More actions
No edit summary |
No edit summary |
||
| Line 2: | Line 2: | ||
|name=Anchor |
|name=Anchor |
||
|size=5 |
|size=5 |
||
|a=Natural Unbreachability;; |
|a=Natural Unbreachability;; Improved Strength;; Dive Bomb;; Bumbling |
||
|b=Reinforced Plating |
|b=Reinforced Plating |
||
|str= |
|str=2 |
||
|f=1 |
|f=1 |
||
|snk=-2 |
|snk=-2 |
||
Revision as of 08:04, 7 February 2026
Looks: Animated pieces of old ships that.
These usually travel as a party with other ghost ship pieces that collectively make up a complete ship.
Abilities:
Attribute improvement: This ability sets your SNK score to a minimum of -2.
You are immune to being frightened, frenzied, charmed, and allured.
You count as an item for the purposes of certain abilities that target them. The relevant abilities are those would apply one of the following properties to a piece of equipment. You take the effect listed below instead. If the ability was magically powered, then any damage dealt is magic in addition to its other types. If the ability was delivered by a weapon, then the damage has all the damage types that that weapon would deal in addition to its other types.
Attribute improvement: This ability sets your INT score to a minimum of -2.
On fail: You may immediately make one single action attack as a free action. It is UB.
You fly at half speed.
If proficient: You instead fly at full speed.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
Your natural armor is unbreachable.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
Attribute improvement: This ability sets your SNK score to a minimum of -2.
You are immune to being frightened, frenzied, charmed, and allured.
Improvement: Your anchor counts as part of your body, it has no minimum strength requirement, and you may attack with it as though it were a weapon.
You count as an item for the purposes of certain abilities that target them. The relevant abilities are those would apply one of the following properties to a piece of equipment. You take the effect listed below instead. If the ability was magically powered, then any damage dealt is magic in addition to its other types. If the ability was delivered by a weapon, then the damage has all the damage types that that weapon would deal in addition to its other types.
- Destroyed: Take 1d10 damage.
- Shattered: Take a hack of your choice.
- Warded: The next self delivery ability you use is warded.
Attribute improvement: This ability sets your INT score to a minimum of -2.
On fail: You may immediately make one single action attack as a free action. It is UB.
You fly at half speed.
If proficient: You instead fly at full speed.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
Your natural armor is unbreachable.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
Body Parts:
0Self
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Reinforced Plating | 0 | -3 | Self | 4 | 0 lb. | -3 | Armor, Body parts |
Equipment: