Post by Ellis Strata on Oct 14, 2015 20:57:02 GMT -5
Special Loot:
Every run has a chance of dropping a rare piece of equipment. These pieces are rare, priceless, and cannot be sold or traded.
**Note**
None of the items on this list can be enchanted, augmented, paragon'd, placed into Fizzwinken's machine or otherwise altered aside from 'Legacy' status. No exceptions. They can be edited for asthetics and gender, i.e. pants can become a skirt, a shirt can become a blouse
Each floor has a chance of dropping a special piece of loot. (Roll a 1d100 per floor, if the result is less than or equal to the number of the floor, a piece of loot is dropped.) Once it's determined that a special loot piece will be found, roll 1dX (X is the number of people in the run, SB order) to determine which list to roll on, based on the primary profession of the character rolled. Then roll for the item. Once it is determined, the player has the option to accept the item, or put it into a loot pool. (Each other player may roll 1d100, highest wins the item).
Once the objective is complete, a treasure chest appears.
Knight loot list (1d8):
1. Tyrfing, the blade of Night (Knight primary focus)
This obsidian broadsword (1d11) shines with an unseemly light. Being Obsidian it criticals on a 19-20. It increases the Pillar of Strength bonus to +3. This weapon allows a Knight to use the skill Protective Parry, regardless of restrictions.
2. Shield of Courageous Might (knight primary focus)
This astral driftmetal heavy steel shield has a +5 to defense, magical and mundane. It makes the wielder immune to fear affects and grants a +5 to the saves against fear by all his allies as long as they have line of sight to the wielder. It also imbues the wielder +3 to damage on his next attack after he valiantly protects another in combat.
3. Creed Helmet (knight primary focus) [Head]
This white steel helmet provides +3 defense against both mundane and magical attacks. It provides an additional +5 defense against sonic and primastic attacks due to it's retractable faceplate. This helmet makes a knight unnaturally aware to danger, allowing them to use skills to defend himself and his allies against attacks, even if he is unaware of them.
4. Creed Cuirass (knight primary focus) [Body]
This white steel half plate armor (Heavy - 40 defense cap - 8 Qck - -10 Initiative) provides +33 defense against both mundane and magical attacks. This armor cannot be sundered by any physical object, and if otherwise broken, repairs itself in 24 hours. A Knight is considered to have an extra 4 charisma for use of the skill, 'Incite to Anger.'
5. Creed Gauntlets (knight primary focus) [Hands]
This white steel pair of gauntlets are exceptionally sturdy, providing a +5 bonus against being disarmed. If a Knight possesses the skill, 'Born by the Blade' the gauntlets provide a like bonus to their damage as well. They also provide a +3 to strength checks that directly aid another person.
6. Creed Sabatons (knight primary focus) [Feet]
This white steel pair of sabatons are snug and well fitted. A knight wearing these suffers no penalties for being tired, suffers only a -1 for being fatigued and a -2 for being exhausted. If a knight is standing in a combat stance, he cannot be bull rushed, tripped or knocked down while wearing these boots.
7. Creed Mantle (knight primary focus) [Cloak]
This red thick cloth cape is emblazened with the crest of Araggaxio. When worn, a Knight becomes a stalwart shield of his party, allowing the Pillar of Strength skill to always include the saves bonus, as well as the other activated effect. This mantle also gives the Knight a +5 to any save from charm or compulsion that would force him to attack an ally.
8. Creed Gorget (knight primary focus) [Neck]
This white steel gorget sits comfortably around the neck. Once per combat, it will grant an auto save of a non-damaging regged spell. Also the wearer cannot be the target of a coup de'grace attack while the gorget is worn.
Fighter Loot List (1d8):
1. Warrior's Weapon (fighter primary focus)
This basic long sword looks mundane at first, but in the hands of a Fighter it morphs itself into a carbon copy of their 'Fighter's Weapon' and gains the profession bonus for such, and increases that bonus to +4. The weapon is considered to be triple paragoned (a 1d6 longsword would be 1d9). The weapon retains only one of it's enchantments. This weapon does not get the extra 1d bonus, effect or extra skill of legacy copies, but can be legacied itself. It also cannot copy extraordinary items (Fizzwinken, other legendary loot).
2. Warrior's Buckler (fighter primary focus) [Buckler]
This red steel buckler provides +2 to magic and mundane defense. A fighter with this buckler can select one skill that requires the use of a shield and attach it to this buckler. They can then use that skill as though they had a shield, ignoring pre-requisites.
3. Warrior's Faceguard (fighter primary focus) [Head]
This red steel faceguard fits snugly around the head and provides a +3 to both mundane and magic defense. Since it covers the ears, it provides an additional +5 defense versus sonic damage and the wearer cannot be deafened by sonic effects. A thin polished metal strip on the forehead guard allows the wearer to see invisible creatures more effectively, a DC20 Spot check at the start of turn to target them. If the wearer posseses the skill 'Clarity of Vision', the DC is 15 instead.
4. Warrior's Battleplate (fighter primary focus) [Body]
This red steel plate armor provides +25 to both mundane and magical defense. (Medium - 30 defense cap - 12 Qck - -5 Initiative) It makes the wearer exceptionally hardy, providing a +5 to all Endurance checks versus disease or poison, as well as reducing the penalty of all stuns and holds to 1 round. A fighter with the skill 'Blood Splattered' retains the bonus throughout the rest of the combat, once applied.
5. Warrior's Gauntlets (fighter primary focus) [Hands]
These red steel gauntlets are strong are sturdy, providing a +3 bonus to strength checks, as well as +5 to damage if attacking unarmed. A fighter with these gauntlets cannot be disarmed or otherwise forced to drop his weapon, even with a critical fail. A fighter using a ranged weapon has it's inherant ranged doubled.
6. Warrior's Sabatons (fighter primary focus) [Feet]
These red steel sabatons provide exceptional footing during combat, a fighter wearing these fights on uneven terrain as though it were solid ground. They provide a +5 bonus to swim, climb and jump checks, as well as a +3 to any End checks made for marching or running. A fighter using the skill 'Sudden Charge' can alter the DC for the skill to DC 10 + Fighter's STR.
7. Warrior's Sash (fighter primary focus) [Torso]
This red sash is emblazed with the crest of Araggaxio. When worn, the wearer gains a +5 bonus to Intimidation checks. The wearer is immune to fear, and anyone who attempts a fear effect on the wearer must make their own save roll or succumb to their own fear effect. This item also allows the wearer an additional combat maneuver during combat.
8. Warrior's Belt (fighter primary focus) [Waist]
This red leather belt cinches firmly about the waist. During combat, if the wearer is poisoned or diseased, all effects are delayed until the end of combat, then they happen in full. They can be cured during combat as though they were happening. This belt also allows a fighter to auto pass one strength check to break or bend an object, once per combat.
Brawler loot list (1d8):
1. Meteor Fist (brawler primary focus)
This scroll teaches either a one handed tech (1d11) or a two handed technique (2d13), called the Meteor Fist. This technique is so potent it increases the Brawler's Rage ability to +6. This technique uses speed and cunning to bypass all forms of damage reduction as though it met the requirements if the enemy is a lower gemstone rank than the Brawler.
2. Cermentium Knuckle Duster (brawler primary focus)
These chained rings fit snugly over the fingers, and can be worn on or underneath any kind of glove or gauntlet. It provides an additional +3 damage to unarmed strikes in brawls, and a +5 to any check made to destroy any mundane object (including doors). If a Brawler possesses the skill 'Sweet Chin Music' the save DC for the enemy is increased by 5.
3. Fistfighter's Mask (brawler primary focus) [Head] / [Eyes]
This crimson leather facemask protects the wearers face and eyes, providing a +2 to both mundane and magic defense, and an additional +5 to saves against effects that would blind the wearer. If the wearer possesses the skill 'Blindfight' he becomes so adept at finding enemies in the dark, that all allies are considered to possess blind fight to attack an enemy in the same round the brawler has.
4. Fistfighter's Jacketcoat (brawler primary focus) [Body]
This crimson leather jacketcoat is light and comfortable, providing +16 mundane and magic defense. (Light Armor, Defense Cap 20, No Qck cap or Initiative penalty) In addition, it keeps the wearer comfortable from the natural effects of weather. In also provides 3 extra damage to any attack made by a Brawler as a counter. Also, if the wearers possesses the skill 'Lick Wounds' the wearer's endurance is considered to be 10.
5. Fistfighter's Gloves (brawler primary focus) [Hands]
These crimson leather gloves are padded about the knuckles and fingers to protect the wearer's hands. They provide +2 to both mundane and magic defense, as well as a +2 to all strength checks. All combat maneuvers done by the wearer have their DC increased by 2 and their damage increased by 5.
6. Fistfighter's Boots (brawler primary focus) [Feet]
These crimson leather boots are fit and snug, providing a +3 to jump and climb checks. The wearer can use the skill 'Walk the walls' regardless of restrictions. When a brawler attacks without activating a skill, they can add in a 'kick' attack, dealing an extra 1d8 weapon damage.
7. Fistfighter's Shoulderguards (brawler primary focus) [Shoulders]
These crimson shoulder guards are made from a light flexible alloy that seems to be part metal and part wood. These guards give the wearer a +3 to all damage done during a grapple, as well as DR 2/-. If the wearer possesses the skill 'Stare Down', the wearer simply needs to pass the intimidation check to get the enemy to surrender.
8. Fistfighter's Belt (brawler primary focus) [Waist]
This crimson leather belt provides support to aid the strength of the wearer, providing a +4 to initiate a grapple. Once per combat, when you roll your unarmed tech damage, you can replace a value with the maximum possible. If the wearer possesses the skill 'Finish Him off', the threat range is 18-20 when the effect is applied.
Ranger loot list (1d8):
1. Ichaival (ranger primary focus)
This composite longbow (2d11) is made of an alchemical metal called cerment, that is light and flexible. It has double the normal range of a regular longbow, and is unerringly accurate, once per combat the enemy is considered to have a DC of 10. Once a week, the wielder can 'attune' the bow to a particular element (fire,ice,water,earth,wind or lightning) and all arrows from the bow are considered that element when an enemy is struck.
2. Hunter's Charm (ranger primary focus)
This small cerment medallion can be worn on a chain, kept in a pocket, or sewn into clothes or leather based armor. While outdoors, the bearer is unkeenly aware of any danger and gains a +10 to any listen or spot check to detect a creature with a hostile intent towards the ranger or his allies. The bearer also is considered to possess 'True Seeing' as long as they are in a favored terrain.
3. Hunter's Sight (ranger primary focus) [Head]
This emerald cloth mask covers the eyes preventing the wearer from becoming blinded as well as granting a +2 to strike while using a ranged weapon. It also provides a +2 to all spot and search checks. The wearer can use the skill 'Deflecting Shot' regardless of restrictions.
4. Hunter's Gambison (ranger primary focus) [Body]
This emerald green leather gambison provides +16 to both mundane and magic defense. (Light armor, 20 defense cap, No qck cap, No initiative penalty) It blends in well, and provides a +5 bonus to all checks associated with remaining hidden or moving silently, this bonus increases to +8 inside the wearers favored terrain. While worn, ranged weapons fired from the wearer always hit their intended target (with a successful strike), regardless of the skills of others.
5. Hunter's Gloves (ranger primary focus) [Hands]
These emerald green leather gloves provide +2 to both mundane and magic defense. These gloves keep hands steady, and provide +2 to damage to any ranged attack. They also provide a +3 bonus to any check interacting with a natural animal. The wearer can use the skill 'Deflect Arrows', and can go so far as to catch an enemy arrow and then reuse it.
6. Hunter's Boots (ranger primary focus) [Boots]
These emerald green leather boots are amazingly quiet and comfortable, providing a +2 to both mundane and magic defense. The wearer can use the skill 'Nimble Feet' regardless of restrictions. Once per combat, if the wearer takes a steady stance and aims for an entire round, any arrow, bolt or thrown weapon that successfully strikes a target will ignore half of the creatures mundane defense.
7. Hunter's Gambit (ranger primary focus) [Wrist]
This emerald green steel bracer steadies the wearer's aiming hand, providing a +2 to all damage done by ranged weapons, as well as a +1 bonus during Marksmanship matches. It increases the wearer's DDC by 2 versus any mundane ranged attack. The wearer can use the skill 'Bank Shot' regardless of restrictions.
8. Hunter's Cape (ranger primary focus) [Torso/Cloak]
This emerald green cape is bigger than it actually looks, able to be pulled tight around the wearer to protect them from naturally harsh conditions as though 'Endure Elements' was cast. Once per day, the wearer can cover himself with the cloak and become invisible as long as they stand still, providing a +10 to Hide checks. Skills and abilities cannot penetrate this invisibilty if the user is a lower gemstone than the wearer.
Swashbuckler loot list (1d8):
1. Dashing Blade (swashbuckler primary focus)
This weapon is a sword and a gun in one! A smooth cerment broadsword (1d11), attached to a flintlock pistol (1d11). This weapon can be considered a single handed sword or a single handed pistol, or can be considered both for the purposes of dual wielding (though no other weapon can be wielded). The wielder can use 'easy reload' to reload the gun portion. This weapon also increases the bonus from 'Corsair's Prowess' to +4.
2. Dashing Ring (swashbuckler primary focus) [Ring]
This platinum ring has a large ruby set, with an emblem of what appears to be some sort of pirate flag. This ring provides a +5 to both Acrobatics and Athletic checks, as well as an auto pass on one of those checks once per day when the swashbuckler does something dramatic. This ring can also be used to summon a rope of any length, complete with a grappling hook. If the wearer possesses the skill 'Arm's Length' the targets DC is reduced by 4 instead.
3. Dashing Mask (swashbuckler primary focus) [Head/Face/Eyes]
This lavish cloth mask is a rainbow of colors, appearing to shimmer and shift in color as the light hits it. It provides +2 to both mundane and magical defense, as well as a +5 bonus to Spot checks. If the wearer possesses the skill 'Alibi' the uses per week increase to 3. The wearer can create an 'alternate persona' as well (for flavor), and gains +5 to bluff and disguise checks after having done so. Any skills that require speaking can be used on any sentient creature, regardless if the wearer shares a language with the target.
4. Dashing Hauberk (swashbuckler primary focus) [Body]
This cerment hauberk is ablaze with bright and vibrant colors that seem to shift and change in the light. This light armor provides +15 to both mundane and magic defense, and the colors can subdue, providing a +5 to Hide checks. While worn, the wearer does not appear to bleed, as the blood seeps into the lavish colors and is hidden, this provides the wearer and his allies a +2 to saves versus regged spells and combat maneuvers, and enemies suffer a -2 to their saves versus the Swashbuckler's combat maneuvers. If the wearer possesses the skill 'False Shackles' once per week, they auto pass an escape check to use the skill.
5. Dashing Gloves (swashbuckler primary focus) [Hands]
These lavish leather gloves are an array of colors, shimmering and shifting into different patterns on it's own accord. These gloves steady your hands, providing a +2 damage to ranged attacks as well as +2 damage to melee attacks, for a total of +4 for using both. They also provide a +4 to Use Object checks for flashy objects (DMs discretion). If the wearer possesses the skill 'Combat climbing' the DDC to hit a hanging Swashbuckler is 20 instead.
6. Dashing Boots (swashbuckler primary focus) [Feet]
These lavish leather boots with cerment soles are simply brown, providing a +3 to both mundane and magic defense. They become ablaze with color during combat, providing a +1 to your DDC (Up to 24). Once per combat, a swashbuckler can use an evade to get to a place out of reach, and not be attacked again until their next turn. (DMs discretion) If the wearer possesses the skill 'Catch me if you can', they can use another combat skill, while making the attack.
7. Dashing Chain (swashbuckler primary focus) [Neck]
This white gold chain hangs around the neck, and can look like an expensive piece of jewelry providing a +5 bonus to Diplomacy or Gather Info checks, or can look like gaudy trash providing a +5 bonus to Intimidation and Disguise checks. In either case, this chain helps prevent the wearer from being deceived, providing a +3 to any save or check against being lied to, or forcing the wearer's perception of reality to change.
8. Dashing Wristlet (swashbuckler primary focus) [Arm/Wrist]
This white gold wristlet snaps securely around the wrist. It acts as a multifunctional tool. One piece acts as a piton, providing +5 to all climb checks, as well as allowing the wearer to slow any fall, taking half damage, provided a wall is close by. One piece acts as a sonic absorber, if left in an area, it can 'record' up to 30 minutes of sound and play it back on command. Lastly, there is a collection of 'pins', which can be left, sticking to walls or floors, to create a trail, allowing the wearer to retrace their steps and avoid being lost. Picking up a pin, causes the wristlet to tug the wearer towards the next one. Lastly, while worn the wearer is immune to affects that detect alignment or intent.
Swordmaster loot list (1d8):
1. Duelists Blade (swordmaster primary focus)
This item at first looks like a simple sword hilt with no blade. In the hands of a swordmaster, a flick of the wrist and a blade emerges that is an exact copy of the swordmasters 'Dance Partner'. The weapon is triple paragoned (A 1d6 longsword would be 1d9) and increases the bonuses associated to +4. The blade can be retracted at will, and takes the form of any metal the swordmaster chooses. If the weilder possesses the skill 'Deceptive Dance', the DC is increased by +5.
2. Duelists Ring (swordmaster primary focus) [Ring]
This rouge ring is beset with a large ruby, and is very stylized. The wearer gains +3 to all social interaction rolls with common people, this bonus increases to +5 when around wealthy or noble people. Once per day, the wearer can auto pass a Diplomacy or Bluff check to enter or remain in an area they would otherwise not be allowed (within DMs discretion). If the wearer issues a 'champions challenge', it may not be refused if the target is a higher gemstone than the wearer.
3. Duelists Chapeau (swordmaster primary focus) [Head]
This stylish rouge broad rimmed hat (complete with a white feather) is exceptionally made. It prevents the wearer from being magically compelled or controlled to harm his allies, or otherwise put himself in excessive danger. The wearer gains +5 to Insight checks, and can use the skill 'Deduction' while wearing the chapeau. The feather on the hat, is actually a magic quill that can write on any surface, the ink is always visible and never runs out.
4. Duelists Tabard (swordmaster primary focus) [Body]
This stylish rouge tabard is comfortable and sleek, and interwoven with enchanted mythril to provide a +16 to both mundane and magic defense. (Light armor, 20 defense cap, no Init or qck penalties) The wearer is always comfortable in the environment, and is capable of being sustained without air. It provides a +5 to all endurance checks versus poison and disease. If the wearer possesses the skill 'Avoid Blow', the wearer suffers no strain damage as well as adding a +1 to the roll.
5. Duelists Gloves (swordmaster primary focus) [Hands]
These stylish rouge gloves are flexible and sturdy, interwoven with mythril to provide a +2 to both mundane and magic defense. While worn, the wearer cannot be disarmed, and once per combat when a disarm is attempted, the wearer rolls strike as well, and if the wearer's strike is higher, the opponent is disarmed instead. If the wearer possesses the skill 'En garde!' you can force an opponent to drop an item as well as retrieve it in the same attack. (Provided you have a free hand)
6. Duelists Boots (swordmaster primary focus) [Feet]
These stylish rouge boots are comfortable and solid, providing +2 to both mundane and magic defense. While worn, they provide a +5 to all balance and acrobatic checks. If the wearer possesses 'Dance of a Hundred Cuts', when activated, they can choose to increase either the strike and damage boost by 2, or the DDC boost by 2, during the duration of the skill.
7. Duelists Pendant (swordmaster primary focus) [Neck]
This silver pendant is marked with crossed swords. When worn, the wearer gains a +5 bonus to diplomacy checks, and each successful check increases the targets mood by one extra level. The wearer is immune to fear effects, and when subject to an intimidation roll, opposes it with diplomacy. In addition, if the diplomacy roll is higher, the intimidate target has it's favor increased to maximum value.
8. Duelists Bracers (swordmaster primary focus) [Wrists]
These rouge colored silver bracers have ornate blade motifs all over them. The wearer gains a +3 to damage when using two weapons. In addition, when the wearer shields an ally, then gain 5 points of damage reduction in addition to the defense used. If the wearer possesses the skill 'Engaging Banter', his target is always considered to understand him, regardless of language or other barriers.
Every run has a chance of dropping a rare piece of equipment. These pieces are rare, priceless, and cannot be sold or traded.
**Note**
None of the items on this list can be enchanted, augmented, paragon'd, placed into Fizzwinken's machine or otherwise altered aside from 'Legacy' status. No exceptions. They can be edited for asthetics and gender, i.e. pants can become a skirt, a shirt can become a blouse
Each floor has a chance of dropping a special piece of loot. (Roll a 1d100 per floor, if the result is less than or equal to the number of the floor, a piece of loot is dropped.) Once it's determined that a special loot piece will be found, roll 1dX (X is the number of people in the run, SB order) to determine which list to roll on, based on the primary profession of the character rolled. Then roll for the item. Once it is determined, the player has the option to accept the item, or put it into a loot pool. (Each other player may roll 1d100, highest wins the item).
Once the objective is complete, a treasure chest appears.
Knight loot list (1d8):
1. Tyrfing, the blade of Night (Knight primary focus)
This obsidian broadsword (1d11) shines with an unseemly light. Being Obsidian it criticals on a 19-20. It increases the Pillar of Strength bonus to +3. This weapon allows a Knight to use the skill Protective Parry, regardless of restrictions.
2. Shield of Courageous Might (knight primary focus)
This astral driftmetal heavy steel shield has a +5 to defense, magical and mundane. It makes the wielder immune to fear affects and grants a +5 to the saves against fear by all his allies as long as they have line of sight to the wielder. It also imbues the wielder +3 to damage on his next attack after he valiantly protects another in combat.
3. Creed Helmet (knight primary focus) [Head]
This white steel helmet provides +3 defense against both mundane and magical attacks. It provides an additional +5 defense against sonic and primastic attacks due to it's retractable faceplate. This helmet makes a knight unnaturally aware to danger, allowing them to use skills to defend himself and his allies against attacks, even if he is unaware of them.
4. Creed Cuirass (knight primary focus) [Body]
This white steel half plate armor (Heavy - 40 defense cap - 8 Qck - -10 Initiative) provides +33 defense against both mundane and magical attacks. This armor cannot be sundered by any physical object, and if otherwise broken, repairs itself in 24 hours. A Knight is considered to have an extra 4 charisma for use of the skill, 'Incite to Anger.'
5. Creed Gauntlets (knight primary focus) [Hands]
This white steel pair of gauntlets are exceptionally sturdy, providing a +5 bonus against being disarmed. If a Knight possesses the skill, 'Born by the Blade' the gauntlets provide a like bonus to their damage as well. They also provide a +3 to strength checks that directly aid another person.
6. Creed Sabatons (knight primary focus) [Feet]
This white steel pair of sabatons are snug and well fitted. A knight wearing these suffers no penalties for being tired, suffers only a -1 for being fatigued and a -2 for being exhausted. If a knight is standing in a combat stance, he cannot be bull rushed, tripped or knocked down while wearing these boots.
7. Creed Mantle (knight primary focus) [Cloak]
This red thick cloth cape is emblazened with the crest of Araggaxio. When worn, a Knight becomes a stalwart shield of his party, allowing the Pillar of Strength skill to always include the saves bonus, as well as the other activated effect. This mantle also gives the Knight a +5 to any save from charm or compulsion that would force him to attack an ally.
8. Creed Gorget (knight primary focus) [Neck]
This white steel gorget sits comfortably around the neck. Once per combat, it will grant an auto save of a non-damaging regged spell. Also the wearer cannot be the target of a coup de'grace attack while the gorget is worn.
Fighter Loot List (1d8):
1. Warrior's Weapon (fighter primary focus)
This basic long sword looks mundane at first, but in the hands of a Fighter it morphs itself into a carbon copy of their 'Fighter's Weapon' and gains the profession bonus for such, and increases that bonus to +4. The weapon is considered to be triple paragoned (a 1d6 longsword would be 1d9). The weapon retains only one of it's enchantments. This weapon does not get the extra 1d bonus, effect or extra skill of legacy copies, but can be legacied itself. It also cannot copy extraordinary items (Fizzwinken, other legendary loot).
2. Warrior's Buckler (fighter primary focus) [Buckler]
This red steel buckler provides +2 to magic and mundane defense. A fighter with this buckler can select one skill that requires the use of a shield and attach it to this buckler. They can then use that skill as though they had a shield, ignoring pre-requisites.
3. Warrior's Faceguard (fighter primary focus) [Head]
This red steel faceguard fits snugly around the head and provides a +3 to both mundane and magic defense. Since it covers the ears, it provides an additional +5 defense versus sonic damage and the wearer cannot be deafened by sonic effects. A thin polished metal strip on the forehead guard allows the wearer to see invisible creatures more effectively, a DC20 Spot check at the start of turn to target them. If the wearer posseses the skill 'Clarity of Vision', the DC is 15 instead.
4. Warrior's Battleplate (fighter primary focus) [Body]
This red steel plate armor provides +25 to both mundane and magical defense. (Medium - 30 defense cap - 12 Qck - -5 Initiative) It makes the wearer exceptionally hardy, providing a +5 to all Endurance checks versus disease or poison, as well as reducing the penalty of all stuns and holds to 1 round. A fighter with the skill 'Blood Splattered' retains the bonus throughout the rest of the combat, once applied.
5. Warrior's Gauntlets (fighter primary focus) [Hands]
These red steel gauntlets are strong are sturdy, providing a +3 bonus to strength checks, as well as +5 to damage if attacking unarmed. A fighter with these gauntlets cannot be disarmed or otherwise forced to drop his weapon, even with a critical fail. A fighter using a ranged weapon has it's inherant ranged doubled.
6. Warrior's Sabatons (fighter primary focus) [Feet]
These red steel sabatons provide exceptional footing during combat, a fighter wearing these fights on uneven terrain as though it were solid ground. They provide a +5 bonus to swim, climb and jump checks, as well as a +3 to any End checks made for marching or running. A fighter using the skill 'Sudden Charge' can alter the DC for the skill to DC 10 + Fighter's STR.
7. Warrior's Sash (fighter primary focus) [Torso]
This red sash is emblazed with the crest of Araggaxio. When worn, the wearer gains a +5 bonus to Intimidation checks. The wearer is immune to fear, and anyone who attempts a fear effect on the wearer must make their own save roll or succumb to their own fear effect. This item also allows the wearer an additional combat maneuver during combat.
8. Warrior's Belt (fighter primary focus) [Waist]
This red leather belt cinches firmly about the waist. During combat, if the wearer is poisoned or diseased, all effects are delayed until the end of combat, then they happen in full. They can be cured during combat as though they were happening. This belt also allows a fighter to auto pass one strength check to break or bend an object, once per combat.
Brawler loot list (1d8):
1. Meteor Fist (brawler primary focus)
This scroll teaches either a one handed tech (1d11) or a two handed technique (2d13), called the Meteor Fist. This technique is so potent it increases the Brawler's Rage ability to +6. This technique uses speed and cunning to bypass all forms of damage reduction as though it met the requirements if the enemy is a lower gemstone rank than the Brawler.
2. Cermentium Knuckle Duster (brawler primary focus)
These chained rings fit snugly over the fingers, and can be worn on or underneath any kind of glove or gauntlet. It provides an additional +3 damage to unarmed strikes in brawls, and a +5 to any check made to destroy any mundane object (including doors). If a Brawler possesses the skill 'Sweet Chin Music' the save DC for the enemy is increased by 5.
3. Fistfighter's Mask (brawler primary focus) [Head] / [Eyes]
This crimson leather facemask protects the wearers face and eyes, providing a +2 to both mundane and magic defense, and an additional +5 to saves against effects that would blind the wearer. If the wearer possesses the skill 'Blindfight' he becomes so adept at finding enemies in the dark, that all allies are considered to possess blind fight to attack an enemy in the same round the brawler has.
4. Fistfighter's Jacketcoat (brawler primary focus) [Body]
This crimson leather jacketcoat is light and comfortable, providing +16 mundane and magic defense. (Light Armor, Defense Cap 20, No Qck cap or Initiative penalty) In addition, it keeps the wearer comfortable from the natural effects of weather. In also provides 3 extra damage to any attack made by a Brawler as a counter. Also, if the wearers possesses the skill 'Lick Wounds' the wearer's endurance is considered to be 10.
5. Fistfighter's Gloves (brawler primary focus) [Hands]
These crimson leather gloves are padded about the knuckles and fingers to protect the wearer's hands. They provide +2 to both mundane and magic defense, as well as a +2 to all strength checks. All combat maneuvers done by the wearer have their DC increased by 2 and their damage increased by 5.
6. Fistfighter's Boots (brawler primary focus) [Feet]
These crimson leather boots are fit and snug, providing a +3 to jump and climb checks. The wearer can use the skill 'Walk the walls' regardless of restrictions. When a brawler attacks without activating a skill, they can add in a 'kick' attack, dealing an extra 1d8 weapon damage.
7. Fistfighter's Shoulderguards (brawler primary focus) [Shoulders]
These crimson shoulder guards are made from a light flexible alloy that seems to be part metal and part wood. These guards give the wearer a +3 to all damage done during a grapple, as well as DR 2/-. If the wearer possesses the skill 'Stare Down', the wearer simply needs to pass the intimidation check to get the enemy to surrender.
8. Fistfighter's Belt (brawler primary focus) [Waist]
This crimson leather belt provides support to aid the strength of the wearer, providing a +4 to initiate a grapple. Once per combat, when you roll your unarmed tech damage, you can replace a value with the maximum possible. If the wearer possesses the skill 'Finish Him off', the threat range is 18-20 when the effect is applied.
Ranger loot list (1d8):
1. Ichaival (ranger primary focus)
This composite longbow (2d11) is made of an alchemical metal called cerment, that is light and flexible. It has double the normal range of a regular longbow, and is unerringly accurate, once per combat the enemy is considered to have a DC of 10. Once a week, the wielder can 'attune' the bow to a particular element (fire,ice,water,earth,wind or lightning) and all arrows from the bow are considered that element when an enemy is struck.
2. Hunter's Charm (ranger primary focus)
This small cerment medallion can be worn on a chain, kept in a pocket, or sewn into clothes or leather based armor. While outdoors, the bearer is unkeenly aware of any danger and gains a +10 to any listen or spot check to detect a creature with a hostile intent towards the ranger or his allies. The bearer also is considered to possess 'True Seeing' as long as they are in a favored terrain.
3. Hunter's Sight (ranger primary focus) [Head]
This emerald cloth mask covers the eyes preventing the wearer from becoming blinded as well as granting a +2 to strike while using a ranged weapon. It also provides a +2 to all spot and search checks. The wearer can use the skill 'Deflecting Shot' regardless of restrictions.
4. Hunter's Gambison (ranger primary focus) [Body]
This emerald green leather gambison provides +16 to both mundane and magic defense. (Light armor, 20 defense cap, No qck cap, No initiative penalty) It blends in well, and provides a +5 bonus to all checks associated with remaining hidden or moving silently, this bonus increases to +8 inside the wearers favored terrain. While worn, ranged weapons fired from the wearer always hit their intended target (with a successful strike), regardless of the skills of others.
5. Hunter's Gloves (ranger primary focus) [Hands]
These emerald green leather gloves provide +2 to both mundane and magic defense. These gloves keep hands steady, and provide +2 to damage to any ranged attack. They also provide a +3 bonus to any check interacting with a natural animal. The wearer can use the skill 'Deflect Arrows', and can go so far as to catch an enemy arrow and then reuse it.
6. Hunter's Boots (ranger primary focus) [Boots]
These emerald green leather boots are amazingly quiet and comfortable, providing a +2 to both mundane and magic defense. The wearer can use the skill 'Nimble Feet' regardless of restrictions. Once per combat, if the wearer takes a steady stance and aims for an entire round, any arrow, bolt or thrown weapon that successfully strikes a target will ignore half of the creatures mundane defense.
7. Hunter's Gambit (ranger primary focus) [Wrist]
This emerald green steel bracer steadies the wearer's aiming hand, providing a +2 to all damage done by ranged weapons, as well as a +1 bonus during Marksmanship matches. It increases the wearer's DDC by 2 versus any mundane ranged attack. The wearer can use the skill 'Bank Shot' regardless of restrictions.
8. Hunter's Cape (ranger primary focus) [Torso/Cloak]
This emerald green cape is bigger than it actually looks, able to be pulled tight around the wearer to protect them from naturally harsh conditions as though 'Endure Elements' was cast. Once per day, the wearer can cover himself with the cloak and become invisible as long as they stand still, providing a +10 to Hide checks. Skills and abilities cannot penetrate this invisibilty if the user is a lower gemstone than the wearer.
Swashbuckler loot list (1d8):
1. Dashing Blade (swashbuckler primary focus)
This weapon is a sword and a gun in one! A smooth cerment broadsword (1d11), attached to a flintlock pistol (1d11). This weapon can be considered a single handed sword or a single handed pistol, or can be considered both for the purposes of dual wielding (though no other weapon can be wielded). The wielder can use 'easy reload' to reload the gun portion. This weapon also increases the bonus from 'Corsair's Prowess' to +4.
2. Dashing Ring (swashbuckler primary focus) [Ring]
This platinum ring has a large ruby set, with an emblem of what appears to be some sort of pirate flag. This ring provides a +5 to both Acrobatics and Athletic checks, as well as an auto pass on one of those checks once per day when the swashbuckler does something dramatic. This ring can also be used to summon a rope of any length, complete with a grappling hook. If the wearer possesses the skill 'Arm's Length' the targets DC is reduced by 4 instead.
3. Dashing Mask (swashbuckler primary focus) [Head/Face/Eyes]
This lavish cloth mask is a rainbow of colors, appearing to shimmer and shift in color as the light hits it. It provides +2 to both mundane and magical defense, as well as a +5 bonus to Spot checks. If the wearer possesses the skill 'Alibi' the uses per week increase to 3. The wearer can create an 'alternate persona' as well (for flavor), and gains +5 to bluff and disguise checks after having done so. Any skills that require speaking can be used on any sentient creature, regardless if the wearer shares a language with the target.
4. Dashing Hauberk (swashbuckler primary focus) [Body]
This cerment hauberk is ablaze with bright and vibrant colors that seem to shift and change in the light. This light armor provides +15 to both mundane and magic defense, and the colors can subdue, providing a +5 to Hide checks. While worn, the wearer does not appear to bleed, as the blood seeps into the lavish colors and is hidden, this provides the wearer and his allies a +2 to saves versus regged spells and combat maneuvers, and enemies suffer a -2 to their saves versus the Swashbuckler's combat maneuvers. If the wearer possesses the skill 'False Shackles' once per week, they auto pass an escape check to use the skill.
5. Dashing Gloves (swashbuckler primary focus) [Hands]
These lavish leather gloves are an array of colors, shimmering and shifting into different patterns on it's own accord. These gloves steady your hands, providing a +2 damage to ranged attacks as well as +2 damage to melee attacks, for a total of +4 for using both. They also provide a +4 to Use Object checks for flashy objects (DMs discretion). If the wearer possesses the skill 'Combat climbing' the DDC to hit a hanging Swashbuckler is 20 instead.
6. Dashing Boots (swashbuckler primary focus) [Feet]
These lavish leather boots with cerment soles are simply brown, providing a +3 to both mundane and magic defense. They become ablaze with color during combat, providing a +1 to your DDC (Up to 24). Once per combat, a swashbuckler can use an evade to get to a place out of reach, and not be attacked again until their next turn. (DMs discretion) If the wearer possesses the skill 'Catch me if you can', they can use another combat skill, while making the attack.
7. Dashing Chain (swashbuckler primary focus) [Neck]
This white gold chain hangs around the neck, and can look like an expensive piece of jewelry providing a +5 bonus to Diplomacy or Gather Info checks, or can look like gaudy trash providing a +5 bonus to Intimidation and Disguise checks. In either case, this chain helps prevent the wearer from being deceived, providing a +3 to any save or check against being lied to, or forcing the wearer's perception of reality to change.
8. Dashing Wristlet (swashbuckler primary focus) [Arm/Wrist]
This white gold wristlet snaps securely around the wrist. It acts as a multifunctional tool. One piece acts as a piton, providing +5 to all climb checks, as well as allowing the wearer to slow any fall, taking half damage, provided a wall is close by. One piece acts as a sonic absorber, if left in an area, it can 'record' up to 30 minutes of sound and play it back on command. Lastly, there is a collection of 'pins', which can be left, sticking to walls or floors, to create a trail, allowing the wearer to retrace their steps and avoid being lost. Picking up a pin, causes the wristlet to tug the wearer towards the next one. Lastly, while worn the wearer is immune to affects that detect alignment or intent.
Swordmaster loot list (1d8):
1. Duelists Blade (swordmaster primary focus)
This item at first looks like a simple sword hilt with no blade. In the hands of a swordmaster, a flick of the wrist and a blade emerges that is an exact copy of the swordmasters 'Dance Partner'. The weapon is triple paragoned (A 1d6 longsword would be 1d9) and increases the bonuses associated to +4. The blade can be retracted at will, and takes the form of any metal the swordmaster chooses. If the weilder possesses the skill 'Deceptive Dance', the DC is increased by +5.
2. Duelists Ring (swordmaster primary focus) [Ring]
This rouge ring is beset with a large ruby, and is very stylized. The wearer gains +3 to all social interaction rolls with common people, this bonus increases to +5 when around wealthy or noble people. Once per day, the wearer can auto pass a Diplomacy or Bluff check to enter or remain in an area they would otherwise not be allowed (within DMs discretion). If the wearer issues a 'champions challenge', it may not be refused if the target is a higher gemstone than the wearer.
3. Duelists Chapeau (swordmaster primary focus) [Head]
This stylish rouge broad rimmed hat (complete with a white feather) is exceptionally made. It prevents the wearer from being magically compelled or controlled to harm his allies, or otherwise put himself in excessive danger. The wearer gains +5 to Insight checks, and can use the skill 'Deduction' while wearing the chapeau. The feather on the hat, is actually a magic quill that can write on any surface, the ink is always visible and never runs out.
4. Duelists Tabard (swordmaster primary focus) [Body]
This stylish rouge tabard is comfortable and sleek, and interwoven with enchanted mythril to provide a +16 to both mundane and magic defense. (Light armor, 20 defense cap, no Init or qck penalties) The wearer is always comfortable in the environment, and is capable of being sustained without air. It provides a +5 to all endurance checks versus poison and disease. If the wearer possesses the skill 'Avoid Blow', the wearer suffers no strain damage as well as adding a +1 to the roll.
5. Duelists Gloves (swordmaster primary focus) [Hands]
These stylish rouge gloves are flexible and sturdy, interwoven with mythril to provide a +2 to both mundane and magic defense. While worn, the wearer cannot be disarmed, and once per combat when a disarm is attempted, the wearer rolls strike as well, and if the wearer's strike is higher, the opponent is disarmed instead. If the wearer possesses the skill 'En garde!' you can force an opponent to drop an item as well as retrieve it in the same attack. (Provided you have a free hand)
6. Duelists Boots (swordmaster primary focus) [Feet]
These stylish rouge boots are comfortable and solid, providing +2 to both mundane and magic defense. While worn, they provide a +5 to all balance and acrobatic checks. If the wearer possesses 'Dance of a Hundred Cuts', when activated, they can choose to increase either the strike and damage boost by 2, or the DDC boost by 2, during the duration of the skill.
7. Duelists Pendant (swordmaster primary focus) [Neck]
This silver pendant is marked with crossed swords. When worn, the wearer gains a +5 bonus to diplomacy checks, and each successful check increases the targets mood by one extra level. The wearer is immune to fear effects, and when subject to an intimidation roll, opposes it with diplomacy. In addition, if the diplomacy roll is higher, the intimidate target has it's favor increased to maximum value.
8. Duelists Bracers (swordmaster primary focus) [Wrists]
These rouge colored silver bracers have ornate blade motifs all over them. The wearer gains a +3 to damage when using two weapons. In addition, when the wearer shields an ally, then gain 5 points of damage reduction in addition to the defense used. If the wearer possesses the skill 'Engaging Banter', his target is always considered to understand him, regardless of language or other barriers.