Future (4e Sourcebook)/Equipment/Waist

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Waist Slot[edit]

Waist slot items are either belts, or gadgets that clip onto a belt. Many of these gadgets are energy shields, which provide a regenerating source of temporary hit points - often a requirement for surviving the high-energy battlefields of the future. Here they are presented with a weakness to electric damage, but this may vary from campaign to campaign.

Simple Waist Slot Level Cost Weight Benefit
Energy Shield, Simple 1 1 25 2 Provides 1 temporary hit point at the beginning of each encounter. Electric damage counts double against these temporary hit points.
Energy Shield, Simple 4 4 44 2 Provides 4 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points.
Energy Shield, Simple 7 7 75 2 Provides 7 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points.
Average Waist Slot Level Cost Weight Benefit
Energy Shield, Fast Charge 2 2 125 2 Provides 2 temporary hit points at the beginning of each encounter and when you take a second wind. Electric damage counts double against these temporary hit points.
Energy Shield, Fast Charge 5 5 200 2 Provides 5 temporary hit points at the beginning of each encounter and when you take a second wind. Electric damage counts double against these temporary hit points.
Energy Shield, Fast Charge 8 8 350 2 Provides 8 temporary hit points at the beginning of each encounter and when you take a second wind. Electric damage counts double against these temporary hit points.
Advanced Waist Slot Level Cost Weight Benefit
Energy Shield, Turtle 3 3 300 2 Provides 9 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points.
Energy Shield, Turtle 6 6 500 2 Provides 18 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points.
Energy Shield, Turtle 9 9 800 2 Provides 27 temporary hit points at the beginning of each encounter. Electric damage counts double against these temporary hit points.
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