From 1b97dc7cf3ee38ab6c260e32ccb863d7cf984c8f Mon Sep 17 00:00:00 2001 From: Florian Stinglmayr Date: Sat, 13 Jun 2015 13:12:45 +0200 Subject: [PATCH] Began adding abilities for armors and shields. --- armors/abilities.yml | 316 ++++++++++++++++++++++++++++++++ armors.yml => armors/armors.yml | 0 shields.yml | 10 +- 3 files changed, 320 insertions(+), 6 deletions(-) create mode 100644 armors/abilities.yml rename armors.yml => armors/armors.yml (100%) diff --git a/armors/abilities.yml b/armors/abilities.yml new file mode 100644 index 0000000..82c9431 --- /dev/null +++ b/armors/abilities.yml @@ -0,0 +1,316 @@ +# Armors + +- name: Acid Resistance + slots: [armor, shield] + school: Abjuration + grade: faint + cl: 3 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 18000 + description: >- + A suit of armor or a shield with this property normally has a dull + gray appearance. The armor absorbs the first 10 points of acid damage + per attack that the wearer would normally take (similar to the resist + energy spell). + +- name: Improved Acid Resistance + slots: [armor, shield] + school: Abjuration + grade: moderate + cl: 7 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 42000 + description: >- + As acid resistance, except it absorbs the first 20 points of acid + damage per attack. + +- name: Greater Acid Resistance + slots: [armor, shield] + school: Abjuration + grade: moderate + cl: 11 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 66000 + description: >- + As acid resistance, except it absorbs the first 30 points of acid + damage per attack. + +- name: Animated + slots: [shield] + school: Transmutation + grade: strong + cl: 12 + feats: [Craft Magic Arms and Armor] + spells: [Animate Objects] + modifier: 2 + description: >- + Upon command, an animated shield floats within 2 feet of the wielder, + protecting her as if she were using it herself but freeing up both + her hands. Only one shield can protect a character at a time. A + character with an animated shield still takes any penalties + associated with shield use, such as armor check penalty, arcane spell + failure chance, and nonproficiency. + +- name: Arrow Catching + slots: [shield] + school: Abjuration + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Entropic Shield] + modifier: 1 + description: >- + A shield with this ability attracts ranged weapons to it. It has a + deflection bonus of +1 against ranged weapons because projectiles + and thrown weapons veer toward it. Additionally, any projectile or + thrown weapon aimed at a target wihin 5 feet of the shield's wearer + diverts from its original target and targets the shield's bearer + instead. (If the wielder has total cover relative to the attacker, + the projectile or thrown weapon is not diverted.) Additionally, those + attacking the wearer with ranged weapons ignore any miss chances that + would normally apply. Projectiles and thrown weapons that have an + enhancement bonus higher than the shield's base AC bonus or not + diverted to the wearer (but the shield's increased AC bonus still + applies against these weapons). The wielder can activate or + deactivate this ability with a command word. + +- name: Arrow Deflection + slots: [shield] + school: Abjuration + grade: faint + cl: 5 + feats: [Craft Magic Arms and Armor] + spells: [Shield] + modifier: 2 + description: >- + This shield protects the wielder as if he had the Deflect Arrows + feat. Once per round when he would normally be struck by a ranged + weapon, he can make a DC 20 Reflex save. If the ranged weapon has + an enhancement bonus, the DC increases by that amount. If he + succeeds, the shield deflects the weapon. He must be aware of the + attack and not flat-footed. Attempting to deflect a ranged weapon + doesn't count as an action. Exceptional ranged weapons, such as + boulders hurled by giants or Melf's Acid Arrows, can't be deflected. + +- name: Bashing + slots: [shield] + shield: + category: [light, heavy] + school: Transmutation + grade: moderate + cl: 8 + feats: [Craft Magic Arms and Armor] + spells: [Bull\'s Strength] + modifier: 1 + description: >- + A shield with this special ability is designed to perform a shield + bash. A bashing shield deals damage as if it were a weapon of two + size categories larger (a Medium light shield thus deals 1d6 points + of damage and a Medium heavy shield deals 1d8 points of damage). The + shield acts as +1 weapon when used to bash. (Only light and heavy + shields can have this ability.) + +- name: Blinding + slots: [shield] + school: Evocation + grade: moderate + cl: 7 + feats: [Craft Magic Arms and Armor] + spells: [Searing Light] + modifier: 1 + description: >- + A shield with this ability flashes with a brilliant light up to twice + per day upon command of the wielder. Anyone within 20 feet of the + wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds. + +- name: Cold Resistance + slots: [armor, shield] + school: Abjuration + grade: faint + cl: 3 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 18000 + description: >- + A suit of armor or a shield with this property normally has a dull + gray appearance. The armor absorbs the first 10 points of cold damage + per attack that the wearer would normally take (similar to the resist + energy spell). + +- name: Improved Cold Resistance + slots: [armor, shield] + school: Abjuration + grade: moderate + cl: 7 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 42000 + description: >- + As cold resistance, except it absorbs the first 20 points of cold + damage per attack. + +- name: Greater Cold Resistance + slots: [armor, shield] + school: Abjuration + grade: moderate + cl: 11 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 66000 + description: >- + As cold resistance, except it absorbs the first 30 points of cold + damage per attack. + +- name: Electricity Resistance + slots: [armor, shield] + school: Abjuration + grade: faint + cl: 3 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 18000 + description: >- + A suit of armor or a shield with this property normally has a dull + gray appearance. The armor absorbs the first 10 points of + electricity damage per attack that the wearer would normally take + (similar to the resist energy spell). + +- name: Improved Electricity Resistance + slots: [armor, shield] + school: Abjuration + grade: moderate + cl: 7 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 42000 + description: >- + As electricity resistance, except it absorbs the first 20 points of + electricity damage per attack. + +- name: Greater Electricity Resistance + slots: [armor, shield] + school: Abjuration + grade: moderate + cl: 11 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 66000 + description: >- + As electricity resistance, except it absorbs the first 30 points of + electricity damage per attack. + +- name: Etherealness + slots: [armor] + school: Transmutation + grade: strong + cl: 13 + feats: [Craft Magic Arms and Armor] + spells: [Ethereal Jaunt] + price: 49000 + description: >- + On command, this ability allows the wearer of the armor to become + ethereal (as the ethreal jaunt spell) once per day. The character + can remain ethereal for as long as desired, but once he returns to + normal, he cannot become ethereal again that day. + +- name: Fire Resistance + slots: [armor, shield] + school: Abjuration + grade: faint + cl: 3 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 18000 + description: >- + A suit of armor or a shield with this property normally has a dull + gray appearance. The armor absorbs the first 10 points of fire damage + per attack that the wearer would normally take (similar to the resist + energy spell). + +- name: Improved Fire Resistance + slots: [armor, shield] + school: Abjuration + grade: moderate + cl: 7 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 42000 + description: >- + As fire resistance, except it absorbs the first 20 points of fire + damage per attack. + +- name: Greater Fire Resistance + slots: [armor, shield] + school: Abjuration + grade: moderate + cl: 11 + feats: [Craft Magic Arms and Armor] + spells: [Resist Energy] + price: 66000 + description: >- + As fire resistance, except it absorbs the first 30 points of fire + damage per attack. + +- name: Light Fortification + slots: [armor, shield] + school: Abjuration + grade: strong + cl: 13 + feats: [Craft Magic Arms and Armor] + spells: [Limited Wish, Miracle] + price: +1 + description: >- + This suit of armor or shield produced a magical force that protects + vital areas of the wearer more effectively. When a critical hit or + sneak attack is scored on the wearer, there is a 25% chance that the + critical hit or sneak attack is negated and damage is instead rolled + normally. + +- name: Moderate Fortification + slots: [armor, shield] + school: Abjuration + grade: strong + cl: 13 + feats: [Craft Magic Arms and Armor] + spells: [Limited Wish, Miracle] + price: +3 + description: >- + This suit of armor or shield produced a magical force that protects + vital areas of the wearer more effectively. When a critical hit or + sneak attack is scored on the wearer, there is a 50% chance that the + critical hit or sneak attack is negated and damage is instead rolled + normally. + +- name: Heavy Fortification + slots: [armor, shield] + school: Abjuration + grade: strong + cl: 13 + feats: [Craft Magic Arms and Armor] + spells: [Limited Wish, Miracle] + price: +5 + description: >- + This suit of armor or shield produced a magical force that protects + vital areas of the wearer more effectively. When a critical hit or + sneak attack is scored on the wearer, there is a 100% chance that the + critical hit or sneak attack is negated and damage is instead rolled + normally. + +- name: Ghost Touch + slots: [armor, shield] + school: Transmutation + grade: strong + cl: 15 + feats: [Craft Magic Arms and Armor] + spells: [Etherealness] + price: +3 + description: >- + This armor or shield seems almost translucent. Both its enhancement + bonus and its armor bonus count against the attacks of incorporeal + creatures. It can be picked up, moved, and worn by incoroporeal + creatures at any time. Incorporeal creatures gain the armor and + shield's enhancement bonus against both corporeal and incorporeal + attacks, and they can still pass freely through solid objects. \ No newline at end of file diff --git a/armors.yml b/armors/armors.yml similarity index 100% rename from armors.yml rename to armors/armors.yml diff --git a/shields.yml b/shields.yml index b17fb99..f07e9ad 100644 --- a/shields.yml +++ b/shields.yml @@ -1,7 +1,6 @@ # Shields - name: Buckler - category: shield cost: 15 ac: 1 acp: -1 @@ -10,7 +9,7 @@ - name: Light Wooden Shield material: wood - category: shield + category: light cost: 3 ac: 1 acp: -1 @@ -19,7 +18,7 @@ - name: Light Steel Shield material: steel - category: shield + category: light cost: 9 ac: 1 acp: -1 @@ -28,7 +27,7 @@ - name: Heavy Wooden Shield material: wood - category: shield + category: heavy cost: 7 ac: 2 acp: -2 @@ -37,7 +36,7 @@ - name: Heavy Steel Shield material: steel - category: shield + category: heavy cost: 20 ac: 2 acp: -2 @@ -46,7 +45,6 @@ - name: Tower Shield material: steel - category: shield ac: 4 dex: 2 acp: -10