REMOVA OS ANÚNCIOS!

Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!

Aparatos: Armamento Aprimorado/en: mudanças entre as edições

De Runarcana Wiki
Criou página com '===Electrical Absorption=== '''Craft''': Techmaturge 3 + Armorer 1 or Weaponsmith 3<br/> '''DC''': 15<br/> '''Component''': Techmaturgical Weapon or Armor, power cell and Craft Set<br/> '''Value''': 150 gp'
Sem resumo de edição
 
(54 revisões intermediárias por 3 usuários não estão sendo mostradas)
Linha 1: Linha 1:
<languages/>
<languages/>
{{versão|versnum=0.94}}
{{versão|versnum=0.95}}
[[Categoria:0.95]]
<div class="imgDesc">
[[Arquivo:{{#setmainimage:Aparatos - Armamento Aprimorado.png}}|centro|class=shadeUp]]
{{#description2:Techmaturgical Weapons are weapons enhanced with advanced technology, allowing modifications based on level and size. Built or adapted, they have a reduced cost in planned projects. Usable by anyone with proficiency, their special properties are only activated by those who master techmaturgy, combining innovation and functionality in combat.}}
</div>
This category of devices contains improvements for melee weapons that make them techmaturgical weapons, allowing them to receive techmaturgical modifications according to the space they have, normally defined by the item's level and other factors such as size.
This category of devices contains improvements for melee weapons that make them techmaturgical weapons, allowing them to receive techmaturgical modifications according to the space they have, normally defined by the item's level and other factors such as size.


Linha 6: Linha 11:


Both normal weapons that are upgraded to enhanced techmaturgical weaponry, and weapons that are already created as techmaturgical Armament can be used normally by people who have proficiency with them but do not have knowledge of technology or techmaturgy, however the absence of this knowledge prevents them from the active properties of an item are used.
Both normal weapons that are upgraded to enhanced techmaturgical weaponry, and weapons that are already created as techmaturgical Armament can be used normally by people who have proficiency with them but do not have knowledge of technology or techmaturgy, however the absence of this knowledge prevents them from the active properties of an item are used.
===Atlas Enhancement I – V===
''Prerequisite: Create Weapon I - V''
'''Craft''': Techmaturge 1 to 6 + Weaponsmith 1 to 6<br/>
'''DC''': 13, 15, 17, 19, 21, 23<br/>
'''Component''': Weapon with the Gauntlet property, Power Cell, and Craft Set<br/>
'''Value''': 15, 25, 50, 100, 200, 500 GP
The Atlas enhancement can be applied to Gauntlets, giving them a propulsion system, making attacks made by them more serious and powerful than those of a standard gauntlet.
This Enhancement allows the gauntlet to receive techmaturgical modifications, allowing it to hold 2 additional power sources and modifications. In addition, each level of the Atlas Enhancement allows the weapon to receive 1 additional modification.
<ol style="list-style-type:upper-roman; margin-top:20px;">
<li>The gauntlet has its damage increased from +1 to +1d4, and you count as a creature one size category larger than you when determining how much weight you can push, drag, or lift using the gauntlet. The weapon gains '''Propulsion'''.</li>
<li value="3">The gauntlet deals crushing damage and you gain advantage on Athletics checks using the gauntlet. The weapon gains '''Turbo'''.</li>
<li value="5">The gauntlet has its critical hit multiplier increased by 1 and its critical hit range reduced by 1, and the weapon gains '''Unrelenting Force'''.</li></ol>
'''Propulsion'''. With the use of an attack and the expenditure of 1 energy point, the creature can move a distance in feet equal to 5 times, 1 + half the level of the gauntlet, in any direction, if it hits a creature during this path, you can make an attack against the creature using the gauntlet.
'''Turbo'''. With the use of a bonus action and the expenditure of 1 energy point, the modified weapon increases its damage category by 1 for 1 minute
'''Relentless Force'''. By using a bonus action and spending 1 energy point, your next attack has its damage increased by 1 category and when it hits a target, creatures that are in a 15-foot cone behind the creature must make a DC 14 Dexterity saving throw + Attack Modifier or take half the attack's damage and are pushed 5 feet. If a target succeeds on the saving throw, it takes half that damage and is not pushed.
'''''Natural 20'''''. "General Masterpieces" Table


===Vibrum Enhancement I – V===
===Vibrum Enhancement I – V===
Linha 17: Linha 46:
The Vibrum enhancement can be made to any melee weapon, adding to that weapon an internal ultrasonic vibration system that causes the contact piece to move hundreds of thousands of times per second when activated, causing the attacks made by it are deeper and more dangerous than those of a standard weapon.
The Vibrum enhancement can be made to any melee weapon, adding to that weapon an internal ultrasonic vibration system that causes the contact piece to move hundreds of thousands of times per second when activated, causing the attacks made by it are deeper and more dangerous than those of a standard weapon.


This Enhancement allows a weapon to receive techmaturgical modifications. Each weapon type has the ability to accommodate a limited amount of additional power sources and modifications, as described in the Additional Space table. In addition to this, each level of the Vibrum Enhancement allows the weapon to receive 1 additional modification.um permite que a arma receba 1 modificação adicional.
This Enhancement allows a weapon to receive techmaturgical modifications. Each weapon type has the capacity to hold a limited number of additional power sources and modifications, as described in the Additional Slot table. In addition, each level of the Vibrum Enhancement allows the weapon to receive 1 additional modification.
{| class="wikitable"  style="margin 20px 0"
{| class="purple shadeCenter"  style="margin 20px 0"
|- style="font-weight:bold; text-align:center;"
|- style="font-weight:bold; text-align:center;"
! colspan="2" | —  Additional Space
|+Additional Space
|- style="font-weight:bold; text-align:center; background-color:#CCC;"
! Weapons
| Weapons
! Spaces
| Spaces
|-
|-
| Dagger, harpoon, sickle, hatchet, spear, light hammer, club, small chakram, medium chakram, large chakram, whip, short sword, katar, flail, war pick, rapier, trident
| Dagger, harpoon, sickle, hatchet, spear, light hammer, club, small chakram, medium chakram, large chakram, whip, short sword, katar, flail, war pick, rapier, trident
| style="text-align:center;" | 1
| style="text-align:center;" | 1
|- style="background-color:#F3F3F3;"
|-
| Staff, great club, idol, mace, halberd, scimitar, drakebane, longsword, war scythe, khopesh, long spear, star mace, battle axe, war gauntlet, war hammer
| Staff, great club, idol, mace, halberd, scimitar, drakebane, longsword, war scythe, khopesh, long spear, star mace, battle axe, war gauntlet, war hammer
| style="text-align:center;" | 2
| style="text-align:center;" | 2
Linha 35: Linha 63:
|}
|}
<ol style="list-style-type:upper-roman; margin-top:20px;">
<ol style="list-style-type:upper-roman; margin-top:20px;">
<li>The modified weapon has its damage category increased by 1 </li>
<li>The modified weapon has its damage category increased by 1.</li>
<li value="3">The modified weapon deals magical physical damage, becoming lacerating (cutting case), incisive (piercing case) or crushing (blunting case) and receives '''Turbo'''</li>
<li value="3">The modified weapon deals magical physical damage, becoming lacerating (slashing case), incisive (piercing case) or crushing (bludgeoning case) and receives '''Turbo'''.</li>
<li value="5">The modified weapon has its critical multiplier increased by 1 and its critical range reduced by 1 and receives '''Vibrum'''</li></ol>
<li value="5">The modified weapon has its critical multiplier increased by 1 and its critical range reduced by 1 and receives '''Vibrum'''.</li></ol>


'''Turbo'''. With the use of a bonus action and the expenditure of 1 energy point, the modified weapon increases its damage category by 1 for 1 minute
'''Turbo'''. With the use of a bonus action and the expenditure of 1 energy point, the modified weapon increases its damage category by 1 for 1 minute
Linha 55: Linha 83:
The Mercurial enhancement can be done on any melee weapon with the two-handed and heavy properties. The weapon has an energy firing system and can be switched for use in melee attacks or ranged attacks using a bonus action. This weapon can receive Enhanced Armament, Firearms and Firearms modifications. At each level of Mercurial Enhancement, the weapon receives some different characteristics.
The Mercurial enhancement can be done on any melee weapon with the two-handed and heavy properties. The weapon has an energy firing system and can be switched for use in melee attacks or ranged attacks using a bonus action. This weapon can receive Enhanced Armament, Firearms and Firearms modifications. At each level of Mercurial Enhancement, the weapon receives some different characteristics.


{| class="wikitable" style="text-align:center;"
{| class="purple shadeCenter" style="text-align:center; margin:20px auto;"
|- style="font-weight:bold;"
|+Mercurial Enhancement
! colspan="7" | Mercurial Enhancement
! Level
|- style="font-weight:bold; background-color:#CCC;"
! style="text-align:left;" | Effect
| Level
! Shots
| style="text-align:left;" | Effect
! Damage
| Shots
! Spaces
| Damage
! Error
| Spaces
! Range
| Error
| Range
|-
|-
| 1
| 1
| style="text-align:left;" | The modified weapon has its damage category increased by 1 and gains '''Energy Shot.'''
| style="text-align:left;" | The modified weapon has its damage category increased by 1 and gains '''Energy Shot'''.
| 2
| 2
| 1d6
| 1d6
Linha 74: Linha 100:
| 5
| 5
| 60/250
| 60/250
|- style="background-color:#F3F3F3;"
|-
| 2
| 2
| -
| -
Linha 84: Linha 110:
|-
|-
| 3
| 3
| style="text-align:left;" | The modified weapon deals magical physical damage, becoming lacerating (cutting case), incisive (piercing case) or crushing (blunting case) and receives '''Turbo'''
| style="text-align:left;" | The modified weapon deals magical physical damage, becoming lacerating (slashing case), incisive (piercing case) or crushing (bludgeoning case) and receives '''Turbo'''.
| 4
| 4
| 1d8
| 1d8
Linha 90: Linha 116:
| 3
| 3
| 100/300
| 100/300
|- style="background-color:#F3F3F3;"
|-
| 4
| 4
| -
| -
Linha 100: Linha 126:
|-
|-
| 5
| 5
| style="text-align:left;" | The modified weapon has its critical multiplier increased by 1 and its critical range reduced by 1 and receives '''Mercurial'''
| style="text-align:left;" | The modified weapon has its critical multiplier increased by 1 and its critical range reduced by 1 and receives '''Mercurial'''.
| 6
| 6
| 1d10
| 1d10
Linha 106: Linha 132:
| 1
| 1
| 150/640
| 150/640
|- style="background-color:#F3F3F3;"
|-
| 6
| 6
| -
| -
Linha 131: Linha 157:
'''DC''': 13<br/>
'''DC''': 13<br/>
'''Component''': Techmaturgical Weapon, power cell and Craft Set<br/>
'''Component''': Techmaturgical Weapon, power cell and Craft Set<br/>
''Value''': 15 gp
'''Value''': 15 gp


This modification means that, when hit by an effect that would reduce your movement, you can use your reaction and 1 point of Energy to reverberate the vibrational wave of your Vibrum through your body, getting rid of effects that reduce your movement.
This modification means that, when hit by an effect that would reduce your movement, you can use your reaction and 1 point of Energy to reverberate the vibrational wave of your Vibrum through your body, getting rid of effects that reduce your movement.
Linha 193: Linha 219:
'''Value''': 150 gp
'''Value''': 150 gp


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
This modification allows that, when hit by an attack that would cause elemental damage, you can use your reaction and 2 energy points to perform a Dexterity save whose CD is defined by the difficulty of the spell or the hit roll of the attack. On a success, the damage that would be done to you is absorbed by your techmaturgical equipment.
Essa modificação permite que, ao ser atingido por um ataque que causaria dano elemental, você possa utilizar sua reação e 2 pontos de energia para realizar uma salvaguarda de Destreza cuja CD é definida pela dificuldade da magia ou pela rolagem de acerto do ataque. Em um sucesso, o dano que seria causado à você é absorvido pelo seu equipamento tecmatúrgico.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
You receive 1 energy point for each spell level, up to a maximum of Energy points equal to the level of your Techmaturgical Equipment. On a miss, you only take half damage. Only spells of 1st level or higher can be converted into Energy points and when using this feature, it can only be used again after 1 hour.
Você recebe 1 ponto de energia para cada nível da magia até um máximo de pontos de Energia igual ao nível do seu Equipamento Tecmatúrgico. Em uma falha, você recebe apenas metade do dano. Apenas magias de 1º nível ou superiores podem ser convertidas em pontos de Energia e ao utilizar essa característica, ela só pode ser usada novamente após 1 hora.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. Table “General Masterpieces”
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Techmaturgical Ray I, II, III===
===Raio Tecmatúrgico I, II, III===
'''Craft''':Techmaturge 1, 3, 5 + Enchanter 1, 3, 5<br/>
'''Ofício''': Tecmaturgo 1, 3, 5 + Encantador 1, 3, 5<br/>
'''DC''': 15, 17, 21<br/>
'''CD''': 15, 17, 21<br/>
'''Component''': Techmaturgical Weapon or Shield, power cell and Craft Set<br/>
'''Componente''': Arma ou Escudo Tecmatúrgico, célula de energia e Conjunto de Ofício<br/>
'''Valor''': 25, 150, 300 gp
'''Valor''': 25, 150, 300 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
This modification allows you to fire a techmaturgical beam from your techmaturgical device.
Essa modificação permite que você dispare um raio tecmatúrgico de seu dispositivo tecmatúrgico.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<ol style="list-style-type:upper-roman; margin-top:20px;">
<ol style="list-style-type:upper-roman; margin-top:20px;">
<li>Com uma ação e o gasto de 1 ou mais pontos de Energia, você realiza um ataque à distância contra uma criatura que esteja a até 60 pés de você. Em um acerto, a criatura recebe 2d6 de dano energético por ponto de Energia gasto até o máximo de 3. Você utiliza seu bônus de proficiência e modificador de Inteligência às jogadas de ataque com essa habilidade. Ao desferir esse ataque gastando mais de 1 ponto de energia, uma criatura que receba o ataque deve realizar uma salvaguarda de Destreza ou ficar Caída.</li>
<li>As an action and spending 1 or more Energy points, you make a ranged attack against a creature within 60 feet of you. On a hit, the creature takes 2d6 energy damage per point of Energy spent, up to a maximum of 3. You use your proficiency bonus and Intelligence modifier on attack rolls with this ability. When making this attack using more than 1 energy point, a creature that receives the attack must make a Dexterity saving throw or be prone.</li>
<li>Você pode utilizar uma ação bônus ou um ataque para disparar o raio, porém só pode ser utilizado uma vez por turno.</li>
<li>You can use a bonus action or an attack to fire the beam, but it can only be used once per turn.</li>
<li>O dano do raio se torna mágico e o raio tem sua margem e multiplicador de crítico aumentado em 1</li></ol>
<li>The damage of the lightning becomes magical and the lightning's margin and critical multiplier are increased by 1</li></ol>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. Table “General Masterpieces”
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Defense Pulse===
===Pulso de Defesa===
'''Craft''': Techmaturge 2 + Armorer 2 or Weaponsmith 3<br/>
'''Ofício''': Tecmaturgo 2 + Armoreiro 2 ou Cuteleiro 3<br/>
'''DC''': 15<br/>
'''CD''': 15<br/>
'''Component''': Techmaturgical Weapon or Armor, power cell and Craft Set<br/>
'''Componente''': Arma ou Armadura Tecmatúrgica, célula de energia e Conjunto de Ofício<br/>
'''Valor''': 15 gp
'''Valor''': 15 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
This modification allows, using your reaction when being targeted by an attack, you can spend 1 Energy point or 2 mana points or 1 Ki point to create a shield around you. It absorbs up to 10 times your Proficiency bonus in damage from any source and lasts until the start of your next turn, until you move or the points are consumed.
Essa modificação permite que, utilizando sua reação ao ser alvo de um ataque, você possa gastar 1 ponto de Energia ou 2 pontos de mana ou 1 ponto de Ki para criar um escudo ao seu redor. Ele absorve até 10 vezes seu bônus de Proficiência em dano de qualquer fonte e dura até o início do seu próximo turno, até você se mover ou os pontos serem consumidos.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. Table “General Masterpieces”
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Detector Pulse===
===Pulso Detector===
'''Craft''': Techmaturge 2<br/>
'''Ofício''': Tecmaturgo 2 <br/>
'''DC''': 15<br/>
'''CD''': 15<br/>
'''Component''': Techmaturgical Weapon or Armor, power cell and Craft Set<br/>
'''Componente''': Arma ou Armadura Tecmatúrgica, célula de energia e Conjunto de Ofício<br/>
'''Value''': 25 gp
'''Valor''': 25 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
This modification allows you to use your bonus action and 1 energy point to emit a pulse in an area up to 5 feet in radius multiplied by your Proficiency bonus + Weapon Level. You know the exact location and size of all life forms in that area until the start of your next turn.
Essa modificação permite que você possa usar sua ação bônus e 1 ponto de energia para emitir um pulso em uma área de até 5 pés de raio multiplicado pelo seu bônus de Proficiência + Nível da arma. Você sabe a localização exata e o tamanho de todas as formas de vida nessa área até o início de seu próximo turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Paralyzing Pulse===
===Pulso Paralizante===
'''Craft''': Techmaturge 4 + Armorer 4 ou Weaponsmith 4<br/>
'''Ofício''': Tecmaturgo 4 + Armoreiro 4 ou Cuteleiro 4<br/>
'''DC''': 19<br/>
'''CD''': 19<br/>
'''Component''': Techmaturgical Weapon or Armor, Power Cell, and Role Set<br/>
'''Componente''': Arma ou Armadura Tecmatúrgica, célula de energia e Conjunto de Ofício<br/>
'''Valor''': 150 gp
'''Valor''': 150 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
This modification allows you, using an action and at least 4 Energy points, to emanate a pulse in an area of 10 feet in radius multiplied by your proficiency bonus + weapon level. All creatures hostile to you in this area must make a Constitution saving throw DC 10 + Proficiency Bonus + Weapon Level, on a failure these creatures are Stunned until the end of your next turn.
Essa modificação permite que, utilizando uma ação e ao menos 4 pontos de Energia, você possa emanar um pulso em uma área de 10 pés de raio multiplicado pelo seu bônus de proficiência + nível da arma. Todas as criaturas hostis a você nessa área devem realizar uma salvaguarda de Constituição CD 10 + Bônus de Proficiência + Nível da Arma, em uma falha essas criaturas ficam Atordoadas até o final de seu próximo turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
For each energy point spent beyond the initial 4, range increases by 10 feet and DC increases by 1
Para cada ponto de energia gasto além dos 4 iniciais, o alcance aumenta em 10 pés e a CD aumenta em 1.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais"
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Arcane Storage===
===Armazenamento Arcano===
'''Craft''': Techmaturge 5 + Enchanter 5 + Armorer 4 or Weaponsmith 4<br/>
'''Ofício''': Tecmaturgo 5 + Encantador 5 + Armoreiro 4 ou Cuteleiro 4<br/>
'''DC''': 19<br/>
'''CD''': 19<br/>
'''Component''': Techmaturgical Weapon or Armor, power cell and Craft Set<br/>
'''Componente''': Arma ou Armadura Tecmatúrgica, célula de energia e Conjunto de Ofício<br/>
'''Value''': 500 gp
'''Valor''': 500 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
This item can store a spell of up to 8th level for up to 1 week. The caster must spend mana corresponding to the level of the spell you wish to store inside the item. Once stored, you can use a bonus action and 1 energy point to cast it normally without spending mana with all the spell caster's statistics.
Esse item pode armazenar uma magia de até 8° nível por até 1 semana. O conjurador deve gastar a mana referente ao nível da magia que você deseja armazenar dentro do item. Após armazenada, você pode utilizar uma ação bônus e 1 ponto de energia para conjurá-la normalmente sem gastar mana com todas estatísticas do conjurador da magia.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Static Field I, II, III===
===Campo Estático I, II, III===
'''Craft''': Techmaturge 1, 3, 5 + Armorer 1, 3, 5 or Weaponsmith 1, 3, 5<br/>
'''Ofício''': Tecmaturgo 1, 3, 5 + Armoreiro 1, 3, 5 ou Cuteleiro 1, 3, 5<br/>
'''DC''': 13, 17, 21<br/>
'''CD''': 13, 17, 21<br/>
'''Component''': Techmaturgical Weapon or Shield, power cell and Craft Set<br/>
'''Componente''': Arma ou Escudo Tecmatúrgico, célula de energia e Conjunto de Ofício<br/>
'''Value''': 15 gp
'''Valor''': 15 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Modifying the Static Field allows the creation of a temporary protective field capable of preventing or even deflecting projectiles.  
A modificação do Campo Estático permite que seja criado um campo protetor temporário capaz de impedir ou mesmo defletir projéteis.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<ol style="list-style-type:upper-roman; margin-top:20px;">
<ol style="list-style-type:upper-roman; margin-top:20px;">
<li>Ao ser alvo de um ataque à distância com arma, você pode utilizar sua reação e 1 ponto de energia para tentar impedir um projétil. Ao fazer isso você deve passar em uma salvaguarda de Destreza CD igual à 8 + metade da rolagem de acerto do projétil, em um sucesso o projétil cai no chão em frente a você.</li>
<li>When you are the target of a ranged weapon attack, you can use your reaction and 1 energy point to try to stop a projectile. When doing so you must pass a Dexterity saving throw DC equal to 8 + half the projectile's hit roll, on a success the projectile falls to the ground in front of you.</li>
<li>Você passa a poder impedir também magias à distância de alvo único que o tenham como alvo e pode utilizar a habilidade '''''defletir'''''. </li>
<li>You can also prevent single-target ranged spells that target you and can use the '''''deflect''''' skill.</li>
<li>Você pode também '''''defletir''''' magias à distância de alvo único que o tenham como alvo.</li></ol>
<li>You can also '''''deflect''''' single-target ranged spells that target you.</li></ol>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''Deflect'''. When you succeed on the Static Field saving throw, you can deflect the projectile toward the creature that attacked you. When doing this you must make a ranged hit roll against that creature, if you hit it takes the damage that would be done to you.
'''Defletir'''. Ao obter um sucesso na salvaguarda de Campo Estático, você pode defletir o projétil para a criatura que o atacou. Ao fazer isso você deve fazer uma rolagem de acerto à distância contra aquela criatura, caso acerte ela recebe o dano que seria causado à você.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Pneumatic Pressure I, II, III===
===Pressão Pneumática I, II, III===
'''Craft''': Techmaturge 1, 3, 5 + Armorer 1, 3, 5<br/>
'''Ofício''': Tecmaturgo 1, 3, 5 + Armoreiro 1, 3, 5<br/>
'''DC''': 13, 17, 21<br/>
'''CD''': 13, 17, 21<br/>
'''Component''': Techmaturgical Shield, power cell and Craft Set<br/>
'''Componente''': Escudo Tecmatúrgico, célula de energia e Conjunto de Ofício<br/>
'''Value''': 35, 150, 300 gp
'''Valor''': 35, 150, 300 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
This modification allows a projection of a pneumatic pressure field to be delivered.
Essa modificação permite que uma projeção de um campo de pressão pneumático seja desferida.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
<ol style="list-style-type:upper-roman; margin-top:20px;">
<ol style="list-style-type:upper-roman; margin-top:20px;">
<li>Utilizando uma ação e 1 ponto de Energia, você pode fazer com que seu escudo projete uma pressão a até 10 pés para frente, criaturas de até 1 categoria de tamanho acima da sua que estejam nessa área devem realizar um teste de Atletismo ou Acrobacia CD = 12 + Seu bônus de Proficiência + Nível do Item, em uma falha a criatura é empurrada 15 pés para trás.</li>
<li>Using an action and 1 Energy point, you can cause your shield to project pressure up to 10 feet forward. Creatures up to 1 size category larger than you that are in this area must make an Athletics or Acrobatics check DC = 12 + Your Proficiency bonus + Item Level, on a fail the creature is pushed back 15 feet.</li>
<li>Utilizando uma ação e 1 ponto de Energia, você força as criaturas dentro de 10 pés ao seu redor a realizarem uma salvaguarda de Força CD = 12 + Nível do Equipamento + Bônus de Proficiência, criaturas com um tamanho de 2 categorias ou mais acima do seu possuem vantagem nessa salvaguarda. Em uma falha, a criatura fica Caída.</li>
<li>Using an action and 1 Energy point, you force creatures within 10 feet of you to make a Strength saving throw DC = 12 + Equipment Level + Proficiency Bonus, creatures with a size 2 categories or more larger than your have an advantage in this safeguard. On a failed save, the creature becomes Prone.</li>
<li>Utilizando uma ação e 7 pontos de Energia, você pode gerar um campo de deslocamento de ar ao seu redor com 20 pés de raio. Criaturas nessa área devem fazer uma salvaguarda de Força CD = 12 + Nível do Equipamento + Bônus de Proficiência, em uma falha são jogadas 25 pés para trás, ficam Caídas e recebem 8d6 de dano contundente, criaturas com um tamanho de 2 categorias ou mais acima do seu possuem vantagem nessa salvaguarda. Em um sucesso recebem apenas metade do dano.</li></ol>
<li>Using an action and 7 Energy points, you can generate a displacement field of air around you with a 20-foot radius. Creatures in this area must make a Strength saving throw DC = 12 + Equipment Level + Proficiency Bonus, on a fail they are thrown back 25 feet, are Prone and take 8d6 bashing damage, creatures with a size size of 2 categories or more above of yours have an advantage in this safeguard. On a success, they only take half the damage.</li></ol>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Electrostatic Interception===
===Interceptação Eletrostática===
''Prerequisite: Static Field Modification''
''Pré-Requisito: Modificação Campo Estático''
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''Craft''': Techmaturge 2 + Armorer 2<br/>
'''Ofício''': Tecmaturgo 2 + Armoreiro 2<br/>
'''DC''': 15<br/>
'''CD''': 15<br/>
'''Component''': Techmaturgical Shield with Static Field Modification, energy cell and Craft Set<br/>
'''Componente''': Escudo Tecmatúrgico com Modificação Campo Estático, célula de energia e Conjunto de Ofício<br/>
'''Value''': 50 gp<br/>
'''Valor''': 50 PO<br/>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
This modification allows that, when an ally within 20 feet of you is the target of an attack, you can use your reaction and 2 Energy points to command your shield to protect them with a wave of energy, a ally protected by this ability is under the effect of Static Field until the end of their turn.
Essa modificação permite que, quando um aliado que esteja a até 20 pés de você for alvo de um ataque, você possa utilizar sua reação e 2 pontos de Energia para dar um comando ao seu escudo para protegê-lo com uma onda de energia, um aliado protegido por essa habilidade está sob efeito de Campo Estático até o final de seu turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table<br/>
'''''20 natural'''''. Tabela “Obras-Primas Gerais”<br/>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Reintegration System I, II, III===
===Sistema de Reintegração I, II, III===
'''Craft''': Techmaturge 2, 4, 6 + Armorer 2, 4, 6 + Enchanter 2, 4, 6<br/>
'''Ofício''': Tecmaturgo 2, 4, 6 + Armoreiro 2, 4, 6 + Encantador 2, 4, 6<br/>
'''DC''': 19<br/>
'''CD''': 19<br/>
'''Component''': Techmaturgical Shield with Static Field Modification, energy cell and Craft Set<br/>
'''Componente''': Escudo Tecmatúrgico com Modificação Campo Estático, célula de energia e Conjunto de Ofício<br/>
'''Value''': 50 gp
'''Valor''': 50 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
Modification of the reinstatement system allows a techmaturgical shield to emit a healing pulse of varying power.
A modificação do sistema de reintegração permite que um escudo tecmatúrgico emita um pulso curativo de potência variável.
<ol style="list-style-type:upper-roman; margin-top:20px;">
<ol style="list-style-type:upper-roman; margin-top:20px;">
<li>Utilizando uma ação e 1 ponto de Energia, você pode ativar uma onda de energia curativa que restaura 2d6 pontos de vida seus ou de um aliado a até 5 pés de você. Para cada ponto de energia adicional gasto, a cura aumenta em 1d6</li>
<li>Using an action and 1 Energy point, you can activate a wave of healing energy that restores 2d6 hit points to you or an ally within 5 feet of you. For each additional energy point spent, healing increases by 1d6</li>
<li>Ao recuperar pontos de vida de um alvo, utilizando o sistema, você pode gastar 1 ponto de energia adiconal e remover do alvo efeitos que causem a condição Incapacitado.</li>
<li>When recovering hit points from a target using the system, you can spend 1 additional energy point and remove effects from the target that cause the Incapacitated condition.</li>
<li>Utilizando uma ação e 3 pontos de Energia, você cria um círculo de regeneração de 20 pés de raio ao seu redor que afeta dois alvos à sua escolha na área. Para cada 2 pontos de energia adicionais utilizados, você pode escolher um alvo adicional. Os alvos são curados em 5d6 pontos de vida e recebem os efeitos da magia ''[[Restauração Menor|restauração menor]]''</li></ol>
<li>Using an action and 3 Energy points, you create a 20-foot radius circle of regeneration around you that affects two targets of your choice in the area. For every 2 additional energy points used, you can choose an additional target. Targets are healed for 5d6 hit points and receive the effects of the ''[[Restauração Menor/en|lesser restoration ]]'' spell</li></ol>
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''Natural 20'''. “General Masterpieces” Table
'''20 natural'''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Arcanostatic Dome===
===Domo Arcanostático===
'''Craft''': Techmaturge 5 + Armorer 5<br/>
'''Ofício''': Tecmaturgo 5 + Armoreiro 5<br/>
'''DC''': 19<br/>
'''CD''': 19<br/>
'''Component''': Techmaturgical Shield with Static Field Modification, energy cell and Craft Seto<br/>
'''Componente''': Escudo Tecmatúrgico com Modificação Campo Estático, célula de energia e Conjunto de Ofício<br/>
'''Value''': 50 gp
'''Valor''': 50 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
As a reaction, action, or bonus action, you can spend 2 Energy points and project an electrostatic dome with a 10-foot radius around you, until the end of your next turn. Those outside cannot move inside. For every 2 Energy points spent, the duration of this dome increases by 1 turn and starts to function like the Arcane Deflection skill.
Com uma reação, ação ou ação bônus, você pode gastar 2 pontos de Energia e projetar um domo eletrostático com 10 pés de raio ao seu redor, até o final de seu próximo turno pessoas que estejam nesse domo não podem se movimentar para fora e pessoas que estejam fora não podem se movimentar para dentro. Para cada 2 pontos de Energia gastos a duração desse domo aumenta em 1 turno e passa a funcionar como a habilidade Deflexão Arcana.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Static Dome===
===Domo Estático===
'''Craft''': Techmaturge 1 + Gunsmith 1<br/>
'''Ofício''': Tecmaturgo 1 + Armeiro 1<br/>
'''DC''': 13<br/>
'''CD''': 13<br/>
'''Component''': Techmaturgical Weapon, power cell and Craft Set<br/>
'''Componente''': Arma Tecmatúrgica, célula de energia e Conjunto de Ofício<br/>
'''Value''': 50 gp
'''Valor''': 50 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
As a reaction, action, or bonus action, you can spend 1 Energy point and create a static field in a 5-foot radius around you that lasts for 3 rounds. Creatures that enter or start their turn in the area make a Constitution saving throw DC + Weapon Level + Proficiency Bonus, on a failure they take 1d8 electrical damage. For each energy point spent beyond 1, the damage increases by 1d8.
Com uma reação, ação ou ação bônus, você pode gastar 1 ponto de Energia e criar um campo estático em um raio de 5 pés ao seu redor que dura por 3 rodadas. Criaturas que entrem ou iniciem o turno na área fazem uma salvaguarda de Constituição CD + Nível da Arma + Bônus de Proficiência, em uma falha recebem 1d8 de dano elétrico. Para cada ponto de energia gasto além do 1, o dano aumenta em 1d8.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Hypercharge===
===Hipercarga===
'''Craft''': Techmaturge 1 + Gunsmith 1<br/>
'''Ofício''': Tecmaturgo 1 + Armoreiro 1<br/>
'''DCD'': 13<br/>
'''CD''': 13<br/>
'''Component''': Techmaturgical Weapon, power cell and Craft Set<br/>
'''Componente''': Arma Tecmatúrgica, célula de energia e Conjunto de Ofício<br/>
'''Value''': 50 gp
'''Valor''': 50 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
When making an attack with this weapon, you can use your reaction and spend 3 energy points to make 2 equal attacks against targets within your range. Only one attack roll is made for the three attacks. Each attack still counts as a separate attack for the use of Runes or even spells that affect a certain number of attacks.
Ao realizar um ataque com essa arma, você pode utilizar sua reação e gastar 3 pontos de energia para desferir 2 ataques iguais contra alvos em seu alcance. É feita apenas uma jogada de ataque para os três ataques. Cada ataque ainda conta como um ataque separado para uso de Runas ou mesmo magias que afetem uma determinada quantidade de ataques.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''Natural 20'''. “General Masterpieces” Table
'''20 natural'''. Tabela “Obras-Primas Gerais”
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
===Mercurial Amplification===
===Amplificação Mercurial===
'''Craft''': Techmaturge 3 + Gunsmith 3<br/>
'''Ofício''': Tecmaturgo 3 + Armeiro 3<br/>
'''DC''': 17<br/>
'''CD''': 17<br/>
'''Component''':Mercurial Techmaturgical Weapon, power cell and Craft Set<br/>
'''Componente''': Arma Tecmatúrgica Mercurial, célula de energia e Conjunto de Ofício<br/>
'''Value''': 150 gp
'''Valor''': 150 PO
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
After switching attack modes on your Mercurial Techmaturgical Weapon, the next attack gains a bonus based on the switch.
Após trocar de modo de ataque de sua Arma Tecmatúrgica Mercurial,, o próximo ataque ganha um bônus baseado na troca.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
*When switching from ranged to melee attack mode, the next attack decreases the enemy's AC by 2 for a number of rounds equal to the weapon's level; a creature can only have -4 to its AC in this way.  
*Ao trocar do modo de ataque à distância para o modo corpo a corpo, o próximo ataque diminui a CA do inimigo em 2 por um número de rodadas igual ao nível da arma, uma criatura só pode ter -4 em sua CA dessa maneira.  
*When switching from ranged attack mode to melee mode, the damage of attacks increases by one category until the start of your next turn.
*Ao trocar do modo de ataque à distância para o modo corpo a corpo, o dano dos ataques sobe em uma categoria até o início de seu próximo turno.
</div>


<div lang="pt-BR" dir="ltr" class="mw-content-ltr">
'''''Natural 20'''''. “General Masterpieces” Table
'''''20 natural'''''. Tabela “Obras-Primas Gerais”
</div>

Edição atual tal como às 10h33min de 2 de dezembro de 2024

This article complies with version 0.95 of Runarcana RPG

This category of devices contains improvements for melee weapons that make them techmaturgical weapons, allowing them to receive techmaturgical modifications according to the space they have, normally defined by the item's level and other factors such as size.

A weapon can be built as a Techmaturgical Armament, when this happens, the Enhancement value is spent normally, but the addition of time in GP/day is reduced by half, as part of the project already thought out for a techmaturgical weapon.

Both normal weapons that are upgraded to enhanced techmaturgical weaponry, and weapons that are already created as techmaturgical Armament can be used normally by people who have proficiency with them but do not have knowledge of technology or techmaturgy, however the absence of this knowledge prevents them from the active properties of an item are used.

Atlas Enhancement I – V

Prerequisite: Create Weapon I - V

Craft: Techmaturge 1 to 6 + Weaponsmith 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Weapon with the Gauntlet property, Power Cell, and Craft Set
Value: 15, 25, 50, 100, 200, 500 GP

The Atlas enhancement can be applied to Gauntlets, giving them a propulsion system, making attacks made by them more serious and powerful than those of a standard gauntlet.

This Enhancement allows the gauntlet to receive techmaturgical modifications, allowing it to hold 2 additional power sources and modifications. In addition, each level of the Atlas Enhancement allows the weapon to receive 1 additional modification.

  1. The gauntlet has its damage increased from +1 to +1d4, and you count as a creature one size category larger than you when determining how much weight you can push, drag, or lift using the gauntlet. The weapon gains Propulsion.
  2. The gauntlet deals crushing damage and you gain advantage on Athletics checks using the gauntlet. The weapon gains Turbo.
  3. The gauntlet has its critical hit multiplier increased by 1 and its critical hit range reduced by 1, and the weapon gains Unrelenting Force.

Propulsion. With the use of an attack and the expenditure of 1 energy point, the creature can move a distance in feet equal to 5 times, 1 + half the level of the gauntlet, in any direction, if it hits a creature during this path, you can make an attack against the creature using the gauntlet.

Turbo. With the use of a bonus action and the expenditure of 1 energy point, the modified weapon increases its damage category by 1 for 1 minute

Relentless Force. By using a bonus action and spending 1 energy point, your next attack has its damage increased by 1 category and when it hits a target, creatures that are in a 15-foot cone behind the creature must make a DC 14 Dexterity saving throw + Attack Modifier or take half the attack's damage and are pushed 5 feet. If a target succeeds on the saving throw, it takes half that damage and is not pushed.

Natural 20. "General Masterpieces" Table

Vibrum Enhancement I – V

Prerequisite: Create Weapon I - V

Craft: Techmaturge 1 to 6 + Weaponsmith 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Melee Weapon, Power Cell, and Craft Set
Value: 15, 25, 50, 100, 200, 500 gp

The Vibrum enhancement can be made to any melee weapon, adding to that weapon an internal ultrasonic vibration system that causes the contact piece to move hundreds of thousands of times per second when activated, causing the attacks made by it are deeper and more dangerous than those of a standard weapon.

This Enhancement allows a weapon to receive techmaturgical modifications. Each weapon type has the capacity to hold a limited number of additional power sources and modifications, as described in the Additional Slot table. In addition, each level of the Vibrum Enhancement allows the weapon to receive 1 additional modification.

Additional Space
Weapons Spaces
Dagger, harpoon, sickle, hatchet, spear, light hammer, club, small chakram, medium chakram, large chakram, whip, short sword, katar, flail, war pick, rapier, trident 1
Staff, great club, idol, mace, halberd, scimitar, drakebane, longsword, war scythe, khopesh, long spear, star mace, battle axe, war gauntlet, war hammer 2
Crescent Cleaver, greatsword, boar sword, jousting spear, greataxe, mallet 3
  1. The modified weapon has its damage category increased by 1.
  2. The modified weapon deals magical physical damage, becoming lacerating (slashing case), incisive (piercing case) or crushing (bludgeoning case) and receives Turbo.
  3. The modified weapon has its critical multiplier increased by 1 and its critical range reduced by 1 and receives Vibrum.

Turbo. With the use of a bonus action and the expenditure of 1 energy point, the modified weapon increases its damage category by 1 for 1 minute

Vibrum. With the use of a bonus action and the expenditure of 1 energy point, the multiplier and critical range of the modified weapon is reduced by 1 for 1 minute

Natural 20. Table “General Masterpieces”

Mercurial Enhancement I - V

Prerequisite: Create Weapon I - V

Craft: Techmaturge 1 to 6 + Weaponsmith 1 to 6
DC: 13, 15, 17, 19, 21, 23
Component: Melee Weapon, power cell and Craft Set
Value: 90, 100, 175, 225, 500, 750 gp

The Mercurial enhancement can be done on any melee weapon with the two-handed and heavy properties. The weapon has an energy firing system and can be switched for use in melee attacks or ranged attacks using a bonus action. This weapon can receive Enhanced Armament, Firearms and Firearms modifications. At each level of Mercurial Enhancement, the weapon receives some different characteristics.

Mercurial Enhancement
Level Effect Shots Damage Spaces Error Range
1 The modified weapon has its damage category increased by 1 and gains Energy Shot. 2 1d6 1 5 60/250
2 - 2 1d6 2 4 60/250
3 The modified weapon deals magical physical damage, becoming lacerating (slashing case), incisive (piercing case) or crushing (bludgeoning case) and receives Turbo. 4 1d8 3 3 100/300
4 - 4 1d8 4 2 100/300
5 The modified weapon has its critical multiplier increased by 1 and its critical range reduced by 1 and receives Mercurial. 6 1d10 5 1 150/640
6 - 6 1d10 6 1 150/640

Energy Shot. The energy shot can be fired with the weapon in ranged attack mode. When using a bonus action and spending an energy point to change the weapon's stance, it can fire a number of shots corresponding to the weapon's level.

Turbo. With the use of a bonus action and the expenditure of 1 energy point, the modified weapon increases its damage category by 1 for 1 minute

Mercurial. By spending 2 energy points, you can fire an energy projectile of increased size with damage increased by 2 categories.

Natural 20. Table “General Masterpieces”

Tecmaturgical Modifications

The modifications below can be applied to a Techturgy-Enhanced Weapon.

Vibrational Wave

Craft: Techmaturge 1
DC: 13
Component: Techmaturgical Weapon, power cell and Craft Set
Value: 15 gp

This modification means that, when hit by an effect that would reduce your movement, you can use your reaction and 1 point of Energy to reverberate the vibrational wave of your Vibrum through your body, getting rid of effects that reduce your movement.

Natural 20. Table “General Masterpieces”

Elemental Vibration

Craft: Techmaturge 2 + Enchanter 2 or Alchemist 2
DC: 15
Component: Techmaturgical Weapon, power cell and Craft Set
Value: 25 gp

This modification allows, using a bonus action and 1 Energy point, your attacks made with your techmaturgical weapon to deal 1d6 additional damage from one of the following elements until the start of your next turn: Electric, Cold, Fire or Thunder.

Natural 20. Table “General Masterpieces”

Vibrational Arc

Craft: Techmaturge 4 + Enchanter 4
DC: 19
Component: Techmaturgical Weapon, power cell and Craft Set
Value: 100 gp

This modification allows, using your action and 2 Energy points, to be able to launch an attack that shoots an arc in a 30-foot line. Creatures in this line must make a Dexterity saving throw CD equal to 8 + Proficiency Bonus + Attack Attribute Modifier + Weapon Level, on a failure the creatures take twice the damage from their Vibrum as vibrational damage, on a success they do not take any damage.

Natural 20. Table “General Masterpieces”

Rising Vibration

Craft: Techmaturge 4 + Enchanter 4
DC: 19
Component: Techmaturgical Weapon, power cell and Craft Set
Valor: 100 gp

This modification allows, using 5 Energy points, for the next minute your attacks that hit a target using your Vibrum leave a resonance mark on that target. When you hit 3 marks, they explode, dealing an additional 4d6 vibrational damage.

Natural 20. Table “General Masterpieces”

Vibrational Surge

Craft: Techmaturge 5 + Enchanter 5
DC: 21
Component: Techmaturgical Weapon, power cell and Craft Set
Valor: 250 gp

This modification allows, using a bonus action and 5 Energy points, until the end of your next turn, all your attacks using your Vibrum deal damage twice (you make the two damage rolls separately for each successful attack ).

Natural 20. Table “General Masterpieces”

Vibrational Wrath

Craft: Techmaturge 5 + Enchanter 5
DC: 15
Component: Techmaturgical Weapon, power cell and Craft Set
Valor: 25 gp

This modification allows, using 8 Energy points, for one minute all your successful attacks leave a mark on your targets. At the end of that minute, all marks explode, causing 2d8 Vibrational damage per mark. These marks can be removed using the greater restoration spell.

Natural 20. Table “General Masterpieces”

Electrical Absorption

Craft: Techmaturge 3 + Armorer 1 or Weaponsmith 3
DC: 15
Component: Techmaturgical Weapon or Armor, power cell and Craft Set
Value: 150 gp

This modification allows that, when hit by an attack that would cause elemental damage, you can use your reaction and 2 energy points to perform a Dexterity save whose CD is defined by the difficulty of the spell or the hit roll of the attack. On a success, the damage that would be done to you is absorbed by your techmaturgical equipment.

You receive 1 energy point for each spell level, up to a maximum of Energy points equal to the level of your Techmaturgical Equipment. On a miss, you only take half damage. Only spells of 1st level or higher can be converted into Energy points and when using this feature, it can only be used again after 1 hour.

Natural 20. Table “General Masterpieces”

Techmaturgical Ray I, II, III

Craft:Techmaturge 1, 3, 5 + Enchanter 1, 3, 5
DC: 15, 17, 21
Component: Techmaturgical Weapon or Shield, power cell and Craft Set
Valor: 25, 150, 300 gp

This modification allows you to fire a techmaturgical beam from your techmaturgical device.

  1. As an action and spending 1 or more Energy points, you make a ranged attack against a creature within 60 feet of you. On a hit, the creature takes 2d6 energy damage per point of Energy spent, up to a maximum of 3. You use your proficiency bonus and Intelligence modifier on attack rolls with this ability. When making this attack using more than 1 energy point, a creature that receives the attack must make a Dexterity saving throw or be prone.
  2. You can use a bonus action or an attack to fire the beam, but it can only be used once per turn.
  3. The damage of the lightning becomes magical and the lightning's margin and critical multiplier are increased by 1

Natural 20. Table “General Masterpieces”

Defense Pulse

Craft: Techmaturge 2 + Armorer 2 or Weaponsmith 3
DC: 15
Component: Techmaturgical Weapon or Armor, power cell and Craft Set
Valor: 15 gp

This modification allows, using your reaction when being targeted by an attack, you can spend 1 Energy point or 2 mana points or 1 Ki point to create a shield around you. It absorbs up to 10 times your Proficiency bonus in damage from any source and lasts until the start of your next turn, until you move or the points are consumed.

Natural 20. Table “General Masterpieces”

Detector Pulse

Craft: Techmaturge 2
DC: 15
Component: Techmaturgical Weapon or Armor, power cell and Craft Set
Value: 25 gp

This modification allows you to use your bonus action and 1 energy point to emit a pulse in an area up to 5 feet in radius multiplied by your Proficiency bonus + Weapon Level. You know the exact location and size of all life forms in that area until the start of your next turn.

Natural 20. “General Masterpieces” Table

Paralyzing Pulse

Craft: Techmaturge 4 + Armorer 4 ou Weaponsmith 4
DC: 19
Component: Techmaturgical Weapon or Armor, Power Cell, and Role Set
Valor: 150 gp

This modification allows you, using an action and at least 4 Energy points, to emanate a pulse in an area of 10 feet in radius multiplied by your proficiency bonus + weapon level. All creatures hostile to you in this area must make a Constitution saving throw DC 10 + Proficiency Bonus + Weapon Level, on a failure these creatures are Stunned until the end of your next turn.

For each energy point spent beyond the initial 4, range increases by 10 feet and DC increases by 1

Natural 20. “General Masterpieces” Table

Arcane Storage

Craft: Techmaturge 5 + Enchanter 5 + Armorer 4 or Weaponsmith 4
DC: 19
Component: Techmaturgical Weapon or Armor, power cell and Craft Set
Value: 500 gp

This item can store a spell of up to 8th level for up to 1 week. The caster must spend mana corresponding to the level of the spell you wish to store inside the item. Once stored, you can use a bonus action and 1 energy point to cast it normally without spending mana with all the spell caster's statistics.

Natural 20. “General Masterpieces” Table

Static Field I, II, III

Craft: Techmaturge 1, 3, 5 + Armorer 1, 3, 5 or Weaponsmith 1, 3, 5
DC: 13, 17, 21
Component: Techmaturgical Weapon or Shield, power cell and Craft Set
Value: 15 gp

Modifying the Static Field allows the creation of a temporary protective field capable of preventing or even deflecting projectiles.

  1. When you are the target of a ranged weapon attack, you can use your reaction and 1 energy point to try to stop a projectile. When doing so you must pass a Dexterity saving throw DC equal to 8 + half the projectile's hit roll, on a success the projectile falls to the ground in front of you.
  2. You can also prevent single-target ranged spells that target you and can use the deflect skill.
  3. You can also deflect single-target ranged spells that target you.

Deflect. When you succeed on the Static Field saving throw, you can deflect the projectile toward the creature that attacked you. When doing this you must make a ranged hit roll against that creature, if you hit it takes the damage that would be done to you.

Natural 20. “General Masterpieces” Table

Pneumatic Pressure I, II, III

Craft: Techmaturge 1, 3, 5 + Armorer 1, 3, 5
DC: 13, 17, 21
Component: Techmaturgical Shield, power cell and Craft Set
Value: 35, 150, 300 gp

This modification allows a projection of a pneumatic pressure field to be delivered.

  1. Using an action and 1 Energy point, you can cause your shield to project pressure up to 10 feet forward. Creatures up to 1 size category larger than you that are in this area must make an Athletics or Acrobatics check DC = 12 + Your Proficiency bonus + Item Level, on a fail the creature is pushed back 15 feet.
  2. Using an action and 1 Energy point, you force creatures within 10 feet of you to make a Strength saving throw DC = 12 + Equipment Level + Proficiency Bonus, creatures with a size 2 categories or more larger than your have an advantage in this safeguard. On a failed save, the creature becomes Prone.
  3. Using an action and 7 Energy points, you can generate a displacement field of air around you with a 20-foot radius. Creatures in this area must make a Strength saving throw DC = 12 + Equipment Level + Proficiency Bonus, on a fail they are thrown back 25 feet, are Prone and take 8d6 bashing damage, creatures with a size size of 2 categories or more above of yours have an advantage in this safeguard. On a success, they only take half the damage.

Natural 20. “General Masterpieces” Table

Electrostatic Interception

Prerequisite: Static Field Modification

Craft: Techmaturge 2 + Armorer 2
DC: 15
Component: Techmaturgical Shield with Static Field Modification, energy cell and Craft Set
Value: 50 gp

This modification allows that, when an ally within 20 feet of you is the target of an attack, you can use your reaction and 2 Energy points to command your shield to protect them with a wave of energy, a ally protected by this ability is under the effect of Static Field until the end of their turn.

Natural 20. “General Masterpieces” Table

Reintegration System I, II, III

Craft: Techmaturge 2, 4, 6 + Armorer 2, 4, 6 + Enchanter 2, 4, 6
DC: 19
Component: Techmaturgical Shield with Static Field Modification, energy cell and Craft Set
Value: 50 gp

Modification of the reinstatement system allows a techmaturgical shield to emit a healing pulse of varying power.

  1. Using an action and 1 Energy point, you can activate a wave of healing energy that restores 2d6 hit points to you or an ally within 5 feet of you. For each additional energy point spent, healing increases by 1d6
  2. When recovering hit points from a target using the system, you can spend 1 additional energy point and remove effects from the target that cause the Incapacitated condition.
  3. Using an action and 3 Energy points, you create a 20-foot radius circle of regeneration around you that affects two targets of your choice in the area. For every 2 additional energy points used, you can choose an additional target. Targets are healed for 5d6 hit points and receive the effects of the lesser restoration spell

Natural 20. “General Masterpieces” Table

Arcanostatic Dome

Craft: Techmaturge 5 + Armorer 5
DC: 19
Component: Techmaturgical Shield with Static Field Modification, energy cell and Craft Seto
Value: 50 gp

As a reaction, action, or bonus action, you can spend 2 Energy points and project an electrostatic dome with a 10-foot radius around you, until the end of your next turn. Those outside cannot move inside. For every 2 Energy points spent, the duration of this dome increases by 1 turn and starts to function like the Arcane Deflection skill.

Natural 20. “General Masterpieces” Table

Static Dome

Craft: Techmaturge 1 + Gunsmith 1
DC: 13
Component: Techmaturgical Weapon, power cell and Craft Set
Value: 50 gp

As a reaction, action, or bonus action, you can spend 1 Energy point and create a static field in a 5-foot radius around you that lasts for 3 rounds. Creatures that enter or start their turn in the area make a Constitution saving throw DC + Weapon Level + Proficiency Bonus, on a failure they take 1d8 electrical damage. For each energy point spent beyond 1, the damage increases by 1d8.

Natural 20. “General Masterpieces” Table

Hypercharge

Craft: Techmaturge 1 + Gunsmith 1
'DCD: 13
Component: Techmaturgical Weapon, power cell and Craft Set
Value: 50 gp

When making an attack with this weapon, you can use your reaction and spend 3 energy points to make 2 equal attacks against targets within your range. Only one attack roll is made for the three attacks. Each attack still counts as a separate attack for the use of Runes or even spells that affect a certain number of attacks.

Natural 20. “General Masterpieces” Table

Mercurial Amplification

Craft: Techmaturge 3 + Gunsmith 3
DC: 17
Component:Mercurial Techmaturgical Weapon, power cell and Craft Set
Value: 150 gp

After switching attack modes on your Mercurial Techmaturgical Weapon, the next attack gains a bonus based on the switch.

  • When switching from ranged to melee attack mode, the next attack decreases the enemy's AC by 2 for a number of rounds equal to the weapon's level; a creature can only have -4 to its AC in this way.
  • When switching from ranged attack mode to melee mode, the damage of attacks increases by one category until the start of your next turn.

Natural 20. “General Masterpieces” Table