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'''''Natural 20'''''. “General Masterpieces” Table | '''''Natural 20'''''. “General Masterpieces” Table | ||
===Electrostatic Interception=== | |||
''Prerequisite: Static Field Modification'' | |||
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Edição das 00h16min de 17 de setembro de 2024
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.
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 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.
— 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 |
- The modified weapon has its damage category increased by 1
- The modified weapon deals magical physical damage, becoming lacerating (cutting case), incisive (piercing case) or crushing (blunting case) and receives Turbo
- 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 (cutting case), incisive (piercing case) or crushing (blunting 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.
- 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.
- You can use a bonus action or an attack to fire the beam, but it can only be used once per turn.
- 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.
- 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.
- You can also prevent single-target ranged spells that target you and can use the deflect skill.
- 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.
- 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.
- 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.
- 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
Ofício: Tecmaturgo 2 + Armoreiro 2
CD: 15
Componente: Escudo Tecmatúrgico com Modificação Campo Estático, célula de energia e Conjunto de Ofício
Valor: 50 PO
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.
20 natural. Tabela “Obras-Primas Gerais”
Sistema de Reintegração I, II, III
Ofício: Tecmaturgo 2, 4, 6 + Armoreiro 2, 4, 6 + Encantador 2, 4, 6
CD: 19
Componente: Escudo Tecmatúrgico com Modificação Campo Estático, célula de energia e Conjunto de Ofício
Valor: 50 PO
A modificação do sistema de reintegração permite que um escudo tecmatúrgico emita um pulso curativo de potência variável.
- 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
- 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.
- 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
20 natural. Tabela “Obras-Primas Gerais”
Domo Arcanostático
Ofício: Tecmaturgo 5 + Armoreiro 5
CD: 19
Componente: Escudo Tecmatúrgico com Modificação Campo Estático, célula de energia e Conjunto de Ofício
Valor: 50 PO
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.
20 natural. Tabela “Obras-Primas Gerais”
Domo Estático
Ofício: Tecmaturgo 1 + Armeiro 1
CD: 13
Componente: Arma Tecmatúrgica, célula de energia e Conjunto de Ofício
Valor: 50 PO
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.
20 natural. Tabela “Obras-Primas Gerais”
Hipercarga
Ofício: Tecmaturgo 1 + Armoreiro 1
CD: 13
Componente: Arma Tecmatúrgica, célula de energia e Conjunto de Ofício
Valor: 50 PO
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.
20 natural. Tabela “Obras-Primas Gerais”
Amplificação Mercurial
Ofício: Tecmaturgo 3 + Armeiro 3
CD: 17
Componente: Arma Tecmatúrgica Mercurial, célula de energia e Conjunto de Ofício
Valor: 150 PO
Após trocar de modo de ataque de sua Arma Tecmatúrgica Mercurial,, o próximo ataque ganha um bônus baseado na troca.
- 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.
- 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.
20 natural. Tabela “Obras-Primas Gerais”