Post by DM on May 9, 2006 3:14:47 GMT -5
NEW ITEMS
Potion Belt:
This sturdy leather belt has pockets shaped to hold potion vials and is fitted with ties or flaps to keep potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round. Quaffing the potion is a standard action that provokes an attack of opportunity. Normally, retrieving a potion is a Move equivalent action that provokes an attack of opportunity.
Potion Belt, Masterwork:
This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round. Quaffing the potion is a standard action that provookes an attack of opportunity.
Scroll Organizer:
This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of a scroll shows, allowing you to scan the scrolls' titles.
Item | Cost | Weight |
Potion Belt | 1 gp | 1 lb. |
Potion Belt, Masterwork | 60 gp | 1 lb. |
Scroll Organizer | 5 gp | 1/2 lb. |
ALTERATIONS/EXPANSIONS TO EXISTING ITEMS
Backpack:
The standard adventurer's backpack can hold up to 30 pounds of gear.
Pouch, Belt:
This small pouch is good for holding up to 1 pound of small items.
- 50 coins = 1 pound
- 100 gems = 1 pound
FEATS
Danger Sense:
You are one twitchy individual.
Prerequisite: Improved Initiative
Benefit: Once per day, you can reroll an initiative check you have just made. You use the better of your two rolls. You must decide to reroll before the round starts.
Leap Attack:
You can combine a powerful charge and a mighty leap into one devastating attack.
Prerequisite: Jump 8 ranks, Power Attack
Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.
This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.