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Armor, Shields<br />

Shields are armor that must be held by a<br />

hand for magical effects to occur, unless stated otherwise.<br />

To randomly determine a magical shield, at<br />

least 3 rolls must be made. First, roll 1d100 to determine<br />

the specific type of shield:<br />

Roll<br />

Shield<br />

01-10<br />

Buckler, Wood<br />

11-15<br />

Buckler, Steel<br />

16-20<br />

Shield, Body<br />

21-30<br />

Shield, Kite, Wood<br />

31-35<br />

Shield, Heater, Wood<br />

36-40<br />

Shield, Heater, Steel<br />

41-60<br />

Shield, Round, Wood<br />

61-65<br />

Shield, Round, Bronze<br />

66-99<br />

Shield, Round, Steel<br />

100<br />

Extraordinary -- bypass next table<br />

A magical shield may have both a prefix and<br />

a suffix, such as a Shutting Shield of Soldiers. In<br />

this example, ‘shutting’ is the prefix, and ‘soldiers’ is<br />

the suffix. First, roll 1d100 and consult the table<br />

below to determine the type(s).<br />

Roll<br />

01-45<br />

Prefix<br />

46-90<br />

Suffix<br />

91-100<br />

Prefix and Suffix<br />

Result<br />

To determine the prefix and/or suffix, consult<br />

the appropriate table(s) listed under Armor,<br />

Barding.<br />

Next, roll 1d100 to determine the bonus or<br />

penalty applied to the heavy armor:<br />

Roll<br />

Result<br />

01<br />

The armor has a penalty of 5d6 to CA.<br />

02<br />

The armor has a penalty of 4d6 to CA.<br />

03-04<br />

The armor has a penalty of 3d6 to CA.<br />

05-09<br />

The armor has a penalty of 2d6 to CA.<br />

10-20<br />

The armor has a penalty of 1d6 to CA.<br />

21-65<br />

The armor has a bonus of 1d6 to CA.<br />

66-85<br />

The armor has a bonus of 2d6 to CA.<br />

86-95<br />

The armor has a bonus of 3d6 to CA.<br />

96-99<br />

The armor has a bonus of 4d6 to CA.<br />

100<br />

The armor has a bonus of 5d6 to CA.<br />

Chapter 13: Magical Items<br />

725

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