Vampiric Helm Wondrous item, rare (requires attunement) ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month! illustration digital art dungeons and dragons dnd d&d Other types of magic ammunition of this kind exist, such as "pointed bolts" meant for a crossbow, though arrows are most common. Once the arrow has hit a creature, it becomes a nonmagical arrow. On a successful save, the creature takes half as much psychic damage and isn’t compelled to move, as its mind is wracked in order to rid it of this compulsion. A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. On a failed save, the creature takes 3d6 psychic damage and must use as much of its movement as possible to move directly away from you on its next turn, using both its movement and Dash action in order to do so. Pathminder, Copyright 2016, Drumanagh Wilpole.A creature you hit with this magic arrow must make a DC 16 Wisdom saving throw.Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. System Reference Document, Copyright 2000, Wizards of the Coast, Inc.Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb Based on original content from TSR. Tome of Horrors, Copyright 2002, Necromancer Games, Inc.The Book of Experimental Might, Copyright 2008, Monte J.Pathfinder Roleplaying Game Core Rulebook, Copyright 2011, Paizo Publishing, LLC Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Core Rulebook.The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus. Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus. Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.ĭiminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus. Of a Small or Medium creature of the magical beast type. This spell also allows you to take on the form This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. Pathfinder Roleplaying Game Core Rulebook
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