#and currently a -4 penalty to attacking other creatures or even noticing them
Explore tagged Tumblr posts
allurasgrace · 1 month ago
Text
Tumblr media
Here are the flat colors for Ana~ I' sp happy with how she's turning out 😍🥰
Once again, do not tag as D///N///D or T///T///R///P///G. I do not want her in those tags bc of the rampant character and art theft in those spaces.
This session, Ana was cleaning out her parents' room (they went misisng and died five years ago, and they've recently learned the latter) in preparation for having three little cousins visit... but got quite emotional. Fortunately, Theodore, her goth nerd not-yet-boyfriend was coming to swap out with her, since he cannot spend extended time in Void-suffused environments. Now he is packing away things while she heals the party... very thoughtful, since he is a cleric of Pharasma and was drawn to her clergy when he was in grief and mourning, so he's very careful and gentle with these memories.
3 notes · View notes
crossoverworldtree · 4 years ago
Text
Psychic Powers
Many psychic powers have been covered before, but few of the Cinematic ones are present. To be honest, Psychic Powers are just the sci-fi writers’ way of saying "Magic". A Magical Philosophy (Described eslewhere) can work and fully cover the abilities given to Psychics throughout fiction with ease.
But for those who want to maintain the Psychic-Magic-Ki distinctions, here are some qualities to do that.
Combat Visions (6 Point Quality, Pre-requisite (Supernatural Senses, Magic, Telepathy, or similar quality))
Using your secondary senses, the character gains an added insight against their enemies, granting them a +2 bonus to combat against them. Without this quality, a mental action must be spent to gain this insight with a Perception and Notice or Magic and Notice roll. Depending on the senses, the creatures targeted may be immune or resistant to it (such as Robots and the Undead being immune to Telepathy).
Hypnosis/Mesmerism
Just as a note, double the cost to hypnotize more than one person at a time (Roll Willpower (Doubled) to figure how many are affected (Int per Success Level)). Otherwise, one mental action is needed per target.
Remote Viewing (4-Point Quality)
The ability to see events and places over long distances. This usually requires meditation lasting at least several minutes. A Perception and Notice test is needed to determine what is seen and how far off.
1: The range is only 1 Yard per Perception level. 2: 10 Yards per Perception Level. 3: 100 Yards per Perception level 4: 500 Yards per Perception level. 5-9: SL Miles per Perception Level. 10+: 50 Miles per Perception level
A second Intelligence (Doubled) test is needed to recall all the information gathered. Use the Psychometry chart in Angel for this.
-Kinesis
These qualities all use Telekinesis are their basis, and unless contradicted, operate on the same wavelength.
Bio-Kinesis: 5 points per level
Bio-Kinetics are better called Protein Kinetics. But they do horrible things to animal life with just the merest thought or wonderful things. Bio-Kinetics can heal 2 damage per SL in a Willpower + BK test or deal Armor-ignoring damage to any target within range at the same rate. This is extremely painful and forces a Willpower + Constitution + Resistance (Pain) or Resistance (Powers) test against the attack roll to avoid being paralyzed with screaming pain. Biokinetics naturally heal slightly better than regular humans. Where they heal their constitution per day of rest, they heal their Constitution + Biokinetics level. It's very tempting for BKs to make minute changes in the body to cause massive harm, but the limits are what they are. Unless they have X-Ray Microscopic vision, targeting small parts to cause heart attacks and strokes is a no-go. What occurs when a BK attack is mass spectrum rupturing of cells that are insanely hard to focus. Strokes and heart attacks are the results of powerful BK attacks.
Electro-Magnetic Kinesis: 3 Points per level
This ability has had some stuff on it before, but I'll expand here. This is an Energy-manipulating ability that can also affect metals. On its own, it can create EM Shields (AV SL x 2/SL x 4 vs. Metal) or create sparks of energy dealing SL Electrical Damage at pistol ranges, and forcing electronics to make Constitution (or equivalent) rolls against the attack roll to resist shut down. Alternatively, against the flesh, it can be used to create a stream of stunning electrical current (resisted by either Con x 2 or Con + Will), putting a -2 to all actions for SL turns, dealing 1 damage per SL. This also halves the damage of an electrical attack.
When using Metals, it works like TK, but shields made of metal are either 3 x SL in AV or 4 x SL, depending on if it's a soft metal (like Gold or Copper) or a harder material (lead, iron, or steel).
It also has the basic abilities of material Kinesis types.
Material-Kinesis: 3 Points per level
Earth, Water, Air, and Wood. These elements are all commonly manipulated under the label of specific psychic powers. There are two ways to do this. One is to have TK with the Limited Use drawback applied once to the character. This is the more complex method.
The basic rule of being able to lift and manipulate SL Strength worth of material still holds, but in some cases, more fun can be had with the results.
Various constructs can be formed by manipulating the elements (each lasting 1 turn per level of Willpower per Success Level) to defend or attack enemies. This is also true of TK, but few Telekinetic see a need to do this out of sheer sloth and overconfidence.
To construct a weapon, she must decide what weapon she wants and gain enough success levels equal to the damage multiplier of the weapon. So, a pig sticker needs only 1 success level, but a claymore needs 5.
Each element has its own effects, and a subset element (such as paper) can have up to 3 points worth of special abilities in addition to the elemental abilities. Success Levels can be instead used by special abilities for the weapon, such as converting it to ranged (-3 Success levels) or other weapon modifiers expanded upon in other places, with 1 success level equal to 2 points. Making a rock spear Armor-Piercing would need 4 success levels.
Other items she can create (such as ride-able paper airplanes and ropes) are treated as transmutation spells, requiring the psychic to achieve a number of success levels equal to the cost of the spell effect as determined by the GM, but the time limit remains.
All elemental Kinetics need to have the material on hand to effect it, obviously.
Earthen Elements (Rocks, not metals) Are the sturdiest and toughest. Armor created with it varies depending on what's available. Soft materials (Sand, loose dirt) grant 2 x SL AV either as an armor constructor, or a quick shield. This increases to 3 x SL with softer rocks (Sandstone, mudstone) and 4 x SL for harder stones (Granite, Marble). All constructs grant a +1 to Strength when used. Outside of softer rocks, fine manipulation of sand and harder stones is done at a -2 Difficulty depending on the task. Soft materials have trouble forming hard weapons and objects/barriers well, and hard rocks have problems moving and being flexible/fast.
Water is the most common natural liquid manipulated. Controlling other liquids is possible, but invokes the limited use options. Changing water between its elemental forms takes only a single action. Water grants 3 points when forming bizarre weapons and abilities for its constructs instead of 2. Shields erected with water grant 3 x SL armor.
Air is the weird one. Because it's everywhere, there's always enough of it, but because it's invisible, it grants a +2 to all combat actions taken with it. When forming armor and defenses with it, though, it only provides 1 AV per SL or can be used to deflection bonus for other defense actions (1/2 SL added to the attempt).
Plants or Chlorophyll are also pretty weird. Wood and even green plants can provide the user with 3 x SL AV when used defensively. The Chloro-Kinetic can, however, generate and promote/restrict plant growth to always have the force they need (Depending on the species). This grants them a very effective green thumb and can even force plants to flower or produce fruits with simple tests.
Umbrakinesis – This strange ability manipulates darkness. It works as Telekinesis but has penalties or bonuses based on how much darkness there is around them. High Noon sunlight or being under a spotlight puts a -5 to the tests. Indoor Lightning puts things at -3. A windowed room with the lights off is at 0.
A room with the lights off and the blinds closed grants a +1. A night street in a city grants a +3. Midnight in the middle of the wilderness far from any city grants a +5.
By bending shadows, it can also provide a bonus to hiding, at +1 per 2 Success levels. Like Telekinesis, it can be maintained for several rounds.
Technopathy (5-Points per Level Quality)
You ARE a WIFI hotspot.
You can connect to electronic devices with your mind. This generally is limited to the normal operations of such devices. It works off similar ranges and attributes to Telepathy, but machines without AI do not really resist. Anti-Virus programs can interfere with your ‘hack’ of more advanced electronics (Difficulty set by the GM, usually negating 1 to 4 success levels depending on complexity) to similar results of a failed telepathy check. And Viruses can affect your mind if you aren't careful (resisted by Willpower).
Some Technopaths can power on devices when they were turned off. This is a Technopathy (not doubled) test to perform.
Telepathy (5-Points per Level Quality)
This functions as described in Angel, but each level extends the range and adds to all Telepathy rolls for each level beyond the first (range penalties apply, this describes the normal range). Use the basis set on the Supernatural Senses range chart.
1. Contact 2. 2 yards per Willpower 3. 10 yards per Willpower 4. 50 Yards per Willpower 5. 100 Yards per level of Willpower. Line of sight is no longer needed. 6. 200 Yards per level of Willpower. 7. 500 Yards per Willpower 8. 1 Mile per Willpower 9. 50 Miles per Willpower 10. 100 Miles per Willpower
Further, with a Willpower, Telepathy level, and Wild Card: Psychic Powers task, the psychic can attempt a psionic attack. This over-stimulates the brain and does minor damage, but largely is there to stun and knock out. This is resisted by a Willpower (doubled) roll from the target. On a failure, they must make a consciousness test against the attack or fall unconscious. If they remain conscious, all actions for a number of turns equal to the success levels of the attack, they are at a -1 penalty to all actions. If they pass the first roll, they just suffer a flat -1 to their actions for a full turn. This is an extremely draining move, no matter how powerful the telepath, it always incurs a -2 cumulative penalty to use which only dissipates when the psychic rests.
For extreme mental manipulations (altering memories and so on) an Intelligence + Telepathy + Wild Card (Psychic Powers) tasks are needed, but is hampered by the intelligence of the target (subtract target's intelligence from the roll) and is resisted by Willpower (doubled) roll. Simple minds are easy to influence, but the proud and the stubborn are difficult to manage (so qualities related to such things can be used to resist). Other factors and certain memory things can work to alter any such test.
If the roll fails, it deals the target's willpower in damage to the telepath from the backlash. Prepare for a nosebleed when this happens.
Psychics can defend against such attacks with a Willpower + Wild Card (Psychic Powers) task. Sorcerers and Mages can defend against Psychic attack/intrusion with a Willpower + Occultism + Magic test. Iron Mind, of course, negates it completely.
Note: messing with people’s memories is actually a HUGE DEAL with vast moral complications. Also, the White Council of Wizards may assume you’re a mage and try to chop off your head. This is less damaging than mental magic but still isn’t pretty or nice.
Telepathic Translator (5-Point Quality, Prerequisite: Telepathy)
You can make telepathic contact with a being and translate what they say automatically. This requires having the targets or the translation (for all parties) be in the range of the standard telepathic contact for its level. Once the link is established, the range it can be maintained is 3 steps higher than the Telepath’s normal level. Because it would be very awkward to hold a conversation while someone has a hand on both people’s heads.
Since the translation is automatic, nuance and details can be lost rather easily, though the full intent comes through. This does nothing for written languages.
2 notes · View notes
creativerogues · 8 years ago
Text
Making Your Undead Deadlier...
With the Release of Tomb of Annihilation, and the Undead Dangers of the Chultan Jungles waiting, We give You a Great Selection of Traits, Abilities and Attacks and More to make Your Undead just a little bit deadlier...
BALEFUL MOAN
Your creature’s hollow cry strikes fear into the hearts of the living.
This Undead Creature can emit a moan as a standard action. 
All living creatures within a 30-foot spread must succeed on a Wisdom saving throw (DC 10 + Creature’s Charisma modifier) or become Frightened for 1 minute. 
A creature that successfully saves against the moan cannot be affected by the creature’s moan for 24 hours. 
CORPSECRAFTER
Undead your creature raises or creates are tougher than normal.
Each undead your creature raises or creates with any necromancy spell gains a +4 bonus to Strength or Constitution and +2 hit points per Hit Die.
CORRUPTED WILD SHAPE
Prerequisites: Wild Shape Class Feature
Your creature has learned to use the necromantic energy that powers their undead form to overcome the inability of undead creatures to wild shape. Your creature can assume the form of an undead, rotten creature with the use of their wild shape ability.
Your creature can use their wild shape ability even though they are undead. 
The ability functions just as if they were a living creature using the ability, with the following exceptions. 
Your creature does not gain a Constitution score in their new form, and they retain all the immunities of an undead creature while in this new form. 
The form your creature assumes looks half-decayed, with missing patches of fur and rotted, worm-eaten flesh. 
While they are in this form, the rank odor of death hangs around them...
DAUNTING PRESENCE
Your creature is skilled at inducing fear in their opponents.
Your creature may take a standard action to awe an opponent. 
The opponent must be within 30 feet, have line of sight to your creature, and have an Intelligence score above 2. 
If the opponent fails a Wisdom saving throw (DC 10 + 1/2 your creature’s Challenge Rating), it is Frightened for 10 minutes. 
DEADLY CHILL
Undead your creature raises or creates deal more damage than normal.
Each corporeal undead your creature raises or creates with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.
DEATH MASTER
Foes are especially afraid of your creature’s critical hits.
Whenever your creature scores a critical hit with a melee attack against a living foe, the foe is also Frightened for 1 minute. 
DESTRUCTION RETRIBUTION
Undead your creature raises or creates harbor a retributive curse that is unleashed if they are destroyed.
Each undead your creature raises or creates with any necromancy spell releases a burst of necromantic energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points for every creature within a 10-foot sphere (Dexterity saving throw of DC 15 to suffer half). 
ENDURE SUNLIGHT
Your creature’s vulnerability to sunlight is reduced.
Prerequisites: Sunlight Sensitivity (or Similar Trait)
Your creature can resist all dangerous effects of sunlight for a number of rounds equal to 1 + your Charisma modifier (minimum 1 round). 
After this time, if your creature is still exposed to sunlight, they take the normal effects as appropriate for that creature.
EVISCERATOR
The allies of your foes are especially afraid of your creature’s critical hits.
Whenever your creature scores a critical hit with a melee attack against a living foe, creatures within 30 feet that are allied to that foe are Frightened for 1 minute. 
FELL ANIMATE
Prerequisites: Spellcasting Trait
Living foes slain by your creatures foul magic may rise as zombies. 
Your creature can alter a spell that deals damage to foes. 
Any living creature that could normally be raised as a zombie and that does not possess more than double your creature’s Hit Points, when slain outright by a fell animated spell, rises as a zombie under your creature’s control at the beginning of their next action. 
Even if your creature kills several creatures with a single fell animated spell, your creature can’t create more undead creatures than twice their caster level. 
FELL FRIGHTEN
Prerequisites: Spellcasting Trait
Living foes damaged by your creature’s magic are also terrified.
Your creature can alter a spell that deals damage to foes so that any creature subject to fear effects and mind-affecting spells and abilities that is dealt damage also becomes Frightened for 1 minute.
FELL WEAKEN
Prerequisites: Spellcasting Trait
Living foes damaged by your creature’s magic are also weakened. 
Your creature can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a –4 penalty to Strength for 1 minute. 
Strength penalties from multiple spells enhanced by the Fell Weakening feat do not stack.
HARDENED FLESH
Undead your creature raises or creates can better handle themselves in a fight.
Every undead your creature raises or creates with any necromancy spell gains a +2 natural armor bonus to Armor Class.
IMPROVED PARALYSIS
Your creature is better at paralyzing its victims.
When your creature's natural attacks threaten to paralyze their foe, add a +4 bonus to the save DC.
LIFESENSE
Your creature sees the light that all living creatures emit.
In addition to any normal light that might be present, your creature's surroundings are illuminated by roving points of brightness created by living creatures. To their eyes, a Medium or Smaller Creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your creature's life-adapted sight. This life-light behaves like regular light—your creature cannot see into solid objects, or past solid walls.
A Large Creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal Creature.
MOTHER CYST
Prerequisites: Spellcasting Trait
Your creature gains the ability to cast necromancy spells by growing black cysts across its body.
Your creature grows an internal cyst of undead flesh called a "mother cyst". 
The cyst may be noticeable as a discolored swelling on the creature's skin, if desired. 
The mother cyst is slightly painful, but otherwise isn’t harmful. 
The mother cyst grants the creature access to a selection of related spells. 
Your creature cast these spells like any other spell your creature can cast, once the creature hosts a mother cyst (if they are a caster who prepares spells, they can prepare all necrotic cyst spells without referring to a spellbook.)
Necrotic Cyst Spells: 
1st— Inflict Wounds, Ray of Sickness
2nd— Ray of Enfeeblement, 
3rd— Vampiric Touch, Bestow Curse, Animate Dead
4th— Blight
5th— Contagion or Raise Dead
6th— Create Undead
7th— Finger of Death
8th— Feeeblemind or Dominate Monster or Power Word Stun
9th— Astral Projection or Power Word Kill
NECROMANTIC MIGHT
Undead your creature controls gain benefits when they are near your creature.
Whenever undead your creature controls are within 60 feet of your creature, they are physically inspired by your creature's necromantic aura, and gain a +2 bonus on their attack rolls and saving throws.
NIMBLE BONES
Undead your creature raises or creates are faster and more nimble than normal.
Each undead your creature raises or creates with any necromancy spell gains a +4 bonus on initiative checks and a 10-foot increase to its base land speed.
PROFANE LIFELEECH
Your creature can channel negative energy to draw the life force from nearby living creatures.
As a standard action, your creature can deal 1d6 points of damage to all living creatures within a 30-foot burst. 
This effect can’t reduce any creature’s current hit points to less than 0. 
Your creature is healed of an amount of damage equal to the total amount of hit points that they drain from affected creatures, but this healing does not allow your creature to exceed their maximum hit point total.
This deals no damage to constructs or undead.
PROFANE VIGOR
Your creature can channel negative energy to heal nearby undead allies of physical damage.
As a standard action, your creature can attempt to heal one undead ally within 60 feet 2 hit points of damage per creature within the area. 
This healing does not allow the affected undead to exceed their maximum hit point totals.
SPELL DRAIN
Prerequisites: Spellcasting Trait
Your creature can cast any spell that they drain from a creature’s mind.
If your creature casts a spell targeted at a specific spellcasting creature, your creature gains the ability to cast a spell (that the targeted creature knows) once (as if your creature had prepared it). 
Treat the spell’s effect as if it had been cast by the character who prepared it (including caster level, save DC, and so forth). 
Your creature need not have the requisite ability score to cast the spell (for instance, your creature need not have a high Intelligence to cast a Fireball spell drained from the mind of a wizard).
The spell remains in your creature’s mind for up to 1 hour. 
Your creature can have a maximum number of stolen spells equal to its Charisma bonus (minimum 1); any spells that your creature would gain above this number are simply lost.
Note that the spellcasting creature whose spell is drain by your creature cannot cast that specific spell again until they have completed a long rest.
TOMB-BORN FORTITUDE
Prerequisite: Creature of Non-Good Alignment
The power of undeath taints your creature, body and soul. Its power has hardened its flesh and given it the foul look of the grave.
Your creature has a 25% chance to resist critical hits. 
When a critical hit or sneak attack is scored against your creature, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
TOMB-BORN RESILIENCE
Prerequisite: Creature of Non-Good Alignment
The power of undeath taints your creature, deadening its mind and body to the effects of mind-controlling magic, poison, and disease.
Your creatures does not need to sleep, and it is immune to magical sleep effects. 
If your creature is a spellcaster, it still requires 8 hours of uninterrupted rest (but not sleep) to prepare your spells. 
In addition, your creature no longer needs to eat. 
Your creature's body grows unnaturally thin, its flesh stretching tightly over its own bones to gives your creature a freakish, skeletal appearance.
1K notes · View notes
b133d-4-u · 8 years ago
Text
Tabletop Tuesday #5
My phone broke over the weekend and I just got it fixed, so unfortunately I haven't written up a Korrosin Chronicles Workshop. I HAVE been working on my TTT's, however, so for the sake of continuous content, I'll post that for the next couple of weeks while I catch up.
First up is the new and improved Brownblood! I've tested this with other, more experienced players to tweak the balance into a better favour. It flows a lot better, as well, and provides a better roleplay opportunity. Overall, it's a vast improvement while still being true to the concept.
Description: Brownbloods are the unfortunate offspring of brownies and redcaps, typically through magical means or force. As rare a find as a teetotalist dwarf, brownbloods are shunned by other fae on the best of days. Many live lives of hardship and end up following in the footsteps of their redcap progenitors, murdering and pillaging any who invade their private lands.
Alignment: Brownbloods are always True Neutral, Chaotic Good, Chaotic Neutral, or Chaotic Evil.
Appearance: Brownbloods generally look like their brownie “parent”, with the exception of being around 3-4 feet tall, have frost-white or silver hair, and are stockier in build. Brownblood attire has yet to reach a general image, due to the rarity of such beings, but most are seen wearing tight fitting clothes in neutral colouring, and all have a pair of iron boots that they rarely ever remove.
Base Speed 20
Stats: Brownbloods are Fey with the Chaotic subtype, and have +2 in Strength and Dexterity, but -2 in Wisdom and Constitution.
Traits:
Racial Weapon Proficiency - Brownbloods are proficient with daggers, spears, shortswords, and halberds, and treat spiked chains as martial weapons.
Low-Light Vision - Brownbloods can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
Fey Skin - Like all fey, brownbloods feel a burning pain when touching Cold Iron, and take a -2 penalty to attacks made with weapons that contain it as a material.
Mixed Blood - Brownbloods, being borne of housedwellers and ruindwellers, gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Trickster Heritage - Just like their brownie heritage would suggest, brownbloods are gifted illusionists and gain a +1 bonus to the DC of saving throws against illusions. Once per day, as long as they have a Charisma of 11 or higher, a Brownblood may cast Dancing Lights, Ghost Sounds, or Prestidigitation as a spell-like ability.
Bloody Rage - Despite their brownie side providing a generally civilized demeanor, the primal fury of the redcap lurks deep in a brownblood’s psyche just waiting to break out. Once per day, when taking damage a brownblood will fly into a frenzy for 2+CON rounds (DC13 Will Save) gaining +2 to Strength and Constitution, but -2 to AC. Spells and spell-like abilities cannot be used while raging. This effect does not stack.
Duality of Fae - A brownblood’s mind is like a carefully balanced scale, and any tilt on either side can cause a grossly exaggerated effect on their personality. Brownbloods take a -2 to all Will saves.
Bloody Strength - A brownblood may use a weapon made for a creature one size category larger than itself as though it were the correct size category, taking a -1 penalty to attack rolls instead of the normal size penalties. However, he is more subject to being disarmed, and his CMD takes a -2 penalty against disarm attempts while using a weapon in this way. Brownbloods cannot use locked gauntlets, weapon cords, etc. with oversized weapons.
Reckless Abandon - Brownbloods gain a +1 racial bonus to CMB and CMD pertaining to Bull Rush, Overrun, Drag, and Grapple maneuvers against creatures at least one size category larger than themselves. In addition, they gain a +1 racial bonus to CMD against monster-specific maneuvers, such as grab.
Abomination - Brownbloods are despised and feared among the fey, and they struggle to achieve even the most basic acceptance. Brownbloods take a -2 to all Charisma-based checks regarding creatures with the Fey creature type.
Alternate Racial Traits:
Redcap Raised - Your redcap parent saw potential in you and took you under their wing. You were taught their secret ritual as well as several of their survival tricks, although your mixed lineage diminishes the effectiveness. Pick a terrain from the Ranger's favoured terrain list. You gain a +2 racial bonus to Survival checks while in this terrain. In addition, you can use the blood of a creature you've slain to dye a cloth garment you wear as a full round action once per day. When you do this, you gain a +4 to CON for 5 minutes. This effect does not stack. This trait replaces Trickster Heritage and Low-Light Vision.
Brownie Raised - Your brownie parent took pity on you and took you under their wing. You learned to better control your violent instincts and how to better utilize illusions. You gain a +2 racial bonus when determining the outcome of all illusion-based effects. In addition, pick 2 0-level spells from the Illusion school. You can cast these as spell-like abilities once per day. This trait replaces Bloody Rage and Low-Light Vision.
Trained Muscle - Constantly wearing your iron boots has trained your legs to be far more powerful than usual, but you've also grown far more attached to them as a result. You can remove your iron boots as a swift action to double your current movement speed, but take a -4 penalty to all Dexterity-based checks until you put them back on. This trait replaces Reckless Abandon.
4 notes · View notes