This rune allows the user to channel the power of the elemental planes into the weapon, even if to a limited degree. Activate 1 action; Frequency once per day; Duration 1 hour; Effect Choose an elemental damage type. For the duration, the weapon does 2 extra damage of the chosen elemental type.
Elemental Attachment Item 4
Price 70 gp Usage etched onto a weapon
Elemental Attachment (Greater) Item 8
Price 500 gp
The weapon does 4 damage of the chosen elemental type.
Elemental Attachment (Major )Item 12
Price 2,000 gp The weapon does 6 damage of the chosen elemental damage type
Item Level 4;Capacity 20; Duration 1 charge /hour Created by mystics harnessing connections to the elemental planes, this fusion allows a character to spend a move action to choose an elemental damage type and spend a charge. This changes all damage done by that weapon to that elemental damage type for the duration. Critical effects are still determined as normal.
Special when etched onto an armor, chose an elemental plane.
Your armor is infused with the energies of an elemental plane. You gain resistance 3 to the elemental damage associated with that plane and when you are attacked with a melee attack or an unarmed attack the attacker is deal 3 damage of the elemental damage associated with that plane.
Planar Alignment Item 6
Price 200 gp
Planar Alignment (Greater)Item 12
Price 1,750 gp You gain resistance 6 to the specified damage type and deal 6 damage of the specified damage type.
Planar Alignment (Major)Item 16
Price 19,250 gp You gain resistance 9 to the specified damage type and deal 9 damage of the specified damage type.
I have a player who wants to be ghost rider in the worst way. We can help with this.
Through a combination of microlinks to elemental planes and advanced stabilization technology, you can turn this modification on and surround yourself in a haze of elemental fury. When activated as a move action, you choose a particular plane and gain resistance to the damage associated with that type (acid, cold, electricity, fire, sonic). In addition any creature that touches you or deal melee weapon damage takes damage of that type as well.
Elemental Array, Mk 1
Item Level 1; Price 100 Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour The haze provides resistance 2 to the chosen energy type and does 2 damage of the chosen energy type
Elemental Array, Mk 2
Item Level 5; Price 2,640 Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour The haze provides resistance 4 to the chosen energy type and does 4 damage of the chosen energy type
Elemental Array, Mk 3
Item Level 10; Price 16,800 Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour The haze provides resistance 6 to the chosen energy type and does 6 damage of the chosen energy type
Elemental Array, Mk 4
Item Level 15; Price 93,600 Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour The haze provides resistance 8 to the chosen energy type and does 8 damage of the chosen energy type
TL; DR– DnD 5e, The Dark Eye, Call of Cthulhu, and for some reason Savage Words had an awesome baby! 91%
Basics– Time for something different! Dragonbane is a new edition of an older Scandinavian RPG. Let’s look at this new yet old RPG!
Base mechanics- This is the mix of 5e and The Dark Eye. Everything is a d20 roll where you try to roll under a skill. More skill ranks mean more likely to succeed. The solid 5e parts are the notions of advantage/boon and disadvantage/bane. It functions just like in 5e! But even more fun is pushing the roll. That’s exactly like Call of Cthulhu. You failed a roll? You can reroll, but things get worse if you fail.
Combat, turns, and reactions- Time for Savage Worlds to stride in! Combat initiative is a deck of cards numbered 1 to 10, so not a perfect copy, but high card goes first instead of high roll goes first. Players on their turn take an action and move like DnD, BUT you can instead interrupt another action to dodge or parry an attack. You roll a d20 vs a skill level to attack or dodge and if you succeed, you deal damage or jump out of the way. Damage is rolled like DnD, but armor reduces damage instead of adding to an AC. When you act, you turn your card over until the next round starts. When anything hits zero HP it’s down.
Willpower and magic- In addition to hit points, you also have will power. Will power is kind of like MP in any other RPG. You spend will power to cast spells and to do special abilities. Some abilities and spells have levels where you spend more power you hit even harder. And just like above, you roll vs your own skill to do the ability.
Ok, thats the basics! Time for the review.
Mechanics or Crunch– The mechanics here are all the things I love. Roll under is an amazing mechanic! Advantage and disadvantage and d20 dice for fantasy are always a solid addition. Cards are a fun way to do init that is not crazy hard to do, but different enough to be novel. I love Final Fantasy and adding magic points in is a fun way for me to do something just a bit different. I love what’s here for mechanics! 5/5
Theme or Fluff– This is the hard part for me about this book. The pictures are good, the book has a simple adventure AND sample characters. The worlds looks interesting, BUT there isnt any real discussion of the world and environment. I like what I see, but I just wish I knew what it was about more. 3.75/5
Execution– This is a free, hypertext, PDF with an adventure, MAPS, characters, character art, and solid layout. THIS IS WHAT I LOVE! 5/5
Summary-Just go get this. It’s free and it’s well done. This is all the toys I love in an RPG oneshot. It’s got all the things I want in a solid book. My one major issue is I want more worldbuilding. That’s a problem I hope is solved in the complete book, so I can’t suggest this enough! 92%
Keep looking! Here is a basic innovation for Pathfinder 2nd Ed.
Harmonic Visor: You have built a series of mirrors and crystals to provide you a 360 degree view of yourself. You can not be flanked and are never flat footed while you are able to see a target . When under the effects of Overdrive, you gain darkvision out to 30 feet.
You can for entropy to work toward filling your instead of emptying you.
Aspect Insight (Ex): You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Medicine checks.
Aspect Embodiment (Su): Once per combat, you can spend as many entropic points as you want regaining 1d6 stamina points per point spent without taking an additional action.
Aspect Catalyst (Su): Choose one type of damage, when you take damage of any amount within the next minute from that damage type, you gain a entropy point.
Improved: When you are attacked and missed by an attack that would have done the type of damage you selected you still gain the entropy point when you use your aspect catalyst.
Aspect Finale (Su): As a reaction when you would be dealt enough damage to reduce your hit points to zero, you can spend three entropy points instantly retain all your stamina and gain 1 hit point. You can do this once per combat.