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  • {{Magic Property ...lded. This effect can be triggered as a standard action by brandishing the weapon toward the creature, item, or area you wish to affect, or, it can be declar
    1 KB (179 words) - 11:20, 2 June 2019
  • {{Magic Property ...stored spell only ever affects a single target, regardless of whether the spell that is stored is capable of hitting more than one target.
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
    3 KB (422 words) - 20:41, 11 February 2023
  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • [[Category:Magic Items]] ...ds may also appear as either an [[Athame (Weapon)| Athame]] or a [[Sickle (Weapon)|Sickle]]. For simplicity, all descriptions assume rods are made as Mage R
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • ...character would do with a normal attack, but is still based on the primary weapon the character is wielding. A character's exact Maneuver Damage is determine ..." | (Primary Weapon's Base Damage (Dice Only) x Level Damage Multiplier) + Weapon Quality + Feat Bonus + Class Feature + Racial Trait + Other
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  • {{Magic-Item-Parent <!-- FOR EACH CHILD ITEM AFTER THE FIRST, USE "Template:Magic-Item-Child" -->
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  • {{Magic-Item-Parent <!-- FOR EACH CHILD ITEM AFTER THE FIRST, USE "Template:Magic-Item-Child" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • {{Magic-Item-Child <!-- FOR THE FAMILY AND THE FIRST ITEM, USE "Template:Magic-Item-Parent" -->
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  • ...mpetency bonus, and cost 5,000gp, I posit that a proficiency feat with one weapon class costs approximately 20,000gp. Note that this feat is non-epic, and ha ...also that you need a minimum INT (or CHA) of 23 to even cast a 13th level spell. For now, let's assume this item gives an epic feat with 4 epic pre-requisi
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  • | Bonus-Spell-1 = Animate Rope | Bonus-Spell-2 = Dancing Lantern
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • | [[Bleed (Cleric Spell)|Bleed]] | [[Create Water (Cleric Spell)|Create Water]]
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not available to listed class) -->
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • ...potions thrown, nor can they ever effect more than one target, even if the spell effect that the potion is enchanted with would normally affect multiple tar ...mor or a shield, has no effect on potions, since gaining the benefits of a spell from a potion does not require you to use any somatic components.
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  • | [[Adhesive Spittle (Sorcerer/Wizard Spell)|Adhesive Spittle]] | [[Adjuring Step (Sorcerer/Wizard Spell)|Adjuring Step]]
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  • {{Magic-Item-Parent <!-- FOR EACH CHILD ITEM AFTER THE FIRST, USE "Template:Magic-Item-Child" -->
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
    9 KB (1,393 words) - 23:41, 8 February 2020
  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • ...ngle round's worth of actions. Of course, the spellcaster ''could'' cast a spell with the first attack of their full attack action, and then use their remai ...nce a natural 20 always hits, and a high-threat-range weapon with feat and magic item support can hit pretty well, no matter how bad the base attack number
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
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  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
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  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
    3 KB (393 words) - 12:29, 13 July 2020
  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
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  • | [[Aboleth's Lung (Sorcerer/Wizard Spell)|Aboleth's Lung]] | [[Admonishing Ray (Sorcerer/Wizard Spell)|Admonishing Ray]]
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  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
    3 KB (394 words) - 09:17, 2 June 2019
  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
    3 KB (394 words) - 09:24, 2 June 2019
  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
    10 KB (1,586 words) - 23:42, 8 February 2020
  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
    10 KB (1,588 words) - 23:40, 8 February 2020
  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
    8 KB (1,190 words) - 13:12, 7 September 2019
  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
    3 KB (403 words) - 12:29, 13 July 2020
  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
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  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
    3 KB (403 words) - 12:29, 13 July 2020
  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
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  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
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  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
    3 KB (404 words) - 09:04, 2 June 2019
  • {{Magic Property ...r attack that the wearer would normally take (similar to the resist energy spell, except for physical damage).
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • 8th +8 +6 +2 +2 Greater Frenzy, Inspire Frenzy 2/day ...e action during his round. In addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy state at the s
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • | Choose one magic item you own. That item no longer occupies a magic item slot (it becomes slotless). Once selected, you cannot change which ite ...rod, staff, or wand, if you aren't wielding a weapon. You can change what weapon this effect is applied to as part of a full night's rest, but it can only b
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  • <!-- Spell Level --> <!-- Values: Integer (spell level if castable) or leave blank (if not
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  • {{Magic-Item-Solo Weapon, Rod, Staff, Wand, Shield, Slotless, Consumable...
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  • | Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}} | Greater-Climb-Speed|
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  • All armors are defined as [[Armor Slot Magic Items | Non-Armors]], [[Light Armor]], [[Medium Armor]] and [[Heavy Armor]] ...penalty, may have magical armor properties, and reduce all movement rates greater than 20 feet per round by 5 feet. Movement rates of 20 feet per round or le
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  • ...oints are lost, they cannot be restored as real hit points can be, even by magic. ...t points with the new source of temporary hit points (if the new source is greater than your current temporary hit points).
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  • If you just want to dive right in and start looking for a weapon, here are the pages with the detailed descriptions of all the goodies: * [[Weapon Qualities]]
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  • Alchemical items are similar to [[Magic Potions]], and [[Lay Magic]], but represent a third option for wondrous items and effects. At the GM's Any dispersing effect, including natural winds or gusts greater than 10 mph, can immediately end the effect in whichever squares the disper
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  • ...udesection=Strong}}]] || You have taken a grievous wound, as from a vorpal weapon. ...criteria are changed. In such cases, the monster's bestiary entry or the magic item's description take precedence over the status condition entry.
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  • ...areful notes, and practice arduously to perform their spells, a sorcerer's magic just comes naturally. A sorcerer can simply express their will upon the wo ...r personage in their ancestral heritage. When someone says a sorcerer has magic coursing through their veins, they are not just making a metaphor. It's rea
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  • ! Medium || AC || Dex || Penalty || Spell || Cost || Weight || Hardness || HP ! Heavy || AC || Dex || Penalty || Spell || Cost || Weight || Hardness || HP
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  • ...ariable. For example, if you are [[Magic_Item_Crafting_Rules | crafting a magic item]], the Interval for that Abstract Encounter may be set to one day, mea ...are involved in a pitched battle, you cannot also be working on crafting a Magic Item. In all such cases, the Abstract Action with the longest interval is
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  • .... As a result, Combat maneuvers cannot be used to apply abilities, powers, spell effects, class features, etc that require an attack roll. Examples include ...that a '''standard action''' is greater than a '''move action,''' which is greater than a '''swift action'''. You can trade down, but you can't trade up.
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  • [[Category:Magic Item Creation]] Special material costs are not factored into a magic armor or weapon's Absolute Bonus. Instead, these costs are simply 'tacked on' to the magica
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  • ::* '''[[Lesser Climb]], [[Greater Climb]], [[Brachiating]]:''' If you have a climb speed (i.e. you can climb ::* '''[[Lesser Swim]], [[Greater Swim]], [[Jet]]:''' If you have a swim speed (i.e. you can swim without mak
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  • ...hter can perform truly amazing and incredible things, even in places where magic does not work at all. ...r insights. Such insights can unlock more powerful tactics, granting even greater capabilities. Careful study of basic tactics is a requirement for those fig
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  • * You may draw a weapon during the movement portion of the charge maneuver. ...e weapon (this is instead of, not in addition to, the doubling of the base weapon damage).
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  • The actual importance of these metals is far greater than the quantity used of them would indicate, since only a small amount of ...ms for years. Nearly every piece of enchanted clothing, most potions, many magic staves and rods and wands, all have cuprium helping to bind the enchantment
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  • ...ss to our plane in exchange for power for themselves. Others still siphon magic directly from the Well of Power, constantly riding the razor's edge of utte ...to have a high wisdom, since wise people generally avoid making pacts with greater powers.
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  • ...tly, by character level, class abilities, feats, spells and spell effects, magic items, etc. ...ell effect, or an effect which isn't always active, such as a bonus from a magic item that has limited uses per day.
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  • ...pplied each time a creature is struck by the weapon. Rays are considered 'spell effects' for purposes of this trait, not weapons. Weapons or spells that d ...or other ability that grants them the same type of flight (i.e. lesser or greater, depending on their level), the flight speed granted by the item or ability
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  • =====Base Weapon Damage:===== :* '''Melee Damage:''' Base Weapon Damage + Strength Modifier
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  • ...Rush may only be attempted against an adjacent target. If you have a reach weapon or any other method of extending your combat reach, this does not extend th ...eats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which als
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  • ...our bailiwick skill check when retraining. Furthermore, you may not use a spell, feat, or ability of an ally to modify your own bailiwick skill check, unle ...e spells that were selected at level up with a different spell of the same spell level.
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  • =====Base Weapon Damage:===== :A bard's base weapon damage numbers are calculated normally. They do not receive any bonus abil
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  • ...have every monster at CR 5 have a +10 to-hit, and deal 1d8+6 damage with a weapon, the key is that those numbers are derived from a LOT of numerical analysis === Monsters With Spell Resistance ===
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  • =====Base Weapon Damage:===== :A druid's base weapon damage numbers are calculated normally. They do not receive any bonus abil
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  • | MonsterName | Living Breath Weapon ...accomplished by summoning an air elemental and binding it into the breath weapon as a vessel. Living breath weapons are orbs of electricity that flit aroun
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  • ...nough to be used in this way, meaning that if the players see such a Siege Weapon being deployed on the battlefield, it is in their best interests to take an ...weapons (with the notable exception of the Hand Onager, which is a genuine weapon and can be used in Real Time.) Once per hour, the Siege Gunner uses their [
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  • ...ierce the veil aren't much better off, of course. Despite its reliance on magic and sleight of hand, black dragons are also devastatingly powerful combatan | Move-Type-Greater-Climb-Speed =
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  • ...ch level for the Players to upgrade some or all of their equipment (mostly Magic Items once they get a few levels under their belts). Better equipment will ...cult for them to haul all of this loot around, without some tool, like a [[Magic Haversack]], to increase their ability to carry it.
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  • ...less they gain some feat or ability that allows them to wield a two-handed weapon with one hand), and they can never use a buckler or shield. ====== Base Weapon Damage: ======
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  • | Move-Type-Greater-Climb-Speed = 30 | Move-Type-Greater-Flight-Speed =
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  • ==What is a Spell?== ...can use spells to at least some degree. For these rules, whenever we say 'spell' we mean the game mechanic, and this applies to spells, extracts, poultices
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  • | Move-Type-Greater-Climb-Speed = | Move-Type-Greater-Flight-Speed =
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  • =====Base Weapon Damage:===== :A ranger's base weapon damage numbers are calculated normally. They do not receive any bonus abil
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  • | StrongAgainst = Spell Immunity (see below) | Move-Type-Greater-Climb-Speed =
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  • | Move-Type-Greater-Climb-Speed = | Move-Type-Greater-Flight-Speed =
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  • | Move-Type-Greater-Climb-Speed = | Move-Type-Greater-Flight-Speed =
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  • ...e worlds for AD&D are based upon certain assumptions: Low technology, high magic, and a generally primitive existence, with a "world scale" centered around ...el as a paragon creature. A paragon creature also gains the ability to use Greater Dispelling, Haste, and See Invisibility three times per day, even if it did
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  • ==Custom DnD Magic Items== These garments also offer magic protection in the form of a +1 to +9 resistance bonus on all saving throws
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  • ...burning the powerful cantrip effectively allowed the Wizard to use Quicken Spell for free every round starting at level one, which was never the intent. Po ...r spell cast, so if a spell can hit the same creature multiple times (like Magic Missile), the bonus damage is only applied once.
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  • ...ly with heretical associates, but only to defeat what they believe to be a greater threat. A paladin should seek atonement periodically during such an unusua All paladins are driven to act by some greater purpose. This may be a divine prophecy or simply a need to change the world
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  • [[Potent Greater Shadow]] ...time, a destrier is tractable enough to be trained readily without use of magic or extraordinary talents, is social enough to live in the wild as socially
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  • | Move-Type-Greater-Climb-Speed = | Move-Type-Greater-Flight-Speed = 120
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  • If your character is a spell caster that prepares spells (such as a wizard) you will need to determine t ...Moderate || align="left" | Alchemists are mad-scientist types, who can use spell-like extracts, throw powerful bombs, and temporarily alter themselves with
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  • ...literally End the World, and they did indeed complete their gigantic dark magic. ...1 to the base weapon damage of the maneuver (meaning it increases with the weapon's damage at 6th, 11th, 16th, 21st, 26th, and 31st levels, and is neither bo
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  • Their feeding is ghastly, as they create sucking vortexes that target spell casters and feed on their very minds, damaging their intellects, aura, and | Move-Type-Greater-Climb-Speed =
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  • * Circle - Permamently links spell casters together to enhance magical effects * Lesser Sumptum Calorum - This spell allows the caster to channel varying amounts of the element of fire, either
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  • | Move-Type-Greater-Climb-Speed = | Move-Type-Greater-Flight-Speed =
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  • Their feeding is ghastly, as they create sucking vortexes that target spell casters and feed on their very minds, damaging their intellects, aura, and | Move-Type-Greater-Climb-Speed =
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  • Their feeding is ghastly, as they create sucking vortexes that target spell casters and feed on their very minds, damaging their intellects, aura, and | Move-Type-Greater-Climb-Speed =
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  • ...k of making them enriched. Some Frost Giants are twisted by terrible cold magic, their bones fuming with hoarfrost, and others are as patient and unforgivi | Move-Type-Greater-Climb-Speed =
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  • ...they can't even explain it to us Mere Mortals. They claim that cyphers and magic are two aspects of a deeper understanding of the flows of energy in the wor ...ists are weird, but certainly powerful, dangerous, and effective. They use magic, possibly more than any other class, but they don't cast spells in any conv
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  • | Move-Type-Greater-Climb-Speed = 30 | Move-Type-Greater-Flight-Speed =
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  • | Move-Type-Greater-Climb-Speed = | Move-Type-Greater-Flight-Speed =
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  • | Move-Type-Greater-Climb-Speed = | Move-Type-Greater-Flight-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |
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  • :* Immune to damage caused by any spell or ability with the Light descriptor ...ainst = Cannot heal damage on its own, but can be repaired via Make Whole, Greater Make Whole, [[Field Repair]], or a workshop and the [[Creator]] feat.
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  • ...d extraordinary powers and abilities, into a masterfully crafted "build". Magic items, feats, tactics, class abilities, base stats, racial abilities, even ...A fighter can be a master of thrown or ranged weapons, achieving a mastery greater than even a Ranger. A fighter can master combat maneuvers, becoming a dead
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  • ...combat encounters. It's not too huge a stretch to think that pirates in a magic-laden world might employ smaller, faster craft to gain advantages against t ...ate a single huge charge, though such attempts require a challenging [[Use Magic Device]] check, and pose a significant degree of risk to anyone nearby, if
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  • === Activate Magic Item === ...ns, scrolls, wands, rods, and staves. Unless otherwise noted, activating a magic item is a [[standard action]].
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  • | Move-Type-Greater-Climb-Speed = | Move-Type-Greater-Flight-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =30
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  • ...termine. Note further that there is a Holy Symbol (or symbols), associated weapon, one or more Domains, and campaign notes about the religion associated with ...symbol. No Symbol, no proficiency. If the God has more than one preferred weapon, the Cleric must choose which one they become proficient with.
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