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<blockquote data-quote="Brekki" data-source="post: 983696" data-attributes="member: 6617"><p>@ Delgar</p><p>Adamantine</p><p>ammunition +60</p><p>light armor + 5000</p><p>medium armor +10000</p><p>heavy armor +15000</p><p>weapon +3000</p><p></p><p>Adamantine weapons ignore hardness less than 20. No enhancement bonusses other than the standard masterwork bonusses.</p><p></p><p>@ Lord Rasputin</p><p>Wizard Universal Spells: Arcane Mark, Prestidigitation, Permanency, Limited Wish, Wish</p><p></p><p>Spectral Hand seems the same</p><p></p><p>Acrobatic: +2 Jump & Tumble</p><p>Athletic: +2 Climb & Swim</p><p>Deceitful: +2 Disguise & Forgery</p><p></p><p>Stunning Fist: monks may use this a number of times a day equal to monk level, other characters can use it one/day for every four levels.</p><p></p><p>I don't have time to go through all the skills to find the synergies.</p><p></p><p>@ Leiff</p><p>Boots of Striding & Springing: +10 enhancement to base land speed and +5 competence to jump, Price 5,500 gp</p><p></p><p>Expeditious Retreat gives +30 enhancement to base land speed</p><p></p><p>@ Duke Frinn</p><p>Shades; functions like shadow conjuration, except that it mimics sor/wiz conjuration spells of 8th level and lower, 80% damage to nonbelievers, nondamage spells are 80% likely to work vs nonbelievers.</p><p></p><p>@ Conaill</p><p>There is no heavy lance. There is a Two-handed melee weapon "Lance" that has reach.</p><p></p><p>When you are medium sized, it should be within the rules to use a small spiked chain with one hand with only a -2 penalty. Small weapons, whether reach or melee have the same range increment/threat range as medium weapons.</p><p></p><p>@ Uder</p><p>Sorry ... no time to type all of the monster tables</p><p></p><p>@ Shard O'Glase</p><p>Mithral and steel do not bypass hardness</p><p></p><p>@ Iron_Chef</p><p>The Summon Monster spells still have a round/level duration</p><p></p><p>@ Drakmoore </p><p>Weapon Finesse; "With a light weapon, rapier, whip or spiked chain made for a creature of your size category ..."</p></blockquote><p></p>
[QUOTE="Brekki, post: 983696, member: 6617"] @ Delgar Adamantine ammunition +60 light armor + 5000 medium armor +10000 heavy armor +15000 weapon +3000 Adamantine weapons ignore hardness less than 20. No enhancement bonusses other than the standard masterwork bonusses. @ Lord Rasputin Wizard Universal Spells: Arcane Mark, Prestidigitation, Permanency, Limited Wish, Wish Spectral Hand seems the same Acrobatic: +2 Jump & Tumble Athletic: +2 Climb & Swim Deceitful: +2 Disguise & Forgery Stunning Fist: monks may use this a number of times a day equal to monk level, other characters can use it one/day for every four levels. I don't have time to go through all the skills to find the synergies. @ Leiff Boots of Striding & Springing: +10 enhancement to base land speed and +5 competence to jump, Price 5,500 gp Expeditious Retreat gives +30 enhancement to base land speed @ Duke Frinn Shades; functions like shadow conjuration, except that it mimics sor/wiz conjuration spells of 8th level and lower, 80% damage to nonbelievers, nondamage spells are 80% likely to work vs nonbelievers. @ Conaill There is no heavy lance. There is a Two-handed melee weapon "Lance" that has reach. When you are medium sized, it should be within the rules to use a small spiked chain with one hand with only a -2 penalty. Small weapons, whether reach or melee have the same range increment/threat range as medium weapons. @ Uder Sorry ... no time to type all of the monster tables @ Shard O'Glase Mithral and steel do not bypass hardness @ Iron_Chef The Summon Monster spells still have a round/level duration @ Drakmoore Weapon Finesse; "With a light weapon, rapier, whip or spiked chain made for a creature of your size category ..." [/QUOTE]
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