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Vehicles

Vehicles From chariot races to pirate ship attacks to airship journeys, countless adventures take place atop speeding vehicles. All vehicles have the following properties: Terrain: Vehicles fall into three terrain categories: land vehicles, water vehicles, and air vehicles. Vehicles travel in the terrain of their category. Proficiency with a category of vehicles allows a creature to add its proficiency bonus to any checks made regarding that type of vehicle.  Size and Armor Class: Ju

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Containers

Containers Adventuring means surviving the elements, desperately searching for your next meal after rations have run out while traveling far from civilization, and overcoming other rigorous obstacles that are part of any epic journey. Table: Containers has the most common types of containers, though it's typical for many knaves to get by with just a backpack and a waterskin. Table: Containers Container Capacity Cost Weight

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Spellcasting Foci

Spellcasting Foci Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories: Arcane Focus: These foci are soaked in arcane power and often engraved or painted with eldritch symbols and cosmic iconography. Orbs, crystals, grimoires, staves, or wands are often us

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Shields

Shields Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage. Table: Shields Shield Cost Weight AC Bonus Light 10 gp 4 lbs +1 Medium

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Customizing Armaments

Customizing Armaments As a general rule of thumb, weapons should have no more than three properties unless one of those properties is a restriction. Shields and armor should have no more than two properties. You may also use a combination of the weapon or armor properties and the additional properties listed here to create functionally distinct gear. Particularly skilled craftspeople may be able to include the following properties when crafting standard gear, as well. Typically, such an a

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Armor

Armor The durability of your armor is a combination of the style of armor and its materials. Less durable materials like cloth and leather are comfortable, lightweight, and inexpensive but struggle to turn a hit. Metals may turn a hit more easily but require more physical strength to wear and cost more coin. The different styles of armor are outlined below. When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls, and saving throws 

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Medicinals

Medicinals Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists. Drinking or administering a potion or remedy takes an action.  Knack dice granted by the use of medicine can only be gained from that type of medicine once between long rests. Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain a knack die on Constitut

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Counterfeit

Counterfeit The Kingdom is well-known for its counterfeit goods: forged documents and fake coins are almost more popular than real ones, bogus relics and works of art have entirely dedicated retail and wholesale markets, the capital of Alazia itself, Port Patacca, takes its name from the rip-offs served up to naive travelers, and any object or service that appears in the game can be counterfeit. Counterfeit equipment has 3 key features: It always seems very convenient: In fact, a

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Fine and Masterwork

Fine and Masterwork Some weapons and armor are crafted with extreme skill, often as the crowning accomplishment of a craftsperson’s life. These pieces are visually distinctive and cost more than similar items of lower quality. Typically, only masterwork items are enchanted, as flimsier pieces tend to not be able to withstand the magical forces—a fine item can become magical junk of up to uncommon rarity, and a masterwork item can become magical junk of up to any rarity. A fine ite

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Lifestyle Expenses

Lifestyle Expenses Living costs money, and when not out delving dungeons or exploring Knaves still need to eat, drink, and sleep to stay alive. A hot meal can be a glorious sight compared to the endless trail rations, and a room with a warm bed is a welcome respite compared to the unknown dangers on the trail. While all food and lodging provide the same mechanical benefits of rest and sustenance, a bowl of gruel and a roasted pheasant have quite different costs and are usually enjoyed by

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Trading

Trading While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to ba

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Money

Money There are many currencies, ancient coins, chicken feed, and items of exchange circulating up and down the Kingdom’s cart tracks. A gold piece is the average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer. They are commonly called "aureos" or "big pieces". A silver piece is half a day’s wages for an unskilled laborer. The most important and common exchanges are made in silver coins, and each region of the Kingdom has its own mint. In the Kingdom of the

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Maintenance

Maintenance Like all gear, mundane weapons and armor wear out over time, and keeping them in good working order requires maintenance and repair. Regular day-to-day maintenance is assumed—your bowstring is oiled, your blade is sharpened, and your armor is polished. However, Knaves frequently encounter unusual events that are exceptionally hard on gear that may require a DC 10 maintenance check (or DC 15 if the stress was particularly severe). If you are proficient with the tools required t

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Materials

Materials The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from. Material Description Weight Cost Properties Repairability Adamantine As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as

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Veteran Deserter

Veteran Deserter Every army can boast of a number of loyal veterans who have survived many battles and covered themselves with glory, but the same can be said about the rabble without an ideal, gathering under the banners of renegades, fugitives, traitors, and turncoats, which form the majority of every army in the Kingdom. The veteran deserter is the most experienced and renowned among the deserters, the most cunning and admired among opportunists, double agents, and fugitives, the best at tur

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Shoplifting

Shoplifting Prerequisite: Arcimboldo When arcimboldos find around them an object that they may acquire as part of their body (weapons and tools for a scrapper; plants for an orcharder; clothes and accessories for a ragpicker) they can snatch it with a quick move of “luxury expropriation” and quickly hide it among the jumbled items of their body. By then, even if they are caught red-handed, good luck in demonstrating that the object wasn’t part of their body from the beginning... You gain

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Resistant Nonexistent

Resistant Nonexistent Prerequisite: Nonexistent As a nonexistent, you are particularly resistant, and all your components are more resilient than usual in case of accidents or bludgeoning blows. You gain the following benefits: +1 bonus to Armor Class. Your maximum hit points increase by an amount equal to your class level when you gain this feat. From then on, every time you gain a level, your maximum hit points increase by 1 additional hit point.

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Rat’s Cunning

Rat’s Cunning Prerequisite: Pantegarn As a pantegan, you have been through so much, and you won’t be cheated by the first piper or charlatan you meet. You can smell a scam or a magic con. You gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. You have advantage on your Wisdom (Insight) checks. You have advantage on your saving throw against enchantment and illusion effects.

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One Foot in the Grave

One Foot in the Grave Prerequisite: Paraghoul Paraghouls exist somewhere between life and death, and their essence can take many shades. A paraghoul with “one foot in the grave” is much closer to the worst creatures ‘differently alive’ featured in many grim legends and chronicles. You gain some arguable benefits when you face not-dead-yet creatures, but you are also losing your grasp on your humanity, and your appearance is more unsettling than ever. You gain the following benefits: In

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Natural Born Assault Trooper

Natural Born Assault Trooper You are a veteran who has fought many times in the front lines. You do not fear death, and you have charged well entrenched troops many times, sustained only by your faith in the Ternal Father or in your foes’ ineptitude. You gain the following benefits: Increase your speed by 10 feet. You have advantage on saving throws against the frightened condition. If you move at least 20 feet straight toward an enemy, you can use a bonus action to make a

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Magicance

Magicance Prerequisite: Ability to cast spells You know how to make the most of your arcane arts and other buffooneries in combat, distinguishing yourself from your peers: charlatans, slickers, and hexers. You gain the following benefits: You don’t have disadvantage on attack rolls to hit with a ranged spell attack when there is a hostile creature within 5 feet of you. You ignore a spell’s verbal component.

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Forced March

Forced March You have grown used to living in the army. Pointless and exhausting tasks, broken shoes, unending marches, flea-bitten bedrolls and unsavory mush. Staying awake or sleeping badly has become routine for you, and you have learned to live with your exhaustion. You gain the following benefits: You ignore any penalty from your first 2 levels of fatigue. You can finish a short rest in half the time.

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Bounceback

Bounceback Prerequisite: Wolfcat A wolfcat cultivates their catlike skill, acquiring extraordinary agility and athletic talents. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. Your speed increases by 30 feet. You gain a climbing speed equal to your base speed. When falling, you can use your reaction to halve any fall damage you would take.

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Viperwolf Blood

Viperwolf Blood You have endured and survived the effects of the most fearsome poisons to the point of becoming immune to them. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20. You are immune to poison and have immunity to the poisoned condition.

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Throwance

Throwance You have become a master of throwing objects of all kinds with absolute precision. You gain the following benefits: When you make a ranged attack using a weapon that doesn't have the thrown property, consider it to have thrown (range 10/20) instead. When you make a ranged attack with a weapon with the thrown property, you can treat the weapon as if it had the finesse property. When you make a ranged attack with a weapon with the thrown property, increase its norm

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