Difference between revisions of "D20 Mechanic: Accessories"

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There will probably need to be some explanatory text here at some point; but for now, this will do.
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Accessories are worn items other than armor that grants some kind of benefit to the wearer. While some accessories are strictly for show, adventuring accessories provide numerous small effects to their wearer.
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Unlike weapons and armor, which only rarely have intrinsic effects and instead require materia to provide greater benefits, accessories always have an intrinsic effect upon the wearer. Similarly, whereas weapons and armor always provide a bonus (to attack and damage rolls, and to AC, respectively), not all accessories provide a bonus to something.
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=Materia and Desynthesis=
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Accessories, like weapons and armor, can have materia slots.
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Because of their intrinsic abilities, accessories can be ''desynthesized'' into materia. This process is somewhat involved, taking an hour, and requires a spark of the same Force as the accessory in question. When the process is completed, the item is transformed into a materia that, when slotted into an item of the same type as the original item, allows the new item to behave like the old one.
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: '''''Example:''' Troi is currently wearing'' assault boots'', and comes across a pair of'' anklets of opportunity ''in a dungeon. He wants the abilities of both accessories, but can only benefit from one. He returns to town to find a mage that can desynthesize the boots; when that's done, he slots the assault boot materia into the anklets. The anklets with the materia now behave as though the accessory was both the anklets and the boots.''
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Materia created through desynthesis can only be slotted into an item of the same type (that is, a materia made from a feet slot item can only be slotted into a feet slot item). Materia created in this fashion have the same Force alignment as the item it was desynthesized from.
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Bonuses provided by materia do not stack; that is, if you have two materia that grant you an enhancement bonus to your Reflex, only the highest bonus applies.
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In the event that you have an item that has multiple powers, you can use any power the item or its materia has; however, you can only make use of one power in an item per encounter, regardless of how many powers the item has. If you are not in combat, you can use one power every 5 minutes.
  
 
=Feet Slot=
 
=Feet Slot=

Revision as of 18:20, 8 December 2015

Accessories are worn items other than armor that grants some kind of benefit to the wearer. While some accessories are strictly for show, adventuring accessories provide numerous small effects to their wearer.

Unlike weapons and armor, which only rarely have intrinsic effects and instead require materia to provide greater benefits, accessories always have an intrinsic effect upon the wearer. Similarly, whereas weapons and armor always provide a bonus (to attack and damage rolls, and to AC, respectively), not all accessories provide a bonus to something.

Materia and Desynthesis

Accessories, like weapons and armor, can have materia slots.

Because of their intrinsic abilities, accessories can be desynthesized into materia. This process is somewhat involved, taking an hour, and requires a spark of the same Force as the accessory in question. When the process is completed, the item is transformed into a materia that, when slotted into an item of the same type as the original item, allows the new item to behave like the old one.

Example: Troi is currently wearing assault boots, and comes across a pair of anklets of opportunity in a dungeon. He wants the abilities of both accessories, but can only benefit from one. He returns to town to find a mage that can desynthesize the boots; when that's done, he slots the assault boot materia into the anklets. The anklets with the materia now behave as though the accessory was both the anklets and the boots.

Materia created through desynthesis can only be slotted into an item of the same type (that is, a materia made from a feet slot item can only be slotted into a feet slot item). Materia created in this fashion have the same Force alignment as the item it was desynthesized from.

Bonuses provided by materia do not stack; that is, if you have two materia that grant you an enhancement bonus to your Reflex, only the highest bonus applies.

In the event that you have an item that has multiple powers, you can use any power the item or its materia has; however, you can only make use of one power in an item per encounter, regardless of how many powers the item has. If you are not in combat, you can use one power every 5 minutes.

Feet Slot

Description of things that can go here, etc.

Table

There will be a table of these here eventually.

Item Descriptions

Descriptions of items that can occupy your feet slot.

 

ANKLETS OF OPPORTUNITY
When your foe is distracted by an ally, these glittering anklets quicken your step.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to your Reflex equal to your attunement bonus.
POWERS
Power (Encounter): As a free action, when you are flanking a creature, you can take a 5-foot step. This ability does not count against your limit of one 5-foot step per turn.

 

ASSASSIN'S SLIPPERS
You are able to press your advantage from several angles while wearing these black chamois slippers.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You can treat any square adjacent to you as the square you occupy for purposes of flanking creatures.

 

ASSAULT BOOTS
These mail boots trip up a foe when you strike a grievous blow.
Accessory Slot: Feet
Rarity: Common
PROPERTY
When you confirm a critical hit with a melee weapon, all targets of that attack are knocked prone.

 

BACKTRACK BINDINGS
This airy footwear carries you out of whatever trouble you’ve gotten yourself into.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to your Reflex equal to your attunement bonus.
POWERS
Power (Encounter): As a swift action, at the end of your turn, you can teleport to the square you began this turn in if it is within 60 feet.

 

BOOTS OF ADEPT CHARGING
Rushing in is less dangerous in these studded leather boots.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You can shift 5 feet at the end of any turn in which you charged.

 

BOOTS OF EQUILIBRIUM
The tough mesh sole of these supple buckskin boots grips even the most slippery surfaces.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You can move normally on slippery surfaces, such as ice or grease, that would require a Balance check to avoid falling prone.

 

BOOTS OF FREE MOVEMENT
You deftly avoid entanglement in these well-crafted boots.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus on any saving throw made against effects that apply the slow or immobilize conditions equal to your attunement bonus.
POWERS
Power (Encounter): As a non-action, you can make a saving throw against an effect that caused slow or immobilize that end with a saving throw.

 

BOOTS OF SPEED
These durable boots are designed to take you farther, faster.
Accessory Slot: Feet
Rarity: Common
POWERS
Power (Encounter): As a swift action, you gain a move action.

 

BOOTS OF STRIDING
Strong, sturdy leather boots reinforced with iron.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus to your land movement speed equal to 5 per point of your attunement bonus.

 

BUTTERFLY SANDALS
These comfortable leather sandals make you more adept while airborne.
Accessory Slot: Feet
Rarity: Common
PROPERTY
Increase your existing fly speed by 10 feet. If you do not have a fly speed, this property has no effect.

 

CAT TABI
This silky black footgear gives you catlike reflexes when jumping or falling.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus on Jump checks equal to your attunement bonus.
Whenever you take falling damage, you instead take half damage.
Whenever you fall, you always land on your feet.
POWERS
Power (Encounter): As a reaction to falling more than 10 feet, you take no damage from a fall and do not land prone.

 

DEFIANT BOOTS
These sturdy iron boots grip the ground when you are moved against your will.
Accessory Slot: Feet
Rarity: Common
PROPERTY
Whenever you are subject to forced movement, reduce that movement by 10 feet.

 

EARTHREAVER STOMPERS
These heavy, steel-soled boots allow you to sense vibrations as well as give you a powerful stomp.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain tremorsense 20 feet.
POWERS
Power (Encounter): As a standard action, you can stomp the ground. Make a melee touch attack against all creatures within 10 feet; if you hit, that creature takes potency 1 earth damage and is knocked prone.

 

FLOORFIGHTER STRAPS
Scuffed and worn, these rawhide bands keep you dangerous even when on the ground.
Accessory Slot: Feet
Rarity: Common
PROPERTY
While you are prone, creatures do not gain a +4 bonus to hit you with melee weapons, and you can take 5-foot steps normally.
When you stand up from prone, you can take a 5-foot step as part of that action. This ability does not count against your limit of one 5-foot step per turn.

 

LIGHTSTEP SLIPPERS
These doeskin coverings cushion your step.
Accessory Slot: Feet
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to Move Silently checks equal to your level.
You do not activate traps or hazards triggered by stepping into a particular square.
You cannot be detected by tremorsense.

 

SUREFOOT BOOTS
Attached snugly by rows of shiny buckles, these boots help keep your footing.
Accessory Slot: Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus to Tumble checks equal to your level.
POWERS
Power (Encounter): As a reaction to being knocked prone, you can stand up without provoking attacks of opportunity.