactical supremacy. I'd like to handle this sort of thing between sessions as it may take some time to come up with the best stats, price, etc.
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Post by The Dungeon Master on Jul 30, 2009 19:20:09 GMT -5
Cost: 3sp per 10 Legality: borderline Weight: .1 lb. ea. Availability: Hi 80, Med 55, Low 30 Use: Depends on how many are thrown. Basic density is 10 per 5' square. Any creature stepping in area must make a saving throw vs d20p+thrower's level. Failure means target takes 1d4p points of damage. It must also halt it's movement until the caltrop is removed, if damage beats DR. Creatures moving at 1/2 walking speed automatically succeed. If only 5 caltrops are used, target gets a +4 to the save. For every full 5 in addition to the base 10 the target suffers a -2 to its save. Removing a caltrop takes 6 seconds. Then a second save is made to see if the target is lame. Lame condition removes highest possible speed until recovered. Recovery occurs in 24 hours, when all caltrop damage is magically healed, or in 1d4 hours if successfully treated with first aid.
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Post by The Dungeon Master on Jul 31, 2009 8:03:32 GMT -5
Costs 2sp, 4cp, but if anyone sees the length of your arrows they may be able to deduce that the quiver is longer than normal
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