Magic Items and [Whiteleaf]

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Magic Items and [Whiteleaf]

Post by willpell » Sat Jan 30, 2016 7:58 pm

In this setting, the treasure system is about more than collecting loot and selling it to get rich. Whiteleaf is about characters, and the magic item system is an inherent part of what makes every character tick. The fighter's adamantine greatsword and his +5 Full Plate are just as much class features as his good Base Attack Bonus or his assortment of bonus feats; the Sorcerer collects an array of magic wands to give him access to spells he does not naturally create, and the Rogue carries a scroll or two himself just so that he can hack his way out of situations that are unsolvable without magic. A wizard can use a Pearl of Power to gain an extra spell every day, or a Ring of Wizardry for several; more importantly, he can read a Tome of Clear Thought late in his career, gaining a large innate bonus to Intelligence which allows him to cast 9th-level spells in numerous quantities by exceeding the usual cognitive limits of the humanoid brain. Magic items make all this and more possible, and their utility is balanced by their gold point costs (and in several cases by the limited number of magic item locations, or "chakras", on the body).

While some characters have better class features than others, magic item utility can go a long way toward compensating the differences. A tower shield isn't worth much to a wizard, since it interferes with his spellcasting; a dancing double-axe might look neat, but even though the character needn't actually hold this ultra-enchanted weapon, it still relies upon his fighting skills - or in this case his lack thereof - and thus will suffer such immense penalties for nonproficiency and two-weapon fighting as to be useless in the wizard's hands. A fighter can carry the tower shield, spend a couple feats to make the double axe effective, and do all this for the price of just a few mid-range wands or the like for the party wizard. But it isn't just gold price limits which restrict the applicability of magic items; there are subtler forces at work.

While anyone can take money from others, some unseen force always seems to conspire against these bandits, unless they have "earned" their right to steal by going through certain cosmically-recognized channels. The upshot of this being, just because the wizard or cleric can overpower and mug a rich NPC, then spend the cash on a collection of magic items that exceed the character's WBL, does not mean that he's gained any more than a temporary advantage. The universe's rhythms and cycles always manage to balance themselves out; those who gain an unexpected windfall may be just as randomly deprived of it. Thusly, the only way to truly know that a big pile of money is actually *yours* is to be certain that you have earned it. This is where game systems such as Wealth By Level, Upkeep, and the Celestial Bureaucracy come into play.
Last edited by willpell on Thu Mar 03, 2016 5:14 pm, edited 1 time in total.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Thu Feb 25, 2016 12:47 am

I shall spend the rest of this thread compiling a list of some of the more interesting magic weapons and armor I've cobbled together using 3E's semi-excellent "build your own ubersword" system. The following serves both as a reference for additional such creations and as an index to the subsequent posts.

Base Items

Books: PHB, Races of Stone, Stormwrack, and a little from the A&EG.

Unarmed Attacks
* Unarmed strike
* Gauntlet (small)

Simple Light Weapons
* Dagger (hellsteel)
* Punching Dagger
* Spiked Gauntlet
* Light Mace (small)
* Sickle

Simple One-Handed Weapons
* Club
* Heavy Mace
* Morningstar
* Shortspear (small)

Simple Two-Handed Weapons
* Longspear
* Quarterstaff
* Spear

Simple Ranged Weapons
* Heavy Crossbow
* Light Crossbow
* Dart
* Javelin (large)
* Sling

Martial Light Weapons
* Throwing Axe
* Light Hammer
* Handaxe
* Kukri (small)
* Light Pick (small, large)
* Sap
* Short Sword
* Cutlass

Martial One-Handed Weapons
* Battleaxe
* Flail
* Longsword
* Heavy Pick (small, large)
* Rapier (small)
* Scimitar (large)
* (Heavy Shield bash)
* (Heavy Spiked Shield bash)
* Trident
* Warhammer (large)

Martial Two-Handed Weapons
* Falchion
* Glaive (large)
* Greataxe
* Greatclub
* Heavy Flail (large)
* Greatsword
* Guisarme
* Halberd
* Lance
* Lucern Hammer
* Maul
* Ranseur (large)
* Scythe
* Bastard Sword (small) (see below)
* Dwarven Waraxe (see below)

Martial Ranged Weapons
* Shortbow (small, large)
* Composite Shortbow (mighty 1)
* Longbow
* Composite Longbow (mighty 1)
* Aquatic Longbow

Exotic Light Weapons
* Kama
* Nunchaku
* Sai
* Siangham
* Dwarven Buckler-Axe
* Gnome Quickrazor
* Gnome Tortoise Blade
* Throwing Hammer

Exotic One-Handed Weapons
* Bastard Sword (small) (see above)
* Dwarven Waraxe (see above)
* Whip (inc. large, small, or tiny)
* Stingray Whip
* Flindbar
* Gnome Swordcatcher

Exotic Two-Handed Weapons
* Orc Double Axe
* Spiked Chain (small)
* Dire Flail
* Gnome Hooked Hammer
* Two-Bladed Sword
* Dwarven Spearaxe
* Greathammer (large) (small)
* Dwarven Double Spear
* Dwarven Warpike-Halberd

Exotic Ranged Weapons
* Bolas
* Hand Crossbow
* Aquatic Crossbow
* Heavy Repeating Crossbow
* Light Repeating Crossbow
* Harpoon
* Net
* Shuriken
* Skipping Blade
* Great Crossbow

Alchemical Grenades
* Acid Flask

Armor
* Padded
* Leather
* Studded Leather (small) (spiked)
* Chain Shirt (spiked) (mithral) (spiked and mithral) (mithral with spikes that are also mithral)
* Hide
* Scale Mail (small)
* Chainmail (mithral)
* Breastplate (mithral)
* Splint Mail
* Banded Mail
* Half-Plate
* Full Plate
* Cord - 100% useless leather alternative
* Sharkskin
* Shell (with keel)
* Chitin
* Living Coral (rather a vanity item, only worth its price if heavily enchanted)
* Stone Plate
* Heavy Plate

(Armor can also be fitted with Riding Straps or Fast-Donning Straps.)

Exotic Armor
* Gnome Twist Cloth
* Mammoth Leather
* Interlocking Scale
* Tumbler's Breastplate
* Interlocking Plate
* Battle Plate
* Mountain Plate

Shields
* Buckler (+1)
* Light Wooden
* Light Steel (spiked)
* Heavy Wooden (spiked) (darkwood)
* Heavy Steel (spiked)
* Wooden Tower Shield
* Steel Tower Shield (+1)

Exotic Shields
* Gnome Battle Cloak
* Wooden Extreme Shield
* Steel Extreme Shield
* Gauntlet Shield
* Rider's Shield

(Shields can have a Signature Crest or a Shield Sheath.)

(Any item can be made Dwarvencraft, at double the cost of Masterwork.)

Enhancements

Books: DMG

Armor Enhancements (beyond the basic +1 to +5)
* Glamered (+2700)
* Light Fortification (as +1)
* Slick, Shadow, Silent Moves (+3750)
* Spell Resistance 13 (as +2)
* Improved versions of Slick, Shadow, Silent Moves (+15,000)
* Acid, Cold, Electricity, Fire, or Sonic Resistance (+18,000)
* Ghost Touch, Invulnerability, Moderate Fortification, Spell Resistance 15, Wild (as +3)
* Greater versions of Slick, Shadow, Silent Moves (+33,750)
* Improved versions of Acid, Cold, Electricity, Fire, or Sonic Resistance (+42,000)
* Spell Resistance 17 (as +4)
* Etherealness, Undead Controlling (+49,000)
* Heavy Fortification, Spell Resistance 19 (as +5)
* Greater versions of Acid, Cold, Electricity, Fire, or Sonic Resistance (+66,000)

Shield Enhancements
* Arrow Catching, Bashing, Blinding, Light Fortification (as +1)
* Arrow Deflection, Animated, Spell Resistance 13 (as +2)
* Acid, Cold, Electricity, Fire, or Sonic Resistance (+18,000)
* Ghost Touch, Moderate Fortification, Spell Resistance 15 (as +3)
* Improved versions of Acid, Cold, Electricity, Fire, or Sonic Resistance (+42,000)
* Spell Resistance 17 (as +4)
* Undead Controlling (+49,000)
* Heavy Fortification, Reflecting, Spell Resistance 19 (as +5)
* Greater versions of Acid, Cold, Electricity, Fire, or Sonic Resistance (+66,000)

Weapon Enhancements
* Bane, Defending (melee only), Distance (ranged only), Flaming, Frost, Ghost Touch (melee only), Keen/Impact (melee only), Ki Focus (melee only), Merciful, Mighty Cleaving (melee only), Returning (ranged only), Shock, Seeking (ranged only), Spell Storing (melee only), Throwing (melee only, but makes ranged), Thundering, Vicious (melee only) (as +1)
* Anarchic, Axiomatic, Disruption (bludgeoning melee only), Flaming Burst, Holy, Icy Burst, Shocking Burst, Unholy, Wounding (melee only) (as +2)
* Speed (as +3)
* Brilliant Energy, Dancing (melee only) (as +4)
* Vorpal (non-bludgeoning melee only) (as +5)
Last edited by willpell on Fri Mar 04, 2016 6:31 pm, edited 5 times in total.

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The Totally Awesome Self-Wielding Orcish Axe

Post by willpell » Thu Feb 25, 2016 1:26 am

Ohrmycras Bintrandorf, who proudly declared himself "Chaos Incarnate" and then went off to do something he considered amusing, was a great admirer of Whiteleaf's ill-regarded orc minority. He particularly liked their signature weapon, which was as ridiculously over-the-top as himself, and wasn't about to let his absolute lack of martial skill prevent him from calling one of these magnificent engines of destruction his own. It took nearly his entire career to muster the financial and magical resources necessary, but at last, he was able to commission the forging of this absurd monstrosity, which would wield itself in battle at his side, every bit as ineptly as he could have done with his own hands. The four massive cleaving blades virtually never landed a blow the entire time he was fighting with it, but nobody could argue that it looked impressive.

NAME : Orc Double Axe
ATT : Melee +0
FULL ATT: Melee +0, or Melee -4/-8 to attack with both ends.
DMG : 1d8+STR+1/2 slashing, or 1d8+STR and 1d8+STR-1/2 for main and off-hand ends.
CRIT : x3
RNG : -
WGHT : 15 lb.
TYPE : Exotic
SIZE : Two-Handed (for Medium)
COST : 660 gp.
SPECIAL: May be wielded in one hand (for main-hand damage), but cannot function as a double weapon in that case. The ends are interchangeable for the purpose of striking with only one.

+2,000 for each end to be made +1.
+48,000 for each end to be made Dancing.
Total cost of the double-dancing Axe: 100,660 gp.

While I was creating my NPCs, I only ever got up to level 13, which resulted in a version of Ohrmycras who had managed to get only one end of the axe enchanted; the result was as follows, accounting for his +6 BAB, STR of 18 including Gauntlets of Ogre Power, and complete lack of Feats to improve his competency with this armament he so adored.

NAME : +1 Dancing Orc Double Axe (one end only enchanted)
ATT : Melee +6 (not proficient)
FULL ATT: Melee +6/+1, or Melee +2/-3 main and -2 offhand to attack with both ends (manually only).
DMG : 1d8+7 slashing, or 1d8+5 and 1d8+3 for main and off-hand ends.
CRIT : x3
RNG : -
WGHT : 15 lb.
TYPE : Exotic
SIZE : Two-Handed (for Medium)
COST : 50,660 gp.
SPECIAL: May be wielded in one hand (for main-hand damage), but cannot function as a double weapon in that case. The ends are interchangeable for the purpose of striking with only one.
DANCING: Loose as a standard action, and it will fight on its own for 4 rounds (it stays in the same space as its owner and can't make AoOs). Retrieve as a free action, but then it can't dance for 4 rounds; otherwise it drops and can be picked up as a move action (per the text it can then be loosed immediately to dance for 4 more rounds, but that was likely an oversight).

In the hands of a more capable wielder, with the same 18 STR but with Exotic Weapon Proficiency, Weapon Focus, and Two-Weapon Fighting (a minimal feat investment for a character who can afford to pay six digits for his primary weapon; a Fighter specializing in the ODA could add Weapon Specializations and more to this and become even more epic), the Self-Wielding Axe would be dealing 1d8+7 damage with both ends, and a character with okay-to-good BAB could have an attack roll anywhere from +17 to +21, potentially allowing significant boosts from Power Attack. If you get your hands on this piece of almost-epic medieval munitions tech, don't let the willful stupidity of its original creator stop you from using it to bisect some remorhazes. (Remorhazi?)

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The Hammer of the Red Knight Champion of the Peasantry

Post by willpell » Thu Feb 25, 2016 1:38 am

Well actually it was meant to be the Hammer and Sickle, but I can't seem to find a writeup for the Sickle at the moment, so let's just look at his Hammer.

NAME : +1 Ghost Touch Impact Thundering Warhammer
ATT : Melee +0
DMG : 1d8+STR bludgeoning (1d8+STR+1/2 if wielded with both hands)
CRIT : 19-20 / x3, plus 2d8 additional sonic damage, and victim must Fortitude save at DC 14 or be Deafened permanently.
RNG : -
WGHT : 5 lb.
TYPE : Martial
SIZE : One-Handed (for Medium)
Hardness: 10
HP: 20
COST : 32,312 gp.

The identity of this bombastic figure was never discovered prior to his retirement/disappearance/extraplanar-abduction/death (theories vary). But from the very beginnings of his career, he stomped about in crimson full plate and wielded a sturdy iron hammer in one hand, using the other to gesticulate imperiously to his audience if he didn't need it to draw a backup weapon. The last reports of the weapon's status indicated that it was capable of striking even the most insubstantial foes, for he often spoke boastfully and disdainfully of the "invisible enemies" lurking behind even the most placidly domestic facade; the regularity with which it struck skull-ringing blows that exceeded even his bellowed slogans in volume is believed to indicate the presence of an otherwise-subtle enchantment, often synergistically combined with the unpredictable elemental "burst" infusions which are otherwise likely to prove disappointingly overpriced.
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The Cold Steel Blade of The Icegrave Cult

Post by willpell » Thu Feb 25, 2016 1:45 am

NAME : +1 Frosty Burst Kukri
ATT : Melee +1
DMG : 1d4+1+STR-1/2 slashing (1d4+STR+1 if used in primary hand), plus 1d6 cold.
CRIT : 18-20 / x2 and another 1d10 cold.
RNG : -
WGHT : 2 lb.
TYPE : Martial
SIZE : Light (for Medium)
Hardness: 10
HP: 2
COST : 18,308 gp.
Notes: Wielder may deactivate Frost quality with a command word (if facing a cold-resistant foe), but the weapon still Bursts with extra cold damage on critical hits.

These blades are mass-produced by the Icegrave Cult, as much as any item so expensive can be, as the perfect symbolic tool for executing those who "profane this void-lost sphere with their insufferable warmth and exuberance". Depending on how committed a particular cultist is to the cult (ie whether they're high-level enough to invest a feat pick in Improved Critical), that individual's turn at slicing a captive's throat may carry as much as a scant third of a chance that they will be favored with an eruption of bitter, soul-chilling blue ghost-flame; such events are regarded as excellent omens, and greatly improve the executioner's status in the cult for the next several winters.

Note: I originally calculated the cost of this weapon at 32,308, believing that the Frost property had to be added separately from Icy Burst. I'm leaving the name as-is, though.
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A Simple Solution To The Problem of Tavern Brawls

Post by willpell » Thu Feb 25, 2016 1:52 am

NAME : +1 Merciful Spiked Gauntlet
ATT : Melee +1
DMG : 1d4+1d6+1+STR-1/2 nonlethal piercing (1d4+1d6+STR+1 if punching with primary hand)
CRIT : x2
RNG : -
WGHT : 1 lb.
TYPE : Simple
SIZE : Light (for Medium)
COST : 8305 gp.
Notes: May deactivate the Merciful effect on command, but loses 1d6 damage in doing so.

The Emperor is known to disapprove of the frequency with which drunken rowdiness erupts into violence within the literal millions of public houses dotting Tradespeak's extended domain; knowing that it would mean an absolute riot if he actually outlawed the consumption of alcohol, he settles for having the Imperial Mage Corps spend a significant percentage of their time crafting these "boxing gloves" and selling them at cost, not that even half off their original price makes them a terribly attractive option to most common citizens. (Anyone who has 4000 gp they don't need is more likely to purchase a +2 Cloak of Charisma in the hopes of attracting the opposite sex, or possibly a Periapt of Wisdom if they'd rather actively try to be a better person.) However little success the Public Opinion Division has in persuading the public to invest in these objects, they are nonetheless popular enough among Good-aligned adventurers who only occasionally resort to violence (else they'd buy a more robust weapon than these barely-adequate melee tools) that their sale continues to turn a profit.

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Dyllahunt's Drumsticks

Post by willpell » Thu Feb 25, 2016 2:05 am

NAME : +1 Anarchic Light Mace
ATT : Melee +0
DMG : 1d6+1+STR-1/2 bludgeoning (1d6+STR+1 if used in primary hand); extra 2d6 damage against any target of Lawful alignment, and bypasses damage reduction as a Chaotic weapon.
CRIT : x2
RNG : -
WGHT : 4 lb.
TYPE : Simple
SIZE : Light (for Medium)
Hardness: 10
HP: 10
COST : 18,305 gp.
Notes: Any Lawful character has (and cannot cease to have) a temporary negative level while wielding this item.

NAME : +1 Spell Storing Humanbane Light Mace
ATT : Melee +1, or +3 vs. humans.
DMG : 1d6+1+STR-1/2 bludgeoning (1d6+STR+1 if used in primary hand); 3d6+3+STR-1/2 instead if target is human.
CRIT : x2
RNG : -
WGHT : 4 lb.
TYPE : Simple
SIZE : Light (for Medium)
Hardness: 10
HP: 10
COST : 18,305 gp.
Notes: Wielder may cast a spell of grade 3 or lower into the mace, and thereafter have that spell instantly take effect upon any target struck by the mace (ending the storage of that spell). An individual who gains the mace while it contains a spell becomes aware of the spell chosen. (Doolan is fond of using Charm Person; his perverse sense of logic tells him that nothing will make someone his friend quicker than smacking them upside the skull with an iron rod.)

Doolan Dyllahunt is possibly the most obnoxious gnome bard in the Heather Plains Alliance, not the least because he insists on playing the kettle drums instead of some less ostentatious instrument. He claims that he's trying to start a sonic revolution, but most people leave out the "sonic" part; the painful clangor of his "music" has been observed to shatter glass at 50 yards' distance, and he continues to tour the backwater towns of the HPA only because he knows they'll never manage to rouse themselves to outlaw his never-ending concert circuit. (The Empire made him persona non grata long ago, not least because he's an outspoken Genteelite, and did his best to convince the entire Gnomelands to secede.) While he by no means seeks out combat, it finds him often enough that he imbued his drumsticks with adequate capacity for destruction some time ago; he obviously deactivates the enchantments while playing, but has forgotten on enough occasions that he goes through an average of six pairs of new drums per decade, since the Anarchic mace (the "Left-Hand Path", as he calls it) is mildly ruinous to virtually any object that anyone might wish to keep in good condition.

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A Hauberk of Thorns

Post by willpell » Thu Feb 25, 2016 2:09 am

ARMOR
NAME : Spiked Chain Shirt
TYPE : Light
AC BONUS : +4
MAX DEX : +4
CHECK PENALTY : -2
SPELL FAILURE : 20%
SPEED: No effect
WGHT : 35 lb.
PROPERTIES: Spikes deal damage on a successful grapple attack or when used as a light weapon (as a primary or off-hand attack).
COST: 150 gp.

NAME : Armor Spikes
ATT : Melee +0
DMG : 1d6+STR-1/2 piercing (1d6+STR if used with primary hand)
CRIT : x2
RNG : -
WGHT : see armor
TYPE : Martial
SIZE : Light (for Medium)
COST : see armor

Though not much to look at, this rather uncomfortable combination is perversely popular among the willful martyrs of the Lamb's-Blood cult. Its sharp metal barbs are hard to spot among the links (often they are the links, having simply been closed somewhat poorly and left with jagged ends), and the wearer often suffers almost as many scratches and chafes as whoever he grapples with, but the church's doctrine teaches that such pain is to be embraced as a sacrament.

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The Long Guisarme of the Law

Post by willpell » Thu Feb 25, 2016 2:15 am

NAME : +1 Axiomatic Guisarme
ATT : Melee +1
DMG : 2d4+1+STR+1/2 slashing; extra 2d6 damage against any target of Chaotic alignment, and bypasses damage reduction as a Lawful weapon
CRIT : x3
RNG : Reach weapon (threatens and attacks 10 ft. away, but never 5)
WGHT : 12 lb.
TYPE : Martial
SIZE : Two-Handed (for Medium)
Hardness: 5
HP: 10
COST : 18,309 gp.
Special: May be used for Trip attacks; drop to avoid being counter-tripped.
Notes: Any Chaotic character has (and cannot cease to have) a temporary negative level while wielding this item.

Scions of Law in general tend to have a slight preference for long weapons, as they are less likely to enjoy the prospect of getting up close and personal with those they fight, and place more of a premium on controlling the terrain enough that they can avoid letting anyone get inside their guard. The most effective strategy for preventing a foe from closing is simply to fight in tightly-packed ranks, ensuring that multiple Attacks of Opportunity can reach a single assailant who tries to close; against an equally expansive phalanx, this strategy is still effective at puncturing the enemy line, and the entire division can then step back 5 feet in unison, enabling them to attack again against whatever foes are still standing. Such efficient tactics were crucial to maintaining the borders of pre-imperial nations, who faced a much larger and more aggressive Hinterlands; today, the strategy - and its tools, such as this polearm which now resides in the Capitoline Museum - are thought rather quaint and ill-considered, as time has proven that the deadliest threats always come from within, immune to the defensive xenophobia of the Lawful mindset.

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Hammer Of The Giant Gods

Post by willpell » Thu Feb 25, 2016 2:19 am

NAME : +1 Warhammer
ATT : Melee +1
DMG : 2d6+STR+1 bludgeoning (2d6+1+STR+1/2 if wielded with both hands)
CRIT : x3
RNG : -
WGHT : 10 lb.
TYPE : Martial
SIZE : One-Handed (for Large)
Hardness: 10
HP: 40
COST : 2324 gp.

While not a sophisticated creation, this relic is nonetheless sacred to the faithful of the Big Idea. To a human wielder, it is a massive two-handed maul, but your average storm giant could toss it effortlessly from hand to hand, were it not a trifle too valuable to risk accidentally dropping. The fire giants who forged it lie somewhere in between, often double-wielding the heavy cudgel but having the option to do otherwise, should they prefer to wear a shield or even wield a secondary weapon.

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Ankleslicer

Post by willpell » Thu Feb 25, 2016 2:26 am

NAME : +1 Vicious Keen Wounding Kukri
ATT : Melee +1
DMG : 1d3+2d6+1+STR-1/2 slashing (1d3+2d6+STR+1 if used in primary hand), plus 1 point of Constitution damage from blood loss, and 1d6 damage to the wielder whenever it connects.
CRIT : 15-20 / x2. (Critical hits do not increase the CON damage, and it does not apply against creatures immune to them.)
RNG : -
WGHT : 1 lb.
TYPE : Martial
SIZE : Light (for Small)
Hardness: 10
HP: 1
COST : 50,308 gp.

Nothing says "don't piss me off, you big palooka" like a weapon like this; crafted by one of the many disgruntled hobbits who dwell in the twin cities of Behris and Bahree, where racial tensions between the Empire's founding peoples run high, this diminutive but absurdly sharp blade is designed solely and specifically for the purpose of severing the tendons of Medium-sized creatures who don't watch where they're stepping. The creator was more than happy to worsen his own pain in order to share it; such spitefulness is often the first step on the road to Evil, yet it is also too sympathetic a motivation for most people to object to it - at least unless those people are bleeding from the ankles. The wielder remains unidentified (and thus un-imprisoned), but it's certain that he must be a puissant little bugger, not only because he crafted such an eminent blade, but also because he invariably manages to score with it at least twice (once on each foot) in the six seconds it takes him to exact his revenge and then scamper off into hiding.

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Whips For Everyone

Post by willpell » Thu Feb 25, 2016 2:31 am

NAME : Whip
ATT : Melee +0; Weapon Finesse applicable.
DMG : 1d4+STR nonlethal slashing (1d4+STR+1/2 if wielded with both hands)
CRIT : x2
RNG : Has a 20-foot reach, but threatens no squares.
WGHT : 4 lb.
TYPE : Exotic
SIZE : One-Handed (for Large)
COST : 2 gp.
Special: Deals no damage to a target with armor bonus of at least +1 or natural armor bonus of at least +3. Use provokes attack of opportunity. May be used for Trip attacks; drop to avoid being counter-tripped. Gives +2 bonus on rolls to disarm opponent (and avoid being disarmed while doing so).

NAME : Whip
ATT : Melee +0; Weapon Finesse applicable.
DMG : 1d3+STR nonlethal slashing (1d3+STR+1/2 if wielded with both hands)
CRIT : x2
RNG : Has a 15-foot reach, but threatens no squares.
WGHT : 2 lb.
TYPE : Exotic
SIZE : One-Handed (for Medium)
COST : 1 gp.
Special: Deals no damage to a target with armor bonus of at least +1 or natural armor bonus of at least +3. Use provokes attack of opportunity. May be used for Trip attacks; drop to avoid being counter-tripped. Gives +2 bonus on rolls to disarm opponent (and avoid being disarmed while doing so).

NAME : Whip
ATT : Melee +0; Weapon Finesse applicable.
DMG : 1d2+STR nonlethal slashing (1d2+STR+1/2 if wielded with both hands)
CRIT : x2
RNG : Has a 15-foot reach, but threatens no squares.
WGHT : 1 lb.
TYPE : Exotic
SIZE : One-Handed (for Small)
COST : 1 gp.
Special: Deals no damage to a target with armor bonus of at least +1 or natural armor bonus of at least +3. Use provokes attack of opportunity. May be used for Trip attacks; drop to avoid being counter-tripped. Gives +2 bonus on rolls to disarm opponent (and avoid being disarmed while doing so).

NAME : Whip
ATT : Melee +0; Weapon Finesse applicable.
DMG : 1+STR nonlethal slashing (1+STR+1/2 if wielded with both hands)
CRIT : x2
RNG : Has a 10-foot reach, but threatens no squares.
WGHT : 0.5 lbs
TYPE : Exotic
SIZE : One-Handed (for Tiny)
COST : 1 gp.
Special: Deals no damage to a target with armor bonus of at least +1 or natural armor bonus of at least +3. Use provokes attack of opportunity. May be used for Trip attacks; drop to avoid being counter-tripped. Gives +2 bonus on rolls to disarm opponent (and avoid being disarmed while doing so).

The worshippers of the Mistress come in all shapes and sizes, united only by their psychosis; even cat-sized pixies and lumbering goliaths have been found to discover the joy in slicing themselves open. While the whip virtually never causes permanent harm, it certainly leaves the target with a lasting impression. The added craftsmanship required to create a properly balanced whip at unusually small sizes is largely counterbalanced by the fact that less material is required in their construction, but this is one of the few aspects of the weaponsmithing trade that has thus far not been officially regulated by the Imperial Commercial Standards Bureau, and so various merchants can get away with charging more for such a custom job if they feel justified in doing so, without having to worry about an assessor coming by and levying a "punitive damages tax" against them for such "discriminatory" pricing.
Last edited by willpell on Thu Feb 25, 2016 6:21 pm, edited 1 time in total.

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If an Elf Drops His Bow In The Forest And No-One is Around..

Post by willpell » Thu Feb 25, 2016 2:32 am

NAME : +1 Flaming Burst Longbow
ATT : Ranged +1
DMG : 1d8+1 piercing (minus any Strength penalty, not plus any bonus)
CRIT : x3 and an additional 1d10 cold damage
RNG : 100 ft. (attack at -2 per full increment, max of 10)
WGHT : 3 lb, plus 3 lb per 20 arrows.
TYPE : Martial
SIZE : Ranged (for Medium)
Hardness: 5
HP: 5
COST : 18,375 gp, plus 1 gp per 20 arrows.
Special: Cannot used while mounted.


NAME : +1 Frost Distance Composite Longbow
ATT : Ranged +1 (attack at -2 if Strength bonus is below 1)
DMG : 1d8+2 or 1d8+STR+1 piercing, whichever is lower, and 1d6 cold. (The cold damage may be deactivated with a command word.)
CRIT : x3.
RNG : 220 ft. (attack at -2 per full increment, max of 10)
WGHT : 3 lb, plus 3 lb per 20 arrows.
TYPE : Martial
SIZE : One-Handed (for Medium)
Hardness: 5
HP: 5
COST : 18,500 gp, plus 1 gp per 20 arrows.

The difference between the Wood and Wild elves is amply illustrated by these two typical bows wielded by the two forest-dwelling subraces. Cautious to the point of paranoia, the sylvasetharsai virtually never use flaming weapons, particularly not those whose flaming property is intermittent and cannot be deactivated; preferring to strike from a great distance (they're used to finding a sightline even through an eighth of a mile of underbrush and hanging creepers), and relying on the only one of the three standard energy types which is absolutely guaranteed not to start a forest fire, they also make bows capable of being wielded from the back of their panther and giant-owl mounts, and which enable them to apply their superior musculature to fire the arrows with greater force, resulting in less chance of leaving a surviving witness to tell the tale of trespassing in their domain. (This listed example is designed for a wood elf of unexceptional strength; their brawniest champions will certainly never hesitate to spend a few hundred gold getting an even more tautly-strung and harder-to-bend bow, although many do not quite push this characteristic to a limit, since it risks being disabled by the venom of giant spiders and the like.)

Conversely, the grugach elves not only put their faith more in sorcerous magic than in the physical might of themselves and their animal allies, but they also have no fear of setting their own forest alight every once in a while, since they know that fire is a catabolizing force which clears away old dead wood and encourages new growth from the fertile ashes. With dragons and fey as their allies, they believe that the miraculous is a daily occurrence, and never fear the eruption of chaos into their lives; they are accustomed to trusting their luck to hail-mary shots, such as getting within 100 feet of a target before loosing a single arrow which they hope will result in an explosive blast which takes the victim's head clean off, and when the such an attempt fails (which is often, though perhaps not quite as often as probability might seem to mandate), they never mind resorting to Plan B, which generally consists of running like hell - and then coming back later, when the mark least expects it.

Note: I wrote this on the assumption that Icy Burst weapons were not automatically Frost weapons, and it turns out they are, so the symmetry is not as cool as I believed. Since the Icy Burst property would not be worth as much if it did not include Frost, I will simply endure the error, rather than ruling that my original impression was correct....for now.
Last edited by willpell on Sun Feb 28, 2016 9:37 pm, edited 2 times in total.

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I am so tired of magic swords.

Post by willpell » Thu Feb 25, 2016 2:35 am

NAME : Masterwork Longsword
ATT : Melee +1
DMG : 1d8+STR slashing (1d8+STR+1/2 if wielded in both hands)
CRIT : 19-20/x2
RNG : -
WGHT : 4 lb.
TYPE : Martial
SIZE : One-Handed (for Medium)
Hardness: 10
HP: 5
COST : 315 gp.

Citizen militas across the Empire are used to fighting with cheap, rusty blades that are barely adequate for skewering goblins, but usually they at least have one Watch Captain or the like who can afford a higher-quality weapon. This serves not only as a more effective tool of violence but also as a symbol of his leadership; such individuals take fastidious care of the expensive implements, and wear them as a badge of office even when the thought of combat seems no more than an idle fantasy of spoiled minds, pining for a more red-blooded age now past.

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Lord Lorenzo's Ultimate Protective Pajamas

Post by willpell » Fri Feb 26, 2016 12:05 am

+1 Heavy Fortification Padded clothing of Spell Resistance 17
TYPE : Light
AC BONUS : +2
MAX DEX : +8
CHECK PENALTY : 0
SPELL FAILURE : 5%
SPEED: No effect
WGHT : 10 lb.
Hardness: 0
HP: 5
PROPERTIES:
COST: 100,155 gp.

As an arcane spellcaster in the theocratic magocracy of Cycadria, the noble known only by the hereditary mononym Lorenzo had limited armor options; he had little fear of physical attack, due to his many defensive spell options, but the possibility of a skilled assassin managing to strike a vital organ from surprise was still a concern to him. Thusly, his protective garments, which took the form of a thick and relatively comfortable brocade-and-velveteen bodysuit, were designed not to turn aside the blade of a berserker's axe, but rather to ensure that a backstabber's knife would almost certainly be turned aside from any especially vulnerable spot. Having money to burn, the noble also incorporated an extravagant and not-especially-reliable network of mystical countermeasures woven into the outfit's lavish trim, occasionally thwarting the efforts of unlucky spellcasters who try to curse or vex him...the "technology" of item-based antimagic is frankly pathetic, but every little bit helps, and the extravagant price didn't bother this merchant-prince-turned-financial-wizard in the slightest.

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The Judge's Pen - It Shall Sign Thy Death Warrant

Post by willpell » Fri Feb 26, 2016 12:26 am

+1 Ki Focus Siangham
ATT : Melee +1
DMG : 1d6+1+STR-1/2 piercing (1d6+STR+1 if used in primary hand)
CRIT : x2
RNG : -
WGHT : 1 lb.
TYPE : Exotic
SIZE : Light (for Medium)
COST : 8303 gp.
Special: Special monk weapon. Attacks using a ki focus weapon may substitute for unarmed strikes in a monk's Stunning Fist, Quivering Palm, and similar attacks.

The monastic tradition of Whiteleaf does not always derive from cultures resembling those of real-world Asia; the idea of men withdrawing into society to practice a code of inner vision and discipline, refining their spirits through mastery of their bodies, has occurred to many a civilization throughout the 30,000-year history of humanoid life on Terrestra. One of the earliest human efforts in this direction, which would prove to come far more naturally to the Race of Destiny than to elves or dwarves (and even at their height, the Gruush'nakr who would devolve into today's Orcs did little to explore this field of study), was found in the eclectic and highly orthodox nation of Trisnevyar, whose rulers were never crowned kings but rather held the rank of Supreme Magistrate, never making the laws of the land but instead merely administrating them in legalistic courts. (Ultimately, the fact that the ones who did write those laws were a bunch of drug-addled oracles proved to be the doom of their now-forgotten country; it is a testament to the skill and sagacity of the judge-kings that their regime managed to last as long as it did, given the frequent absurdity of the codes they were tasked with interpreting.) The weapon today known as a Siangham is believed to have been invented in Trisnevyar, although it was eventually adopted by monks from other lands who needed to add a piercing weapon to their arsenals; the first sianghams were simple pens, well-crafted to endure a career of scripting extensive legal briefs to explain the precedents the judges wished to set with their rulings, but in time it became common practice for them to wield these straight, blade-like styluses when forced to defend themselves against truculent lawbreakers who managed to overcome their bailiffs. Quickness of action was naturally crucial in these situations, so the typical Judge's Pen was simply designed to drop the target quickly, but some examples such as this one can be used for strikes which target a victim's pressure points, paralyzing him instantly. A moment is required to study the foe's body and line up a perfect strike, but the results are worth it...assuming, of course, that the siangham is the hands of an appropriately trained combatant.

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"Mister Pokey", Raphaela the Vampire Slayer's weapon of choi

Post by willpell » Fri Feb 26, 2016 12:44 am

NAME : +1 Distance Returning Sai of Disruption
ATT : Melee +0
DMG : 1d4+1+STR-1/2 bludgeoning (1d4+STR+1 if used in primary hand); if target is Undead, it must Will save at DC 14 or be destroyed on the spot.
CRIT : x2
RNG : 20 feet (attack at -2 for each full increment, max of 5)
WGHT : 1 lb.
TYPE : Exotic
SIZE : Light (for Medium)
COST : 50,301 gp.
Special: Special monk weapon. Gives +4 bonus on rolls to disarm opponent (and avoid being disarmed while doing so). Returns to hand after being thrown, just before the attacker's next turn, and can be caught as a free action, assuming the thrower has not moved since then; otherwise it drops to the ground in the square from which it was thrown.

Sometimes, having an heirloom weapon isn't all it's cracked up to be; while the spoiled princess Raphaela was competent enough after Destiny chose her to begin battling a plague of undead infiltrators in the halls of her palace, she scored more kills using stakes improvised from broken table legs than she did with the ancestral bane weapon that her "Overseer" Charity gifted her with after she was "Chosen". Being a trifle on the vapid side, and certainly not that self-aware, Raphaela rechristened the ancient sai "Mister Pokey" seconds after receiving it, having assumed from its generally elongated design that it must be a stabbing weapon; after the sai's lack of a sharpened point was brought to her attention, she realized it was in fact a club, but generally still ended up wielding it in more of a thrusting motion for reasons of her own physical comfort, perhaps helping to explain why she seldom actually managed to dust any vampires with it. (Then again, the fact that many vampires unlikely to fail a DC 14 Will Save might have been involved.) Eventually "Raffy" figured out that closing to melee range with bloodthirsty immortal warlords was not an efficient strategy, and she began to practice throwing the sai at the heads of foes who looked like they might conceivably be on the weak-willed side; she developed a technique for making it bounce off the target's skull and fly back toward her, and in time this property mystically imbued itself into the weapon itself. (She never connected this occurrence to the fact that she donated most of the vampirized nobles' expensive finery and jewels back to the royal coffers, rather than keeping them as the spoils of victory, with the manifestation of new magic powers in her personal armament...although Charity understood the connection well enough, and wrote extensively of the underlying theories in her journals. These records, known as the Rylesport Observations remain today as among the more thorough documentations of the Celestial Bureacracy's behind-the-scenes work, encouraging adventurers to accept certain trade-offs for their usual mercenarism; the name of the Overseer who demonstrated the connection is believed to be a mere coincidence, though of course it is always difficult to be sure in these cases.)

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A Collection of Finely Crafted Elven Starknives

Post by willpell » Fri Feb 26, 2016 12:50 am

NAME : +1 Shuriken
ATT : Throw +1
DMG : 1d2+STR+1 piercing
CRIT : x2
RNG : 10 ft. (attack at -2 per full increment, max 5)
WGHT : 1/2 lb per 5.
TYPE : Exotic
SIZE : Ranged (for Medium)
COST : 2301 gp (set of 5).
Special: Special monk weapon. Is destroyed if it hits; 50% chance to be lost or destroyed if it misses. Draw as ammunition instead of as a weapon. Cost for masterwork is as ammunition.

Almost nobody uses the Ni Shaan word "shuriken" for these weapons, given that the Ni Shaan remain unknown in the Empire and its adjacent nations...only the tiniest handful of brief contacts between these two opposite ends of the Terrestran continent have occurred, and the militantly xenophobic humanoids are uninterested in cultural intercourse, so almost none of their words, customs, and concepts have traveled beyond their isolated home. Throwing weapons in the shape of bladed stars have existed for a lot longer than the Ni Shaan, however, and so even if they were to mingle with Imperials on a daily basis, it's unlikely that their name for the "starknife" would replace the translated Elven term which is currently used for these tiny throwing blades.

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Stoneflange, the Dwarven Deflector

Post by willpell » Fri Feb 26, 2016 12:58 am

NAME : +1 Blinding Light Steel Shield
AC BONUS : +2
CHECK PENALTY : -0
SPELL FAILURE : 5%
WGHT : 6 lb.
Hardness: 10
HP: 10
PROPERTIES: May bash. Twice per day, emits a brilliant flash; all other creatures in a 20-foot radius are blinded for 1d4 rounds unless they Reflex save at DC 14.
COST: 4159 gp

NAME : Light Shield Bash
ATT : Melee +0
DMG : 1d3+STR-1/2 bludgeoning
CRIT : x2
RNG : -
WGHT : See shield.
TYPE : Martial
SIZE : Light (for Medium)
COST : See shield.
Note: you lose the shield's AC bonus for the round if you bash with it.

A product of Clan Lysoigor, which tends not to exercise the same care with its crafts as most dwarven armorers, this shield's ability to blast a brilliant glare at it's wielder's command comes in particularly handy against many underground enemies, who are often exceptionally sensitive to harsh illumination. Given the typical persona of these rather mental dwarves, it's likely the crafter couldn't stop snickering about the fact that it's a "light" shield the entire time he was forging and enchanting it.

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No, It Does Not Make Your Tits Look Bigger. Stop asking.

Post by willpell » Fri Feb 26, 2016 1:11 am

NAME : +1 Breastplate of Cold Resistance
TYPE : Medium
AC BONUS : +6
MAX DEX : +3
CHECK PENALTY : -3
SPELL FAILURE : 25%
SPEED: -10 ft.
WGHT : 30 lb.
Hardness: 10
HP: 25
PROPERTIES: Wearer has resistance 10 versus cold damage.
COST: 8350 gp.

Lady Tabitha Realgar drove her arranged-husband-turned-squire to distraction regularly by asking the question alluded to above, about the armor which she'd arranged to have specially fitted for her after she decided to become one of those Aristocrats who makes a great show of taking to the battlefield in order to protect her loyal serfs. Though relatively courageous for a spoiled blue-blood, Tabitha's boldness was far exceeded by her vanity; she refused to listen to armorsmiths who explained that crafting a suit of plate mail to closely hug the curves of her ample decolletage, both outside and between, would only make the armor less effective at protecting her from being impaled straight through the ribcage. (Those armorsmiths were factually wrong, as it turns out, but not for lack of expertise; everything they said about the physical design of the plate was correct, they simply did not have enough of a grounding in mystical theory to understand the Principle of Impenetrable Muliebrity, a phenomenon that was well-understood by arcanists even back in Lady Tabby's day, and by now has been documented with such thoroughness by Empire scholars that it constitutes proven fact. Stated plainly, the Principle indicates that attractive warrior-women who bare a great deal of skin on the battlefield, rather than being rendered more vulnerable to attack, in fact enjoy considerably better protection than those whose armor is bulky and unflattering, even when the opponent who besets them is completely uninterested in their feminine charms. Most explanations of this seemingly paradoxical effect have invoked the idea of invisible, omnipresent, and nigh-omnipotent beings, whether a veritable throng of lecherous male Fae princes lounging in some amphitheater on Arcadia, the nebulous Lords of Dream platonically savoring "objective beauty" from outside the universe altogether, or even the ACJUAR of the Male Gaze which frustrated feminist Athars have speculated must exist, or else these occurrences would be clearly impossible.)

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A Bargain At Twice The Price

Post by willpell » Fri Feb 26, 2016 1:35 am

NAME : Quarterstaff
ATT : Melee +0
FULL ATT: Melee +0, or Melee -4/-8 to attack with both ends.
DMG : 1d6+STR+1/2 bludgeoning, or 1d6+STR and 1d6+STR-1/2 for main and off-hand ends.
CRIT : x2
RNG : -
WGHT : 4 lb.
TYPE : Simple
SIZE : Two-Handed (for Medium)
COST : 0 gp.
SPECIAL: Special monk weapon. May be wielded in one hand but cannot function as a double weapon in that case. The ends are interchangeable for the purpose of striking with only one.

Typically made from a thick, sturdy tree branch, with minimal whittling to improve its balance and heft, the quarterstaff may not be a fancy, but it's proven itself reliably to be the standard for anyone who doesn't want to go unarmed, but neither wants to invest in weaponry to an extent which is economically absurd for most feudal commoners (even in Whiteleaf, where they are relatively well-to-do freemen rather than indentured serfs). One quarterstaff is generally much like another, and one who invests the minimal effort in crafting one and then tries to sell it will be lucky if someone pays him a single copper piece, not for the shaft but for a good laugh at the prospect of it being saleable. This particular stave is no exception, but for a very different reason - rather than being worthless, it is priceless.

Ordinary in every other way, it bears the Arcane Mark of the legendary battle sorcerer Ainsel Arboghast, the Champion of Holt Brygurr, a tiny but internationally famous wayside steading in the province of New Mirajen. Ainsel's Arcane Mark isn't hard to come by, as he had a habit of imprinting it on just about every rock he sat on for a half-hour while resting from his travels, to say nothing of the threshold-stones of about six dozen women who sought to bear him an heir after he became famous (sorcerers in general get laid more than visitors to Tahiti, since the idea of having natural mages for sons and daughters appeals to virtually everyone with a bent for domesticity and even the slightest aspirational nature, but Ainsel is an example of the relative handful of blooded conjurers who wholeheartedly embrace the idea of acting as prize studs to the entire world; most of them outgrow the habit fairly quickly, while he seems never to have given it up, and would likely have fathered literal thousands of heirs if he hadn't been slain at a young age.) But while objects bearing the symbol of Mr. Arboghast are absurdly common, they are virtually never mobile; for reasons not yet determined, even the smallest "bones of the earth" which bear Ainsel's mark seem to have fused with the bedrock below them, and any attempt at quarrying them free to take away with one only destroys the Mark in the process. It was theorized that Ainsel's magic-imbued heritage derived from earth elementals, and that only stone objects were capable of bearing his mark...but then someone noticed it imprinted on one end of a seemingly ordinary wooden staff, which instantly became a highly sought-after collectible.

As breakable as any other glorified stick, Ainsel's quarterstaff probably ought to have rotted away already, but shows only minor weathering, as if it has been skillfully taken care of (or restored) by some curator or another. No such person has ever been found, however, and so the stave remains "on the market", its very irreplaceability making any price that is offered for it seem insulting. The Church of Velgyrine, headquartered in Ainsel's home province, regards the Staff as a wicked relic due to the sorcerer's philandering nature, and would like very much to destroy it (highly unusual, given their preference for preserving old things...but no less than three Arboghast cuckqueans hold rank in the cult's prime temple, so perhaps their grudge isn't so hard to understand); several other factions wish to ensure this does not occur, and so whoever happens to find the thing is going to have a number of ready-made allies, each willing to offer handsome rewards simply for keeping the staff (and preferably not using it in combat, since this would doubtlessly pose some danger of it being destroyed), let alone what a character could gain by surrendering it. But in holding the staff in their hand, every character somehow gets a sense that it doesn't deserve all the attention that swirls around it, and that to accept these endowments would only curse the character with ill fortune until the karmic scales were balanced; those who have disbelieved this intuition have usually come to a bad end, and that might well be the very reason that the staff remains to be found, a seemingly meaningless inclusion in the hoard of some treasure-collecting predator of the wilds, which the last owner ran afoul of while attempting to courier his prize into safe-keeping.

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Don't Call it a "Sling Blade"

Post by willpell » Sun Feb 28, 2016 7:59 pm

NAME : +1 Defending Sling of Disruption
ATT : Ranged +0
DMG : 1d4+STR bludgeoning
CRIT : x2
RNG : 50 feet (attack at -2 per full increment, max of 10)
WGHT : 0 lb plus 5 pounds per 10 bullets.
TYPE : Simple
SIZE : One-Handed (for Medium)
COST : 18,300 gp plus 1 sp per 10 bullets.
Special: Requires two hands and a move action to reload (provokes AoO).
Note: May also fire common stones at a -1 attack for 1d3+STR damage.

(There's a neat rule in the 5th Edition PHB about using ranged weapons as improved melee weapons, indicating that a Sling must be loaded in order to thwack someone on the head with it. Thusly, I'm breaking the rules about how melee-weapon enchantments can't go on ranged weapons, and designing a sling explicitly for the purpose of using it as a miniature flail, while taking an improvised weapon penalty the entire time.)

Two things are of critical importance when battling undead: not letting them touch you, lest you end up paralyzed or level-drained, and having strategies for putting them down which take their non-living nature into account. Faced with these problems, the ultra-nimble elf hero known only as Tenavel (roughly "spinning sword", which was previously a reference to his dance-fighting style, but later came to be associated with the weapon we're discussing, and was considered to describe its wielder only indirectly) set out to craft himself a special weapon for the purpose, a unique creation of his own design which combined the best aspects of a whip-sword and a manriki-gusari, enabling a skilled wielder to snap it out to a length of 15 feet and then instantly retract it to form a typical melee weapon, deal any combination of all three damage types with it, and trip or disarm foes while surrendering no skill at close combat. He wasn't the first to try and create such a "perfect armament", and he won't be the last, but such efforts invariably fail; there's a reason different weapons all still exist, after all, and whether the gods are sabotaging attempts at changing the system or if such efforts are simply doomed in the first place, the result is the same.

So, after having woven all the necessary enchantments into a series of silver threads which were going to be worked into the handgrip for the weapon he called a tallamascarata (we won't bother to translate that pretentiously multi-layered name), he went out to perform one last practice drill with the item itself, and put out his own eye before causing the chain to shatter and send half of the striking surface into a nearby lake. Disgusted, infuriated, and above all else limited by the active lifespan of the perishable uncured leathers of the grip, without which the silver threads wouldn't integrate properly and the entire spell-weave would have gone to waste, the wounded elf stumbled back to his workshop, fused the threads into a single strap of the grip leather, and then attached two cords to the ends of this impromptu sling-pouch and called it a day. After paying to have his eye regenerated, he was left virtually bankrupt, and could afford no additional equipment before he headed off to the wight-infested Mines of Sulvahr-Kraet, hoping to recoup his losses by clearing out one of the main quarries and then claiming ownership of it as it resumed operation. Unsurprisingly, the effort failed; he lost his weapon and nearly his life, and lived the rest of his life as a crippled pauper who roundly cursed the foolishness of adventurers.

But the sling found new use in the hands of a death knight who commanded the mine's haunters, and who took the "unprovoked assault" on his lair as reason to finally get off his eternal ass and begin marauding anew; he saw no reason not to wield a +1 sling and pepper his would-be slayers with stones while they tried to get past his bodyguards, and figured there was little chance any of them might think to try and use the sling in melee against his forces, potentially activating the ruinous enchantment stitched into its leathern receptacle. A halfling burglar decided to disarm him, however, and when he noticed the pickpocket's presence and counterattacked by cutting one of his legs off, the desperate rogue was left with no better ideas than to try and smack the knight with his own weapon. One natural "20" on an attack roll and one natural "1" on a saving throw later, the undead skull was split open moments before it exploded in a flash of light, and the hobbit hobbled back to his companions, using the death knight's long-neglected rusty sword as a crutch. Believing that no amount of mere luck could have been responsible for his victory, and thus the weapon had to be spectacularly powerful in spite of its outsized and awkward nature, the halfling fought with the "Sling Blade" for the rest of his career, and it has passed through a number of hands since then, rarely even hitting and even more rarely striking an undead that could be destroyed by it, but at least proving useful for protecting its wielder, if only by making him look too outright audacious to be worth the bother of attacking.

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Scales of the Dwagon

Post by willpell » Sun Feb 28, 2016 8:15 pm

NAME : +1 Glamered Scale Mail
TYPE : Medium (includes gauntlets)
AC BONUS : +5
MAX DEX : +3
CHECK PENALTY : -3
SPELL FAILURE : 25%
SPEED: -10 ft.
WGHT : 30 lb.
Hardness: 10
HP: 20
PROPERTIES: -
COST: 3900 gp.

Never let your 4-year-old daughter get ahold of your adventuring gear, or she just might figure out how to use it. Little Gloria Stonehammer (who inherited her father Roderick Dwarffriend's original surname, since he was not authorized to pass his honorific on to his children) looked pretty adorable wearing his armor in the first place; the chain shirt alone turned into a floor-length gown on her diminutive body, with the sleeves flopping a good foot past her hands. But after she puzzled out the command word which activated its built-in disguises (Roderick preferred not to look battle-ready while in polite company; he was never without the armor but usually kept it looking like a suit of nondescript peasant dress), she not only disguised the voluminous robe of metal links as properly-sized children's apparel, but was inspired by its reptilian design motif, and decorated the front of the "tunic" with a picture of a dragon, as best her infantile mind could visualize one. The result looked rather as though it had been carved from a single marshmallow, and whenever any of the townsfolk who spotted her toddling about smiled and asked her what the animal on the front of her shirt was, she proudly boomed out "IT'THA DWAGON!" and then grinned from ear to ear, showing off her still-underdevloped supply of teeth. She got all the way to the town butcher shop this way, before the squeals of a dying pig traumatized her into fleeing back home; having assumed he'd been burgled by kidnappers, Roderick was too relieved at her safe return to be mad at her for taking his armor (he would never even have known she'd done it, had he not hugged her exuberantly and then noticed that he was holding a bundle of sun-heated metal, instead of the downy kid-cloth it looked like). Still, the fact that she'd even been able to walk while wearing 30 pounds of metallic scales helped to demonstrate that she'd inherited much of her father's legendary physical prowess; later that summer, he decided it was time she started practicing with her first wooden sword, getting ready to follow in the footsteps of the family trade, and maybe win her own title of dwarven esteem someday.

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A Matched Pair of Optional Throwing Weapons

Post by willpell » Sun Feb 28, 2016 8:47 pm

NAME : +1 Seeking Vicious Spear of Speed
ATT : Melee +1 or Throw +1
DMG : 1d8+1+STR+1/2 piercing (1d8+STR+1 if thrown)
CRIT : x3
RNG : 20 ft. (attack at -2 per full increment, max 5)
WGHT : 6 lb.
TYPE : Simple
SIZE : Two-Handed (for Medium)
Hardness: 5
HP: 10
COST : 72,302 gp.
SPECIAL: Double damage when readied against a charge. When thrown, ignores any miss chance protecting the target. If strikes a target in melee, deals 2d6 extra damage to that target and 1d6 to the wielder. Either way, adds one extra attack when the wielder performs a full attack action.

An extra pair of hands adds numerous additional options; not only can a marilith demon wield as many as six swords, but she can instead opt to strike with three spears against targets near or far, even throwing them all in one round. But when you have a surfeit of arms and yet lack a high enough Base Attack Bonus to make multiple attacks, as with the novitiate Xill priest-warlord Xovindrone (who, courtesy of taking one level each of about eight different classes, retains a BAB of only +5, even as his +4 level adjustment boosts him to an effective character level in the 15-18 range, and thus affords him sufficiently tremendous Wealth by Level that he can own multiple +6-equivalent weapons), your options are more limited. If such a personage wishes to throw two spears in one turn, they have to be a very special type of spear indeed.

Originally acquiring those spears was an early coup for the ambitious cleric/rogue/monk/marshal/contemplative/sacred-fist/maybe-sorcerer-slash-planeshifter-or-whatever; as +1 Speed Spears they were worth a mere 36 kilogeepees each, and even a relatively modest personage such as himself could afford them (at that point he only had three or four class levels atop the Xill minimum ECL of 9, granting him a WBL of 80-100K, and expending the lion's share of them on not one but two awesome weapons was within the range of possibility, if not necessarily advisable). But since then, he has become obsessed with the sheer joy of wielding these "twin impalers" of his, and his efforts at leading his followers to new conquest on the Less-Ethereal Plane have been persistently thwarted by a certain fighter/wizard with a fondness for Blink spells. Thusly, even as his bloodlust was soaking into the two bladed yaris, spontaneously imbuing them with the sadistic quality to rip both wielder and target apart with ribbons of manifested antipathy, he was also plotting to have them reforged with the added ability to unerringly target his elusive foe.

By the time both of those processes had finished eating up his actual and potential fortunes, the dual-weapon set had become one of the most expensive arrays of weaponry on either of the adjacent planes, and their dilletante wielder was more than mildly famous for his assaults on civilization, where he routinely attacks noncombatants just for the joy of being able to slay two of them in a single toss, then bound forward and retrieve the spears from their corpses just in time for more victims to come into range. Only when hardier-looking targets are present does he close to melee and unleash the Vicious property, trading his own pain for the swift decimation of his foes, and expending his extremely limited healing power to revitalize himself so that the battle can continue. For all of his build inefficiency, the Xill has been remarkably successful in these skirmishing tactics; whether his many victories and the rarity of his defeat are merely a statistical aberration, or if his audaciously improbable methodology actually attracts the favor of Whiteleaf's "special snowflake"-loving gods, either way he is becoming a legendary terror in the Material Plane vicinity which surrounds his incursion zone.
Last edited by willpell on Sun Feb 28, 2016 9:35 pm, edited 1 time in total.

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willpell
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Post by willpell » Sun Feb 28, 2016 9:00 pm

NAME : +3 Fiery Frost Club
ATT : Melee +1 or Throw +1
DMG : 1d6+STR+1 bludgeoning (1d6+1+STR+1/2 if wielded with both hands); +1d6 fire and/or cold damage added on each hit if wielder so desires.
CRIT : x2
RNG : 10 ft. (attack at -2 per full increment, max 5)
WGHT : 3 lb.
TYPE : Simple
SIZE : One-Handed (for Medium)
COST : 50,300 gp.

The druid who calls himself Doctor Thermocline (despite most people not even knowing what a Doctor is, and certainly not the other part; only in the capitol region has this word for well-trained healer-scholars begun to catch on) famously wields this weapon, whose rustic appearance belies the volatile energies combined within it. While he isn't shy about deactivating one of its properties when fighting a temperature-specific monster, ensuring that the blow does not heal the target as much as it hurts them, his favorite battles are those where his opponent has no specific reaction to fire or cold, enabling him to set the club ablaze with dynamically opposed energies. As cold blue flames and a fiery-orange mist swirl around the upraised weapon, their radiance gleaming on the otherwise-unreflective surface of Thermocline's darkwood shield, the druid charges into battle and strikes a mighty three-fold blow, inflicting physical and diametrically-opposed thermal traumas in roughly equal quantities, but taking a profound spiritual delight in the exact variance among them. For as much as an hour after the end of a battle, he painstakingly studies and documents the condition of his foes' corpses, savoring the knowledge of precisely how much of their flesh was destroyed by frostbite and how much was burned or battered, and collecting these measurements in a series of achingly precise logbooks, which come to rest incongrously in the heart of his rustic stronghold after they have been completely filled. He makes the paper for these logs out of logs that fell due to age or weather, and binds them by hand himself; each one represents an average of one year's effort, and more than thirty of them are displayed in his trophy room (along with more typically druidic works of grim taxidermy, often made from sentient beings who offended his peculiar moral sensibilities). Surely, if he were as human as he seems, he would be showing signs of age, but those who have felt the boiling-cold caress of his club say that he strikes with too much surety to be suffering even the earliest onset of decreptitude; so far none has gleaned any evidence to hint at his secret.

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