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Post by Dungeon Master on Dec 10, 2009 23:54:42 GMT 8
These runes are the constant basic runes available to players if they choose to use weapon infusion instead of obtaining a sentient weapon.
They each cost 50gp if they are to be purchased. When starting a new character, one rune is received for free should the player choose to. They cannot be resold back to the company.
Choose one of the following: 1) Flawed Flame Rune - On a successful hit, deal 1 point of Fire damage
2) Flawed Water Rune - On a successful hit, deal 1 point of Cold damage
3) Flawed Wind Rune - On a successful hit, deal 1 point of Force damage
4) Flawed Lightning Rune - On a successful hit, deal 1 point of Lightning damage
5) Flawed Thunder Rune - On a successful hit, deal 1 point of Thunder damage
6) Flawed Necrotic Rune - On a successful hit, deal 1 point of Necrotic damage
7) Flawed Divine Rune - On a successful hit, deal 1 point of Radiant damage
8) Flawed Poison Rune - On a successful hit, deal 1 point of Poison damage
9) Flawed Acid Rune - On a successful hit, deal 1 point of Acid damage
10) Flawed Bleed Rune - Roll percentage die after a hit, 90% and above deals ongoing 5 wound (save ends)
11) Flawed Bane Rune - Roll percentage die after a hit, 85% and above causes target to be weakened until the end of its next turn
12) Flawed Life Rune - Roll percentage die after a hit, 85% and above drains 5HP from the target and heals the wielder.
Any suggestions, please post in the Lounge
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