Advancement

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Advancement in Post-Myth is done during character downtime (between non-to-be-continued sessions).


Changes to Advancement

Story-based level advancement

There is no XP tracking: your DM will let you know when is time for you to level up.

He won't try to cheat you of your levels, don't worry. The point is to focus the players on the roleplaying action, instead of aiming for points.

Monsters and other opponents are not bags of XP: they are out there only to kill you!! Your job is to stay alive, and avoid needless sources of suicide.


Mid-level advancement

Midway to reaching your next level, your DM might also allow everyone to gain the feat and skill points they are due for their next level, and a couple sessions later, when finally leveling up, gain the rest of the class features.


New HP at level up

When gaining a new level, normally you roll your Hit Dice and add your Con modifier to determine how many new Hit Points you gain.

In Post-Myth, you don't roll dice: you add half your Hit Dice value to your HP, without adding the Con modifier.

For instance, if you're a fighter, your Hit Dice is d10. When you gain a fighter level, you gain +5 HP.


This is counterbalanced by the [Disabled buffer zone] (which replaces what used to be 'zero' HP), which has a number of HP equal to your Con score (the full score, not the modifier). Also, using Second Wind with your Action Points is also useful.

This makes the game more deadly, and hopefully it will make players think twice, and fight more defensively.



Equipment at the Company's Armory

When buying equipment you can choose items from the Pathfinder SRD list.

Because you are using Company equipment and it is a communal armory, you can exchange any item you own for cash and/or other items at the purchase cost (instead of half, as if you would when selling it to a private buyer).


Additional equipment

Hidden sheaths Cost: 20gp

Crafting prerequisite: total modifier of 8 in Craft(armorsmith).

Properties: can be a wrist or boot sheath. Allows a dagger, wand or similarly sized item to be stored, and retrieved as a move action. Gives a +4 bonus on Sleight of Hand checks to conceal the weapon or item.


Bandoleer Cost: 10gp

Crafting prerequisite: total modifier of 6 in appropriate Craft(armoursmith)

Properties: holds several small items, such as daggers, potions or scrolls. Up to two can be worn: one as a belt (holds up to 8 items), another across the chest (up to 12 items). Retrieving an item from a bandoleer is a swift action.


Potion Bracer Cost: 50gp

Crafting prerequisite: total modifier of 8 in appropriate Craft(armoursmith)

Properties: holds up to 3 potions or vials of liquid, drinking does not provoke Attacks of Opportunity, is quite visible to others (Sunder CMD 14+your Dex mod) Hardness 8 and 5HP, however any attack dealing 5 or more damage (even if it doesn't pass the bracer's hardness) shatters one of the potion vials (roll randomly). Adds +5% spell failure chance.



Weapon alchemical capsules Cost: 50gp each

Crafting prerequisite: total modifier of 15 in Craft(alchemy)

Properties: these capsules are fastened, at the base of a weapon's blade or striking end with a leather strap. Their contents can be released with a swift action, which lets them spread over the weapon. Only melee and thrown weapons (which must be coated before thrown) can have capsules placed on them. Changing capsules is a full-round action that provokes attacks of opportunity.

  • Quickflame: weapon deals extra 1d6 fire for 1 round
  • Quickfrost: weapon deals extra 1d6 fire for 1 round
  • Quickspark: weapon deals extra 1d6 fire for 1 round
  • Quicksilver: weapon deals damage as if it were made from silver (including -1 to damage) for 3 rounds

Armour and Weapon modifications

These modifications can be made whenever you ask for forging of a weapon, armour or shield. They can be aplied to normal weapons, or to mastwerwork weapons, but only at the time of forging. If you're low on cash, and you would otherwise get rid of your old weapon if you got an upgraded one, you can always redeem the old one to the armoury for its full price (see above).


Acid washed Cost: +100gp (weapons & light armour), +200gp (medium and heavy armour)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: gains +4 bonus on saves vs acid, rust or disintegration.


Basket hilt Cost: +50gp (can only be applied to swords)

Crafting prerequisite: total modifier of 13 in appropriate Craft skill

Properties: grants +4 bonus on CMD to resist disarm attempts.


Blood groove Cost: +50gp (can only be applied to swords)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: reduced weapon weight by 20% or 0,5lb (whichever is greater), hardness +2.


Caster armour Cost: +200gp (light armour), +400gp (medium armour), +500gp (heavy armour)

Crafting prerequisite: total modifier of 17 in appropriate Craft skill

Properties: 5% less arcane spell failure chance.


Deceptive weapon Cost: +400gp (can only be applied to weapons)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: grants +4 bonus on Sleight of Hand checks to hide or disguise the weapon (looks like an innocuous item).


Enhanced bracing Cost: +100gp (can only be applied to weapons with the brace quality)

Crafting prerequisite: total modifier of 13 in appropriate Craft skill

Properties: grants +2 bonus on damage rolls when set against a charge.


Folded metal Cost: +200gp (can only be applied to weapons)

Crafting prerequisite: total modifier of 17 in appropriate Craft skill

Properties: weapons gains hardness +4 and +5HP


Lightweight armour Cost: +200gp (light & medium armour), +500gp (heavy armour)

Crafting prerequisite: total modifier of 17 in appropriate Craft skill

Properties: reduced armour weight by 20% or 1lb (whichever is greater),


Long-range Cost: +100gp (can only be applied to bows and crossbows)

Crafting prerequisite: total modifier of 13 in appropriate Craft skill

Properties: +20ft to range increment


Ornate Cost: +200gp (light armour), +300gp (medium or heavy armour), +250gp (weapon)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: +4 bonus to Diplomacy or Intimidate checks in appropriate circumstances


Perfectly balanced Cost: +100gp (can only be applied to melee weapons)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: grants extra +1 bonus to AC when fighting defensively, taking total defense or using Combat Expertise.


Razor sharp Cost: +200gp (can only be applied to bladed slashing weapons)

Crafting prerequisite: total modifier of 16 in appropriate Craft skill

Properties: deals 1 point of extra damage.


Reinforced armour Cost: +800gp (light armour), +1000gp (medium armour), +1200gp (heavy armour)

Crafting prerequisite: total modifier of 20 in appropriate Craft skill

Properties: extra +1 to armour bonus to AC, armour HP +5, but weighs 10% more (min. of extra 2lb).


Segmented Cost: +200gp (light & medium armour), +300gp (heavy armour)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: extra +1 to max Dex bonus


Serrated Cost: +400gp (can only be applied to piercing or slashing weapons)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: deals 1 bleed damage every round to target after it suffers a critical hit or sneak attack.


Vital Coverage Cost: +200gp (light armour), +400gp (medium armour), +1000gp (heavy armour)

Crafting prerequisite: total modifier of 17 in appropriate Craft skill

Properties: negates 1 point of critical threat range from opponents’ weapons, +2 AC vs sneak attacks and called shots


Riding straps Cost: +50gp (can only be applied to armour)

Crafting prerequisite: total modifier of 13 in appropriate Craft skill

Properties: +1 bonus to Ride checks


Fast-donning straps Cost: +150gp (can only be applied to armour)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: when you don armour hastily, you don’t incur any armor check penalty (but the armour’s AC bonus is still 1 less).


Shield sheath Cost: +25gp (can only be applied to shields, except bucklers)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: can hold 1 light weapon inside, can be drawn as a swift action if you have a readied shield.


Riding shield Cost: +150gp (can only be applied to heavy shields or tower shields)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: grants your shield AC to your mount as well.


Elven bowstaff Cost: +300gp (can only be applied to bows)

Crafting prerequisite: total modifier of 17 in appropriate Craft skill

Properties: can be used as a club (if a shortbow) or a quartestaff (if a longbow) in melee.


Close-quarters blade Cost: +100gp (can only be applied to weapons)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: hidden blade in the hilt of weapon can be released as a swift action, locking it into place. It is equivalent to a dagger, but does not make it a double weapon: you can only attack with either the normal weapon or the small blade. Attacking with the weapon while the blade is extended takes a -2 penalty (with either weapon). Retracting the blade is a move action.


Bayonet Cost: +150gp (can only be applied to bows, crossbows and firearms)

Crafting prerequisite: total modifier of 15 in appropriate Craft skill

Properties: adds a blade either to the risers of your bow, or to the stock of crossbows or firearms just below the projectile exit point. Attacking with a bayonet imposes a -2 penalty to your attack roll. Attaching and removing bayonets is a move action.

  • Bows: treat as a punching dagger
  • Crossbows and firearms: treat as a spear
  • Hand crossbows: treat as a shortspear


Balanced Cost: +50gp (thrown weapons only)

Crafting prerequisite: total modifier of 13 in appropriate Craft skill

Properties: balanced thrown weapons' range increment doubles (so 10ft becomes 20ft)


Forest shroud Cost: +100gp (can only be applied to armour)

Crafting prerequisite: total modifier of 13 in appropriate Craft skill

Properties: negates penalties of undergrowth on Acrobatics and Stealth checks. Adds 2lb to armour weight.


Range Sight Cost: +150gp (can only be applied to crossbows or firearms)

Crafting prerequisite: total modifier of 17 in appropriate Craft skill

Properties: the user treats targets as if within two range increments closer. It has no effect on targets within two range increments.



--Nuno (talk) 02:20, 31 October 2012 (GMT)