Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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.