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Gadgets: Improved Weaponry
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
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.
- 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
- 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.
- 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