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Mythic Vistas: SpirosBlaak - Property Is Theft!

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Divine Armor<br />

It is possible to bind the essence of a particular divine domain into<br />

armor, enabling the wearer access to that domain’s granted power<br />

as if he were a cleric who had selected that domain. If the wearer<br />

already possesses the domain instilled in the divine armor, then the<br />

granted power’s effects are doubled in potency (if applicable.) For<br />

example, a cleric who knows the Law domain wearing divine armor<br />

of law would cast law spells at +2 caster levels, whereas a cleric who<br />

knows the Air domain wearing divine armor of air would by able<br />

to turn or destroy earth elementals and rebuke or command air<br />

elementals as oen per day as 6 + double his Charisma modifier.<br />

Divine armor may not have any additional special armor qualities<br />

with abilities or prerequisite spells or spell-like abilities that are<br />

listed amongst the domain spells of their opposing domains (unless<br />

they exist in both domains), as follows:<br />

Domain Opposing Domains<br />

Air Earth<br />

Animal Plant<br />

Blood Healing<br />

Chaos Law, Mentor<br />

Corruption Nobility<br />

Courage Lust<br />

Craing Destruction<br />

Darkness Sun<br />

Death Endings, Hearth<br />

Destiny Distraction, Enchantment, Luck<br />

Destruction Craing<br />

Disease Healing<br />

Distraction Destiny, Law<br />

Dwarf Giant, Humanoid, Orc<br />

Earth Air<br />

Enchantment Destiny<br />

Endings Death, Undeath<br />

Evil Good, Lavayne, Mentor<br />

Fire Water<br />

Giant Dwarf, Halfling<br />

Good Evil, Mentor<br />

Halfling Giant<br />

Healing Blood, Disease, Necromancy,<br />

Pestilence, Plague, Rot,<br />

Weapons<br />

Hearth Evil, Lust, Death<br />

Humanoid Dwarf, Lavayne<br />

Insanity Knowledge<br />

Knowledge Insanity<br />

Lavayne Evil, Humanoid<br />

Law Chaos, Distraction, Mentor<br />

Luck Destiny<br />

Lust Courage, Hearth<br />

Magic War<br />

Mentor Chaos, Evil, Good, Law<br />

Necromancy Healing<br />

Nobility Corruption<br />

Orc Dwarf<br />

Pain Protection<br />

Pestilence Healing, Strength<br />

Plague Healing<br />

Plant Animal<br />

Protection Pain<br />

Rage Trickery<br />

Reptile Shapechanger<br />

Rot Healing<br />

Secrecy Strength<br />

Shapechanger Reptile<br />

Chapter Twelve: Magic 147<br />

Strength Pestilence, Secrecy<br />

Subterranean Sun<br />

Sun Darkness, Subterranean<br />

Time Travel<br />

Travel Time<br />

Trickery Rage<br />

Undeath Endings<br />

War Magic<br />

Water Fire<br />

Weapons Healing<br />

Strong (no school), CL 12th; Cra Magic Arms and Armor, the<br />

domain must be one of the creator’s chosen domains, may not<br />

possess any of the selected domain’s opposing domains; Price +2<br />

bonus.<br />

God Armor<br />

While all suits of magic armor are masterwork items, god armor<br />

is always a step beyond, being some of the best made and most<br />

beautiful armor a god’s followers can cra. The type of armor<br />

Table 12–4: Magical Firearms, Artillery, and Ammunition<br />

Weapon Weapon Cost *<br />

.22 bullets (10) +301 gp<br />

.32 bullets (10) +301 gp, 5 ap<br />

.44 bullets (10) +302 gp<br />

.44 Eagle bullets (10) +306 gp<br />

.50 bullets (10) +303 gp, 5 ap<br />

.55 bullets (10) +304 gp<br />

.69 bullets (10) +304 gp, 4 ap<br />

.90 bullets (10) +307 gp<br />

Goblin fangs (10) +306 gp<br />

Fowling cartridges (10) +303 gp<br />

3-pounder, all types (1) +300 gp + type base cost<br />

6-pounder, all types (1) +300 gp + type base cost<br />

9-pounder, all types (1) +300 gp + type base cost<br />

12-pounder, all types (1) +300 gp + type base cost<br />

18-pounder, all types (1) +300 gp + type base cost<br />

Pocket pistol +625 gp<br />

Cavalry pistol +675 gp<br />

Common pistol +675 gp<br />

Mage pistol +610 gp<br />

Military pistol +700 gp<br />

Precision pistol +700 gp<br />

Arkanoclian eagle musket +2,850 gp<br />

Cavalry carbine +1,050 gp<br />

Common musket +1,070 gp<br />

Dwarven axe musket +1,250 gp<br />

Dwarven volley gun +1,275 gp<br />

Fowling piece +1,050 gp<br />

Goblin fang gun +1,350 gp<br />

Light musket +1,025 gp<br />

Military musket +1,150 gp<br />

Two-barreled fowling piece +1,090 gp<br />

Hand Cannon, pistol +1,110 gp<br />

Hand Cannon, musket +1,200 gp<br />

3-pounder cannon +5,500 gp<br />

6-pounder cannon +6,500 gp<br />

9-pounder cannon +7,000 gp<br />

12-pounder cannon +9,000 gp<br />

18-pounder cannon +14,000 gp<br />

* Add to the enhancement bonus to determine total market price.All<br />

magic firearms, artillery, and ammunition are masterwork<br />

weapons.

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