Beyler benim Augmentation(*): 1 dakikada ancak yapılıyor. Yani bu da demek oluyor ki bir çarpışmayı çok önceden görüp her silah için 1 dakikayı ona harcamak gerekiyor. (ileride bu sorunu rapid spell ile çözebilirim ama başka planlarımda var. Zaten ani saldırılara karşı Olaf ve huor var grubu güçlendirebilecek.) Beğendiğim bazı büyülemeleri vereceğim. 50 dakika boyunca üstünüzde kalacağını ancak 1 dakikada yapılabileceğinide göz önünde tutarak bana hangisinin daha iyi olduğunu söyleyiniz.
*: Geçici silah&zırh büyülemesi: 10min/level , 1 min casting time, just one of the weapons enchanted (Wulfgarın sadece tek pençesine yapabilirim)
en beğendklerimi kırmızı ile işaretleye
Armor Enhancement, Lesser:The touched armor or shield gains a magical enhancement equal to “+1” or up to 5,000 gp for the infusion’s duration.
Blinding (Shield only): Twice per day, the item can flash. Everyone except the wearer within 20’ must make a Reflex save vs. DC 14 or be Blinded for 1d4 rounds.
(Olaf için koruma. Sizi hayatta tutacak adama saldırırlarsa yazık olur. wulfgar ise alelade bir kalkanlara o kadar kişinin arasına dalar ve bunu kullanıp sonrasında etrafındakileri doğramaya başlar.)
Fortification, Light: 25% chance of negating a critical hit or sneak attack.
Shadow: +5 Competence bonus on Hide checks. Armor check penalty still applies.
Silent Moves: +5 Competence bonus on Move Silent checks. Armor check penalty still applies.
Armor Enhancement: The touched armor or shield gains a magical enhancement equal to “+3” or up to 35,000 gp for the infusion’s duration.
Spell Resistance 15: Wearer gains Spell Resistance 15.
Shadow, Greater: +15 Competence bonus on Hide checks. Armor check penalty still applies.
Silent Moves, Greater: +15 Competence bonus on Move Silent checks. Armor check penalty still applies.
Sacred: +2 effective level with regards to Turning / Rebuking Checks.
Invulnerability: Wearer gains Damage Reduction 5 / magic.
(Yine savunma açamçlı ve bence oldukça iyi bir koruma. Her önüne gelenin büyülü silah kullanmayacağını düşünerek tabii.
)
Fortification, Moderate: 75% chance of negating a critical hit or sneak attack
(O can yakıcı critiklerden yada hırsızların sinsi saldırılarından korunmak için birebir. Asıl soru; Kimin üstüne yapacağız?)
Animated: Upon command, the shield floats around the user, who gains Shield bonus to AC while leaving both hands free. The user still receives the shield’s armor check penalty, Arcane spell failure chance, & any nonproficiency penalties.
Natural Weapon Augmentation, Lesser: The touched natural weapon gains a magical enhancement equal to “+1” or up to 10,000gp for the infusion’s duration.
Weapon Augmentation, Lesser: The touched weapon gains a magical enhancement equal to “+1” or up to 10,000gp for the infusion’s duration.
50 projectiles (such as a set of arrows) can be enchanted by a single use of this infusion, though each projectile loses the enhancement when fired once (Shuriken as treated as projectiles).
Bane: When created, the weapon has a designated target creature type. Against that creature type, the weapon gains an extra +2 attack bonus & does an extra +2d6 damage
(Neyle karşı karşıya olduğumuzu bildiğimiz sürece karşımızdakilere çok yazık olacaktır)
Earthbound: If the wielder and his/her opponent are both touching the ground, the weapon had a +2 bonus to attack & damage rolls. If the wielder is flying, the weapon looses its Enhancement bonus on attack rolls (but keeps its +1 bonus due to being Masterwork).
Flaming: On command, the weapon (or the ammunition it launches) does +1d6 of Fire damage.
Keen: Doubles the weapon’s threat range.
(Soralım Huor'a kritik vuruşlar ne kadar can yakıyor?)
Magebane: Against any creature that casts Arcane spells or has Arcane spell-like abilities, the weapon gains an extra +2 attack bonus & does an extra +2d6 damage.
Silent Strike: Opponent is engulfed in magical silence for 4 rounds (WillNeg, DC15). A subsequent hit resets the duration.
(Okçuya verirsek büyücülerden korkmaya çokta gerek kaşmayacaktır)
Spell Storing (Melee only): Can store one spell of up to 3rd level (must have a casting time of 1 Standard Action). On a successful hit that does damage, the wielder can “cast” the spell as a Free Action on the opponent. This “empties” the weapon, leaving it ready for a new spell
Spellblade: The wielder is immune to a single spell, which is chosen when the weapon is created. The spell must be one that is targeted on the wielder, not an area of effect spell. When targeted with the spell, the weapon absorbs it. On the following round, the wielder may direct the spell at a target as a Free Action, or may let it drain harmlessly away.
Armor Enhancement, Greater: The touched armor or shield gains a magical enhancement equal to “+5” or up to 100,000 gp for the infusion’s duration.
Stonemeld: Damage Reduction 5 / —.
Meld into Stone (*), 3/day.
* :The caster (& up to 100 pounds of gear) can step into a block of stone that can entirely contains his/her body & equipment. The caster remains just under the surface that was entered & is able to hear what is going on outside the stone (but not see). While in the stone, the caster can target himself/herself with spells. The caster may exit the surface that was entered at any time
(Hem saklanma, hem hasar almama hemde savaş sırasında çok yaralanınca olay yerinden uzaklaşma için birebir. Sanırım en iyi Olafla gider)
Burning: Cold Resistance 10.
Able to be cloaked in flames for 11 rounds, 3/day. Any creature who attacks with a non-reach weapon during this time takes 2d6 Fire damage (no save) and Catches Fire(RefNeg, DC 17).
Göz alıcı tepenin yerinde artık binalar yükseliyor. Büyük, ulu; ama büyüleyici mi? Sislerin ardından ışığı daha net görürdüm, şimdi, kalabalığın içinde, koca bir boşluktayım.
Eskisi ka