Magic Items and [Whiteleaf]

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willpell
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Optimal Arm Protection

Post by willpell » Sun Feb 28, 2016 9:09 pm

NAME : +5 Heavy Wooden Shield
AC BONUS : +7
CHECK PENALTY : -1
SPELL FAILURE : 15%
WGHT : 10 lb.
Hardness: 5
HP: 15
PROPERTIES: Druid OK; may bash.
COST: 25,157 gp.

NAME : Heavy Shield Bash
ATT : Melee +0
DMG : 1d4+STR-1/2 bludgeoning
CRIT : x2
RNG : -
WGHT : See shield.
TYPE : Martial
SIZE : One-Handed (for Medium)
COST : See shield.
Note: you lose the shield's AC bonus for the round if you bash with it.

The best protection available for any druid (and exceeded only marginally by what non-druids can wield, as a steel shield's only real advantage is being slightly harder to sunder, which is pretty hard to do to heavily-enchanted items regardless of their base material), this escutcheon combines with a comparably-enchanted suit of plate mail to provide an AC as high as 31 (10 base, +1 for dex allowed by plate, +8 for plate itself, +2 for the shield, and +10 for both enhancements), defying the combative abilities of even highly-trained fighters if they have opted to consume their wealth, instead of investing it all in similarly puissant equipment.
Last edited by willpell on Sun Feb 28, 2016 9:34 pm, edited 1 time in total.

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Bearly Adequate Protection

Post by willpell » Sun Feb 28, 2016 9:12 pm

NAME : Masterwork Hide Armor
TYPE : Medium (includes gauntlets)
AC BONUS : +3
MAX DEX : +4
CHECK PENALTY : -2
SPELL FAILURE : 20%
SPEED: -10 ft.
WGHT : 25 lb.
Hardness: 2
HP: 15
PROPERTIES: Druid OK
COST: 165 gp.

NAME : Gauntlet
ATT : Melee +0
DMG : 1d3+STR-1/2 bludgeoning (1d3+STR if punching with primary hand)
CRIT : x2
RNG : -
WGHT : 1 lb.
TYPE : Simple
SIZE : Light (for Medium)
COST : Included with armor or 2 gp.
Special: Attacking with a non-spiked gauntlet is still an unarmed strike and provokes an AoO unless an effect prevents this.

While barbarians are theoretically capable of wearing better armor than this well-crafted bearhide suit, unlike their tribe's druids, in practice they tend to have the same options. The superior defensive ability of a steel breastplate is academic if you lack the capability to smelt metal; such primitives may command wealth equivalent to their more urbane adventuring peers, but often have no ability to spend it, since they are often not welcome in the markets of the civilized world.

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The Archetype of Anger

Post by willpell » Sun Feb 28, 2016 9:33 pm

NAME : +5 Anarchic Shocking Burst Battleaxe of Mighty Cleaving
ATT : Melee +5
DMG : 1d8+5+STR slashing (1d8+7+STR+1/2 if wielded in both hands) and 1d6 Lightning; additional 2d6 if target is Lawful.
CRIT : x3 and an additional +2d10 Lightning (total of 3d8+15+STRx3 slashing damage, assuming single-handed wielding, and 3-26 lightning damage regardless, not counting Anarchic effect).
RNG : -
WGHT : 6 lb.
TYPE : Martial
SIZE : One-Handed (for Medium)
Hardness: 5
HP: 5
COST : 100,310 gp.
Properties: Wielders who possess the Cleave feat may perform one additional Cleave per round. (This property is irrelevant if they have the Great Cleave feat.) Bypasses damage reduction as a Lawful weapon; any Lawful creature has one temporary negative level while wielding the axe.

When they cast the Spiritual Weapon spell or shape an Incarnate Weapon soulmeld, ideologues of Chaos Itself tend to produce this destructive power in the shape of a very specific image: an axe that chops opponents down like so many trees. Those who have compared multiple such manifestations have noticed that certain design elements frequently recur, shining through the prejudices of their wielders, as though an ancient archetype always informs the appearance of such magic effects unless the persona of the magus in question overrules this default. (For example, misogynistic meldshapers or ideoclerics are unlikely to produce an axe with two crescent-shaped blades, since this forms the symbol of the Lunar Labrys, a well-known representation of many ancient female warrior traditions and feminine power in general. But even if the shaper's axe has only one blade, it is likely to be the same shape as it would be if it had a missing twin, despite the fact that it will look unbalanced as a result.) Artist reconstructions of this speculated "original" Chaos Axe are on display in the Higgenbotham Imperial Museum of Sacred Iconography (founded by famous Lematryan cleric Thompson Higgenbotham The Third), but the curators of the collection have no idea how close the representation really is, for in truth the true Original Axe still exists, albeit lost deep in the tunnels of Pandemonium where not even the avatar of the Slaughtergod has managed to find it. The famous incarnate Ohrmycras Bintrandorf is rumored to be looking for the Chaos Axe, specifically with the intention of throwing it away moments after he finds it; he already is quite content to wield an Incarnate Weapon which precisely duplicates its shape (or at least he imagines so, but he doubtlessly will not change his mind if the truth proves to disagree with his opinion).

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Flailing About Madly

Post by willpell » Sun Feb 28, 2016 9:46 pm

NAME : +2 Axiomatic Anarchic Flail
ATT : Melee +2
DMG : 1d8+STR+2 bludgeoning (1d8+3+STR+1/2 if wielded in both hands); +2d6 damage against a creature which is either Lawful or Chaotic (and possibly +4d6 against creatures which count as both; see below).
CRIT : x2
RNG : -
WGHT : 5 lb.
TYPE : Martial
SIZE : One-Handed (for Medium)
COST : 72,308 gp.
Special: 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). A Lawful or Chaotic creature has a temporary negative level while wielding this weapon. It is debatable whether a creature which is Lawful but has the Chaotic subtype or vice versa, such as a succubus paladin, should suffer two negative levels from holding this weapon; few enough of them exist that it's hardly worth considering the matter.

Nothing in particular stops a weapon from being both Holy and Unholy, or the ethical equivalents thereof; there are few creators with an interest in creating such weapons, as they are overpriced for their effectiveness and have a tendency to attract large numbers of enemies. But a few advocates of what they semi-ironically term "Balance", despite probably not being all that well-balanced themselves, mentally speaking, believe that creating exactly this sort of weapon is not only useful, but borders on being a devotional sacrament. It is perhaps typical of such individuals to use something as wildly dangerous and hard-to-control as a flail for the basis of such a weapon.

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A Bolt From The Blue

Post by willpell » Sun Feb 28, 2016 9:54 pm

NAME : +1 Brilliant Energy Javelin
ATT : Throw +1 or Melee -3
DMG : 1d6+STR+1 piercing (+1/2 STR if wielded in melee with 2 hands, -1/2 STR if wielded in melee with off hand)
CRIT : x2
RNG : 30 ft. (attack at -2 per full increment, max 5)
WGHT : 2 lb.
TYPE : Simple
SIZE : Ranged (for Medium)
COST : 50,301 gp.
Properties: Ignores target's shield and armor bonus (even if ghost touch, although that seems like a mistake; failure to mention shields is another such mistake, but that one I'm definitely correcting), though natural armor and all other bonuses apply. Cannot damage objects, constructs, or undead. Sheds light as a torch (bright light in 20-foot radius, shadowy illumination out to 40 feet).

Since it is impossible to design a bow which turns its arrows into bolts of pure lifeforce which phase straight through steel armor - nobody knows why, but it can't be done - the javelin is a popular choice for creating ranged weapons which can strike down armored targets. The intersection of sufficient wealth to wear plate mail and an HP total low enough to be downed by a single hit is fairly small, but it includes upstart nobles who would rather spend their money on repossesable protective suits than on training and enriching men who might someday overthrow them, and the Empire has dealt with quite a few of these would-be tyrants, so the practice of creating brilliant energy javelins continues, as best the Imperial economy can manage to support it.

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The Best Offense is Not A Good Defense, But Points For Effor

Post by willpell » Sun Feb 28, 2016 10:00 pm

NAME : +1 Light Wooden Shield of Bashing
AC BONUS : +2
CHECK PENALTY : -0
SPELL FAILURE : 5%
WGHT : 5 lb.
Hardness: 5
HP: 7
PROPERTIES: Druid OK; may bash.
COST: 4153 gp

NAME : Light Shield of Bashing Bash (equivalent to a Huge shield)
ATT : Melee +0
DMG : 1d6+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.

Presumably the owner of this "defensive weapon" has the Improved Shield Bash feat, and probably Two-Weapon Fighting besides (maybe he's a ranger, in which case it's easier to understand why he'd go to the bother). He hasn't gone so far as to commission the shield with masterwork spikes that can be made into a magic weapon, and such augmentation is therefore impossible, so presumably he remains more or less sane and reasonable, concentrating most of his mystical-enhancement budget upon his actual weapon.
Last edited by willpell on Thu Mar 03, 2016 6:27 pm, edited 1 time in total.

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A Typical Protective Garment

Post by willpell » Sun Feb 28, 2016 10:02 pm

NAME : Masterwork Studded Leather
TYPE : Light
AC BONUS : +3
MAX DEX : +5
CHECK PENALTY : -0
SPELL FAILURE : 15%
SPEED: No effect.
WGHT : 20 lb.
Hardness: 2
HP: 15
PROPERTIES:
COST: 175 gp

As the best protection you can get without taking a skill penalty, Masterwork Studded Leather is essentially the default armor type for anyone who can't afford a Mithril Breastplate or the like. Its relatively bearable price is just outside the affordability range of a first-level adventurer, so you can generally be sure that anyone you see wearing this finely-made suit has at least been around the proverbial block a couple of times, and is not such a pushover that he would lose a death match against a couple of goblins.

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The Sickle of the Red Knight Champion of the Peasantry

Post by willpell » Sun Feb 28, 2016 10:11 pm

NAME : +3 Defending Sickle
ATT : Melee +3
DMG : 1d6+STR+3 slashing
CRIT : x2
RNG : -
WGHT : 2 lb.
TYPE : Simple
SIZE : Light (for Medium)
COST : 32,306 gp.
Special: May be used for Trip attacks; drop to avoid being counter-tripped. When attacking in melee, may voluntarily reduce the sickle's enhancement bonus as low as 0, and add the reduction as a bonus to AC until the start of his next turn. (This is a somewhat stingy interpretation of the text; it's not clear that you actually have to be attacking with the sickle at all, just "wielding" it. But I'm making that judgment call.)

Although the sickle was the Red Knight's backup weapon, and he seldom even tried to do anything other than catch his foe's blade with it, it was in fact originally designed by its hobgoblin creator to be a primary weapon, whose modest size and ease of wielding would make it suitable for use as a heavy weapon by his diminutive cousins, the bogles. Dedicated to the hobgoblin creator-goddess Trakatha and her to father, the common ancestor of all the goblinoid races, the sickle's sharpness is impressive, though not legendary, and the same quality enables it to turn aside all manner of attacks (even ray spells and ghostly touches, though the weapon cannot actually harm ghosts as its counterpart can, and lacks the ability to deafen wizards so that they mumble their spells inadequately).

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BOUNCE! (Pogopogopogo!)

Post by willpell » Sun Feb 28, 2016 10:23 pm

NAME : +4 Returning Dagger
ATT : Melee +4 or Throw +4
FULL ATT: Melee +4, or -0/-4 to attack with two of these daggers (assuming you can afford them).
DMG : 1d4+4+STR-1/2 piercing or slashing (1d4+STR+4 if used in primary hand)
CRIT : 19-20 / x2
RNG : 10 ft. (attack at -2 for each full increment, max of 5)
WGHT : 1 lb.
TYPE : Simple
SIZE : Light (for Medium)
Hardness: 10
HP: 2
COST : 50,302 gp.
Special: A character who uses Sleight of Hand to conceal a dagger on their person gets a +2 bonus to the roll.
Properties: Returns to the square from which it was thrown at the start of the wielder's next turn; if he is still there and has a free hand, he can catch it without using an action.

The only person ever known to have owned both of these matched daggers was oddly not their creator; he had already sold the first before he thought to spend his time and energy precisely duplicating it from memory (and then died before he could do it a third time). Instead, he was a loudly outspoken and antisocial wizard named Rygorr, who was not evil but did his best to make everyone think he was. Rather than the misanthrope he was taken for, he was actually a deeply sensitive soul, apart from having "stupidity" as a Berserk Button; whenever he perceived people as acting willfully pigheaded, his ability to be even remotely civil to them went right out the window. Thusly, after he came into possession of the first of these daggers, he developed a habit of tossing it pommel-first (using the Subduing Strike feat, although bizarrely the result of this still counts as piercing or even slashing damage) at the skulls of his foes, watching it bounce off their undoubtedly-quite-thick cranium and fly back to his hand. When he heard that the maker of the dagger had produced its duplicate late in his life, Rygorr tracked down the second one and paid a handsome price to acquire it; from then on, the idiots of the world had twice as much reason to fear a bump on the head (guided by Cat's Grace, since True Strike was not effective on double attacks). Eventually making a late entry into the Daggerspell Mage prestige class, the churlish arcanist was able to parlay his poor temper into a career of stalking destructive foes and laying them low for the sake of the world's protection; he even fell in love with a lady barbarian whose fearsome temper exceeded his own, and who had waited her whole life for someone to recognize the lonely and sensitive soul that lurked behind her bitchy, misanderistic facade.

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Metal Militiaman's Crossbow

Post by willpell » Wed Mar 02, 2016 12:14 am

NAME : +5 Light Crossbow
ATT : Ranged +5
DMG : 1d8+5 piercing
CRIT : 19-20 / x2
RNG : 80 ft. (attack at -2 per full increment, max of 10)
WGHT : 4 lb, plus 1 lb per 10 bolts.
TYPE : Simple
SIZE : Ranged (for Medium)
Hardness: 5
HP: 5
COST : 50,335 gp, plus 1 gp per 10 bolts.
Special: Load as a move action (provokes AoO). Requires two hands to load; may fire one-handed at a -2 attack, or one in each hand at an additional -4/-8.

Anyone can figure out how to point and shoot a trigger-operated device for killing from afar; the fact that they make the infliction of violence easy is said to worry the Emperor, but for the moment there remains too much need for self-defense in the low-rent border provinces for a ban on efficient weaponry to be considered. While one crossbow bolt seldom puts down anything dangerous, ten or fifteen of them will discourage all but the most monstrous marauders; thusly, the security of Hinterlands-adjacent villagers relies heavily on an inexpensive store of ranged munitions. Many of those who learn archery in such a civil defense force later go on to become adventurers, and rather than put in the effort of training with slightly-deadlier bows, many simply have their old border-guard sidearms refurbished with mystical enhancements, granting them better accuracy and stopping power for when they must be wielded solo.

A common tactic for further improving combat performance is to combine a +5 boltcaster with a variety of specialized arrows or quarrels, helping to control costs while delivering more damage on a successful shot. For example:

NAME : +1 Flaming Bolts
ATT : Ranged +1 or per crossbow, whichever is better
DMG : 1d8+1 piercing (or per crossbow), plus 1d6 fire.
CRIT : 19-20 / x2
RNG : 80 ft. (attack at -2 per full increment, max of 10)
WGHT : 4 lb, plus 1 lb per 10 bolts.
TYPE : Simple
SIZE : Ranged (for Medium)
COST : 830.1 gp per bolt.
Special: Destroyed after hitting a target; half-chance of successful recovery on a miss.

Given the price tag of these quarrels, they are used very sparingly. Many warriors carry just a single example each of several types (such as the ever popular Fire/Frost/Shock trifecta), deploying them only as a last resort when severely pressed. Others are more extravagant, particularly if they learn the trick of creating their own such items; not only does this halve the GP cost, thus enabling them to be produced with a lower economic impact, but the personal investment of the creator becomes inconsequential once he has attained the heights of his career anyway.
Last edited by willpell on Wed Mar 02, 2016 1:58 pm, edited 1 time in total.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:15 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Heavy Crossbow
ATT : Ranged +0
DMG : 1d10 piercing
CRIT : 19-20 / x2
RNG : 120 ft. (attack at -2 per full increment, max of 10)
WGHT : 8 lb, plus 1 lb per 10 bolts.
TYPE : Simple
SIZE : Ranged (for Medium)
Hardness: 5
HP: 5
COST : 50 gp, plus 1 gp per 10 bolts.
Special: Load as a full-round action (provokes AoO). Requires two hands to load; may fire one-handed at a -4 attack, or one in each hand at an additional -6/-10.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:15 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Repeating Heavy Crossbow
ATT : Ranged +0
DMG : 1d10 piercing
CRIT : 19-20 / x2
RNG : 120 ft. (attack at -2 per full increment, max of 10)
WGHT : 12 lb, plus 1 lb per 5-bolt case.
TYPE : Simple
SIZE : Ranged (for Medium)
Hardness: 5
HP: 5
COST : 400 gp, plus 1 gp per 5-bolt case.
Special: Load a new case of bolts as a full-round action (provokes AoO). Load a new bolt from the case as a free action. Requires two hands to load or to fire while repeating; may fire one-handed at a -4 attack, or one in each hand at an additional -6/-10, but may not reload until a hand is free.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:15 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Composite Shortbow
ATT : Ranged +0 (attack at -2 if Strength bonus is below 1)
DMG : 1d6+1 or 1d6+STR piercing, whichever is lower
CRIT : x3
RNG : 70 ft. (attack at -2 per full increment, max of 10)
WGHT : 2 lb, plus 3 lb per 20 arrows.
TYPE : Martial
SIZE : One-Handed (for Medium)
Hardness: 5
HP: 5
COST : 150 gp, plus 1 gp per 20 arrows.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:16 am

NAME : +1 Holy Composite Longbow
ATT : Ranged +1 (attack at -2 if Strength bonus is below 0)
DMG : 1d8+1 or 1d8+STR+1 piercing, whichever is lower
CRIT : x3
RNG : 110 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 : 18,400 gp, plus 1 gp per 20 arrows.

There's not much call for the manufacture of composite bows, given that their only advantage over normal ones is a marginally higher range, and in some cases the ability to fire from horseback. There's even less call to enhance them with magic, given that by the time you can afford high-potency enhancements, you can also afford the extra 100-200 gp necessary to get the bow up to your own Strength limits. And most of the physically weaker races, who might lack the strength necessary to draw a composite bow designed for "mighty" wielders, are also Small-sized, so they wouldn't want a Medium bow. All these factors considered, the creation of a +1 Composite Bow (Mighty 0) for Medium-size wielders, costing 8400 GP and pregnant with the possibility of even more gold being sunk into further enhancing this pointless creation, might seem to be little more than an act of totemic sacrifice to the very concept of Futility. But there is one notable category of exceptions - those who fight Undead, the spider-loving Drow, or creatures of elemental Shadow are frequently subjected to strength-draining attacks, and if they manage to get away after being tagged once in this fashion, their ability to stay alive could well depend on having an extra 10 feet of breathing room when they turn around and fire a volley of Truedeath Arrows. For those at this optimal balance point, and only for them in particular, this is exactly the correct weapon.
Last edited by willpell on Wed Mar 02, 2016 7:24 pm, edited 3 times in total.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:16 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

ARMOR
NAME : Spiked Studded Leather
TYPE : Light
AC BONUS : +3
MAX DEX : +5
CHECK PENALTY : -1
SPELL FAILURE : 15%
SPEED: No effect.
WGHT : 30 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: 75 gp.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:16 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Tower Shield
AC BONUS : +4
CHECK PENALTY : -10
SPELL FAILURE : 50%
WGHT : 45 lb.
PROPERTIES: -2 to all attacks while wielding. May provide Total Cover (may not be attacked) against all except spells in place of its Armor Class bonus, but the wielder may not attack while so covered.
Hardness: 5
HP: 20
COST: 30 gp.
Note: Characters proficient in normal shields are not automatically proficient with a tower shield.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:16 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Scimitar
ATT : Melee +0
DMG : 1d6+STR slashing (1d6+STR+1/2 if wielded in both hands)
CRIT : 18-20 / x2
RNG : -
WGHT : 4 lb.
TYPE : Martial
SIZE : One-Handed (for Medium)
COST : 15 gp.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:17 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

ARMOR
NAME : Leather
TYPE : Light
AC BONUS : +2
MAX DEX : +6
CHECK PENALTY : -0
SPELL FAILURE : 10%
SPEED: No effect.
WGHT : 15 lb.
Hardness: 2
HP: 10
PROPERTIES:
COST: 10 gp

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:17 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

SHIELD
NAME : Buckler
AC BONUS : +1
CHECK PENALTY : -1
SPELL FAILURE : 5%
WGHT : 5 lb.
Hardness: 10
HP: 5
PROPERTIES: No penalty when using a bow or crossbow, but -1 on other attacks when using the off hand, and the shield's bonus doesn't apply that round.
COST: 15 gp.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:17 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Light Pick
ATT : Melee +0
DMG : 1d4+STR piercing (1d4+STR-1/2 if wielded in off hand)
CRIT : x4
RNG : -
WGHT : 3 lb.
TYPE : Martial
SIZE : Light (for Medium)
COST : 4 gp.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:18 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Hand Crossbow
ATT : Ranged +0
DMG : 1d4 piercing
CRIT : 19-20 / x2
RNG : 30 ft. (attack at -2 per full increment, max of 10)
WGHT : 2 lb, plus 1 lb per 10 bolts.
TYPE : Exotic
SIZE : Ranged (for Medium)
Hardness: 5
HP: 5
COST : 100 gp, plus 1 gp per 10 bolts.
Special: Load as a move action (provokes AoO). Requires two hands to load; may fire one-handed at no penalty, or one in each hand at an additional -4/-8.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:18 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Punching Dagger
ATT : Melee +0
DMG : 1d4+STR-1/2 piercing (1d4+STR if used in primary hand)
CRIT : x3
RNG : -
WGHT : 1 lb.
TYPE : Simple
SIZE : Light (for Medium)
COST : 2 gp.

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Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:18 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Heavy Flail
ATT : Melee +0
DMG : 1d10+STR+1/2 bludgeoning
CRIT : 19-20 / x2
RNG : -
WGHT : 10 lb.
TYPE : Martial
SIZE : Two-Handed (for Medium)
COST : 15 gp.
Special: 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).

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willpell
Black Dragon
Posts: 3029
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male

Re: Magic Items and [Whiteleaf]

Post by willpell » Wed Mar 02, 2016 12:19 am

For time-management reasons, I'm now going to toss up the weapon stats en masse, and then edit in the magic abilities, and epic and sweeping fluff about the weapons, to complete the articles later later.

NAME : Heavy Flail
ATT : Melee +0
DMG : 2d8+STR+1/2 bludgeoning
CRIT : 19-20 / x2
RNG : -
WGHT : 20 lb.
TYPE : Martial
SIZE : Two-Handed (for Large)
COST : 30 gp.
Special: 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).

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willpell
Black Dragon
Posts: 3029
Joined: Wed Sep 23, 2015 9:10 pm
Gender: male

Born to be the Imperfect Weapon

Post by willpell » Wed Mar 02, 2016 12:19 am

NAME : Unarmed Strike
ATT : Melee +0
DMG : 1d3+STR-1/2 nonlethal bludgeoning (1d3+STR if punching with primary hand)
CRIT : x2
RNG : -
WGHT : 0 lb.
TYPE : Simple
SIZE : Light (regardless of size)
COST : 0 gp.
Special: Attacking with an unarmed strike provokes an AoO unless an effect prevents this.

No, monks cannot enchant their fists as magic weapons. And that goes double for non-monks.
Last edited by willpell on Wed Mar 02, 2016 7:34 pm, edited 1 time in total.

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