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Samurai sheepdog book of many things vol 142

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and the ability to wield them. If you possess the Tower Weapon
Training feat or Tower Weapon Squire equipment trait, you no
longer take the –2 penalty to attacks because of a tower weapon’s
weight.
Calibur: These massive greatswords are closer to zweihanders
in both form and function. Their cutting edge is often “sword
sharp” to prevent chipping and constant need for sharpening.
Gungnir: A gungnir is named for the spear wielded by an
ancient warrior from Fantas. The head of the weapon resembles
an arrowhead sized for a giant, and its edges are sharp enough to
whistle through the air when lashing out.
Masamune: A Fantasian samurai of great skill created the first
of these falchions and named it for himself.
Runkah: A ranseur of great power, the runkah can run a horse
through at full gallop.
Tower Chain: One could fit an arm through the links of a tower
chain.
Tower Mattock: This axe’s sweeping blade is wide enough to
block a door when not attached to the haft.
Tower Scythe: For when a reaper comes for the soul of a titan.
Voulge: Like the guisarme, a voulge can be used to trip enemies.
In battle, it can also be used to cut a man’s legs off entirely.
Worldbreaker: The head of a worldbreaker is actually smaller
than that of an earth breaker. This gives the weapon more force
when it strikes a surface and keeps the concussion in a tight area.

Nonmagical Equipment
Blood of Elves

(20 gp)
Weight This golden substance was a long-sought prize of alchemists in


the Collective, particularly because a single vial provides a direct
boost to their talents.
Alchemical Power Component
Doses 1 (25 gp); Spells alchemist extracts and infusions
Alchemist extracts and infusions are
cast at +1 caster level for the purpose
of all effects.
Fairy Bottle
(900 gp)
Despite its name, a fairy bottle
does not contain an actual fairy.
Pixies from the world of Zaelin
taught adventurers how to craft
these nonmagical healing powders
that, when breathed in, restore up
to 3d8+5 hit points. While much
cheaper on Zaelin, the bottles
are considerably harder to make
outside of that world, but are still
particularly useful when using
magic could be dangerous.
Magic Bottle
(1,000 gp)
This
nonmagical
powder
from the world of Zaelin can be
breathed in to restore up to 4
spell levels’ worth of expended
spell slots. If the user prepares spells, those

slots contain the identical spells already
expended.

Tower Weapon Squire (Equipment Trait)
The first weapon you ever wielded was a tower weapon. You
grew up learning the best ways to wield it properly, and that has
stayed with you.
Benefit: You no longer take a –2 penalty to attacks when
wielding a tower weapon with which you are proficient.
Magic Fairy Bottle
(4,050 gp)
This nonmagical powder from the world of Zaelin can be
shattered as a standard action, creating a cloud of dust in a 10-ft.
square. Creatures in the area when the vial is shattered regain
3d8+13 hit points and up to 4 spell levels’ worth of expended
spell slots. If any of those creatures prepare spells, those slots
contain the identical spells already expended.

Bokochi

Bokochi are a species of large mostly-flightless birds, closely
related to ostriches and axe beaks. On the worlds of Fantas, they
are commonly domesticated to be used primarily as mounts.
Their most interesting feature is the ability to breed into a variety
of colors, each with their own distinct abilities.
Bokochi Companion
Starting Statistics
Size Large, Speed 50 ft.; AC +4 natural armor; Attack 2 talons
(1d6); Ability Scores Str 16, Dex 15, Con 13, Int 2, Wis 12, Cha 6;
Special Qualities low-light vision.

4th-Level Advancement
At 4th level, a bokochi matures, growing beautiful plumage
used to denote its special qualities. Once a bokochi’s color is
decided, it cannot be changed.
Black or Gold: The bokochi can bear its master through the
skies. The bokochi gains +2 Dexterity, +2 Charisma, and a fly
speed equal to its base speed with average maneuverability.
Blue: The bokochi can carry its master across water. It gains
+2 Dexterity, +2 Constitution, and a swim speed equal to its base
speed + 20 ft.
Brown: The bokochi can carry its master over mountains. It
gains +2 Strength, +2 Wisdom, and a climb speed equal to its
base speed + 20 ft.
Green: The bokochi becomes a survivor. It gains +2 Dexterity,
+2 Constitution, and +4 to its natural armor.
Red: The bokochi becomes a fearsome combatant. It gains +2
Strength, +2 Dexterity, and can rend using
its talons.
Silver: The bokochi can find the way
through darkness. It gains +2 Dexterity,
darkvision out to 120 feet., the
scent ability, and tremorsense
out to 30 feet.
White: The bokochi becomes ready for battle. It gains +2
Strength, a bite attack (primary attack 1d10), 2 wing buffet
attacks (secondary attacks 1d6), and the damage die
of its talon attacks increases to 1d8 each.
Yellow: The bokochi becomes more reliable and
dependable. It gains +2 Intelligence, +2 Wisdom, the scent ability,
and a +8 racial bonus to a single skill.

When encountered in the wild, bokochi are shy and will
protect their kin, but can be friendly and even helpful.

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