Sylvanthread Armor

This extremely light cloth armor is made of finely-woven sylvanthread. Speed while wearing sylvanthread is 40 feet for medium creatures, or 30 feet for small. The armor has an arcane spell failure chance of 5%, a maximum Dexterity bonus of +6 and no armor check penalty. It is considered extra-light armor and weighs 5 pounds.

Sylvanthread armor provides a +4 AC bonus.

No aura (nonmagical); Price 3,250 gp.


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Steadfast Helm

This greathelm protects it’s wearer from blows that might otherwise send them reeling.

Level 3 – 680 gold
Item Slot: Head
Property: +2 bonus to saves against dazed or stunned conditions.
Power (Daily – immedeate reaction): when dazed or stunned, make a save against the condition.

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Ring Mail

An armor made by taking a hardend leather jerkin or coat and sewing rings to the outer surface, this armor provides slightly better protection against blades, but is also more encumbering than regular leather.

Ring mail (leather armor – light):
Armor Bonus: +3
Price: 35 Gold
Check: -1
Weight: 25 lbs.

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Holy Caltrops

Holy caltrops are runes the wielder drops on the ground to slow and damage the undead. The runes have a single activation keyword, the name of the rune. The runes deal 2d8 holy damage to and slow any undead in a 20′ radius which fail a DC 20 reflex save. Undead creatures which step on the caltrops must make a DC 25 reflex save or take 3d8 holy damage.

If laid as a trap, the caltrops do not require the keyword to activate them, but also do not affect all those in a 20′ radius; only those undead which step upon the caltrops are affected.

Greater holy caltrops raise the DC by 5 and the damage by a d8; lesser remove 5 DC and a d8.

Moderate enchantment. Must be blessed by a cleric of at least level 9. Price: 2,500 (lesser), 5,000 or 7,500 (greater) gp.


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Proppian Player’s Guide (Oct 1 DRAFT)

Welcome to Proppia, a fantastic land of medieval fairy tales, where knights in plate armor occupy turreted castles of stone, where struggling merchants hawk exotic wares in the town squares, where an ordinary journey becomes a dangerous adventure, where priests claim miraculous powers, alchemists bent on affecting the world mix powerful concoctions, and where scholars study arcane tomes written in long-dead languages for the secrets to powerful incantations.

Based on feudal medieval history, this world is chaotic and violent, and differs from traditional d20 worlds in that arcane and divine magic are hard for player characters to acquire and require intense in-game activity to wield. Without instant healing and three fireball spell slots a day to ward off the many bandits, the roads and rivers are unsafe, let alone the deep wilderness with its dark denizens. In the monarchies, republics, theocracies, and military states, bribery and corruption are as commonplace as poverty and superstition. The fears and superstitions that manifest in the songs of bards and the whispers in dark corners of taverns are likely true, though often embellished when shared with the intoxicated masses.

In this midst of this general disorganization, expansionist kingdoms send their armies to ravage the countryside, strange creatures infest underground mines, thieves stalk mountain passes, witches intone loathsome curses, and various cults deliver dogmatic sermons in forest clearings as they vie for the allegiances of the people. Aggressive animals and strange creatures have reported throughout the land, especially in the forests.

The world of Proppia is inspired by Europe between the 15th and 16th centuries, covering the end of the Dark Ages, the emergence of the Renaissance, and the folk tales captured by the Brothers Grimm and others. The new ideas of the Renaissance have begun to usher in a period of change to the world. The strange, miraculous and magical elements simply reflect popular beliefs, superstitions and myths. This is an era before formal logic or widely-accepted science, a time when anything is still possible in the minds of the people. In short, if medieval Europe believed something might be true, in Proppia it may actually be true. In fact, the players are responsible for and encouraged to bring the fantastic ideas from fairy tales to life within the world. This is, after all, your story; your place to game. Make it fun.

Over the course of the campaign, you will travel across many lands, meet diverse personalities, wage war, crawl from from the ashes of battle, and discover and wield new and ancient magics. You will explore many different city and nation states, castles, hamlets, monasteries, dungeons, and a dangerous, unforgiving landscape of moors, primeval forests, and deep caverns. You will encounter unique creatures as well as those traditionally found in fantasy role playing settings. You will trip over and unwillingly discover specially-designed traps.

There are many opportunities to perform heroic deeds that live forever in the minds of the people, and that fill your purse. If you travel far and wide and accomplish enough, you will be known among Sigfried, Beowulf, Roland, Frodo, and other heroes whose stories are still told today. You may even have your story told and retold by each new generation. One of the goals of Proppia is to generate enough story material for a series of medieval fairy-tale sagas.

And so you are invited to relax your notion of the rigid rules of the 3.5 (and 4th ed) systems and enter Proppia, a world where history and fantasy meld together in a low-magic, high-adventure campaign of politics, intrigue, and mystery. Tiptoe forward from the back of the tavern and take the stage as a lead character in Proppia, and prepare yourself for a lifetime of quests and heroic adventures…

Download a draft copy of the Proppian Player’s Guide. Note that it’s still in the works, but is coming along.


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Saurian Assassin

This hunter, along with the priest of Tiamat, is in charge of the expidition to deliver the Auroch Princess to Baldric Ostov. He has been lurking at the ruined house where they plan to sacrifice her, observing the ritual from hiding in case anything goes wrong. If the players rescue the princess, he will attempt to kill her himself so that she cannot report the Saurian’s treachery to the royal family.

Saurian AssassinLevel 12 Elite Lurker
Medium natural dragonborn XP 1400


Initiative +12 Senses Perception +15
HP 194; Bloodied 92
AC 28; Fortitude 24, Reflex 24, Will 22
+2 to Saving Throws
Action Points: 1
Speed 6


Powers

Bite ✦ At-Will, Standard, Melee
+17 vs. AC, 2d6 + 3 damage.

Blowgun ✦ At-Will, Standard, Ranged 6
+17 vs AC, 1d4 + 6 damage and ongoing poison 10 (save ends).

Executioner’s Noose ✦ At-Will, Standard, Ranged 5
Force, Implement, Shadow
+17 vs. AC, 1d6 + 6 force damage, the target is pulled 2 squares and slowed for 1 turn.

Quickened Breath ✦ At-Will, Minor Action (only usable once per turn), Close burst 5
+15 vs. Reflex, 1d6 + 4 poison damage.

Flury of Talons ✦ Encounter (Recharge 5-6), Standard, Melee
Implement, Shadow
Fly 6 to a square adjacent to an enemy and then make three attacks at:
+15 vs. Reflex dealing 1d8+3 damage per hit.

Bloodied Talons ✦ Encounter, Immedeate Reaction
Flury of Talons recharges and the Assassin uses it immedeately.


Alignment evil Languages Draconic
Skills nature +11, perception + 15, stealth + 17
Str 16 (+9) Dex 22 (+12) Wis 10 (+6)
Con 19 (+10) Int 12 (+7) Cha 19 (+10)


Equipment: blowgun, poisoned darts, torc with dragon heads


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