arms
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
arms [2020/01/04 20:10] – dave | arms [2020/01/10 21:23] – [Magic Shields] andrew | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== Magical Arms and Armor ====== | + | ====== Magical Arms and Armor ===== |
- | + | ||
- | //Insert info here about how to make this stuff.// | + | |
+ | A caster with the [[crafting_rules|Crafting Permanent Magic Items]] proficiency (most scholars and zealots of level 5 or higher) who has aquired and properly installed an Enchanter' | ||
===== Magic Weapons ===== | ===== Magic Weapons ===== | ||
- | All these creations count as a magic weapon for the purposes of damaging opponents who are resistant or invulnerable to non-magic weapons. | + | All these creations count as a magic weapon for the purposes of damaging opponents who are resistant or invulnerable to non-magic weapons. |
^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ | ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ | ||
- | |Axe of Power|4000gp|2|4| This Dane Axe does +2 damage on every hit, and has its critical hit target improved by 1. the gall bladder of a Troll Cow.| | + | |Arrow of 1000 Barbs|1000gp|1|3|these arrows inflict an extra +2 damage, and stick in the target, pulling one out causes a further 1d6+2 damage.They come in batches of 10 and each arrow can only be shot once|--| |
- | |Dagger of Dementia|1500gp|1|3|A victim hit by this weapon must make an INT check or lose their Active action next turn|-| | + | |Arrow of Iron|1000gp|0|5| this nearly indestructible arrow scores an extra +1 damage, but can be recovered and shot many times.|--| |
- | |Dagger of Everlasting Venom|2000gp |1 | 3 |This dagger does an extra 1D6 poison damage if the attack is made with advantage. |stinger of a Scorphemoth| | + | |Axe of Power|4000gp|2|3| This Dane Axe does +2 damage on every hit, and has its critical hit target improved by 1. |the gall bladder of a Troll Cow.| |
- | |Dagger of Wounding|2000gp |1 | 3 |This dagger does an extra 1D6 piercing damage if the attack is made with advantage|-| | + | |Axe of Response|2000gp|1|4|The War Axe gives wielder one extra counter attack per fight|--| |
- | |Spear of Rot|2500gp|2|4|This jet black iron-shod spear does an extra +1D6 necrotic damage on a successful hit. |the fangs of a master vampire.| | + | |Axe of Return|2000gp |1|3|The Frankish axe grants +1 to hit, and if thrown, it will return to its user, must be attuned|-| |
+ | |Axe of Splitting| 1500gp|1|3|This war axe destroys any non-magic shield carried by a target it hits|-| | ||
+ | |Bolt of Eye Shooting|1000gp|0|5|this nearly indestructible crossbow bolt will shoot out the eye of its target anytime a critical hit is rolled. | ||
+ | |Bolt of Piercing|1000gp|1| 3|these crossbow bolts come in batches of 12, each one inflicts 2d6 damage, but any " | ||
+ | |Bow of Accuracy|3000gp|2|3|This war bow gives +2 to attack rolls.|--| | ||
+ | |Crossbow of Smashing|1800gp|2|3|The crossbow does +1 damage and knocks targets prone.|--| | ||
+ | |Dagger of Dementia|1500gp|1|4|A victim hit by this weapon must make an INT check or lose their Active action next turn|-| | ||
+ | |Dagger of Everlasting Venom|2000gp |1 | 4 |This dagger does an extra 1D6 poison damage if the attack is made with advantage. |stinger of a Scorphemoth| | ||
+ | |Dagger of Wounding|2000gp |1 | 4 |This dagger does an extra 1D6 piercing damage if the attack is made with advantage|-| | ||
+ | |Mace of Fear|1500gp|1|4| A successful hit in combat causes target to check morale.|--| | ||
+ | |Mace of Righteousness|2000gp|1|4| This mace scores an additional 1d6 damage against Evil targets|--| | ||
+ | |Quiver of Endless Arrows|1500gp|1|3| this quiver appears to have 8 arrows in it, but whenever an attuned users shoots one, another appears in its place.|--| | ||
+ | |Spear of Rot|2500gp|2|3|This jet black iron-shod spear does an extra +1D6 necrotic damage on a successful hit. |the fangs of a master vampire.| | ||
+ | |Spear of Runes|3000gp|2|3|This rune-covered long spear grants user +2 to hit in combat, and can be used as a Spell Focus by a Rune Caster scholar for any spell he knows.|-| | ||
|Sword of Celerity|1200gp |1 |4 |This arming sword gives the wielder an extra 5' to their movement|-| | |Sword of Celerity|1200gp |1 |4 |This arming sword gives the wielder an extra 5' to their movement|-| | ||
+ | |Sword of the Champion|5000gp|2|5|This mighty long sword inflicts +2 to hit and damage.|--| | ||
+ | |Sword of Fire|5000gp|2|5|This long sword inflicts an additional 1d6 points of damage, all the damage counts as either fire or slashing damage, whichever is more advantageous to user, will ignite flammable materials on a hit as well.|The heart of a Fire Jotun| | ||
|Sword of Fortitude|2000gp |1 |5 |While wielding this arming sword bludgeoning, | |Sword of Fortitude|2000gp |1 |5 |While wielding this arming sword bludgeoning, | ||
+ | |Sword of Might|3000gp|1|4|This arming sword inflicts +2 extra points of damage|-| | ||
|Sword of Sharpness|1500gp|1 | 4 |This arming sword gives a +1 to hit, but not damage.| the amulet of a Jinn. | | |Sword of Sharpness|1500gp|1 | 4 |This arming sword gives a +1 to hit, but not damage.| the amulet of a Jinn. | | ||
|Sword of Potence|1500gp|1 | 4 |This arming sword gives a +1 to damage, but not to hit. | the beak of a Hooger.| | |Sword of Potence|1500gp|1 | 4 |This arming sword gives a +1 to damage, but not to hit. | the beak of a Hooger.| | ||
+ | |Sword of the Warrior|2000gp|1|5| This arming sword gives +1 to hit and damage, but only to someone with the Warrior class.|--| | ||
===== Magic Armor ===== | ===== Magic Armor ===== | ||
Line 27: | Line 43: | ||
|Angel Steel Mail|3000gp|3|5| This mail hauberk weighs only 3 Load. |Threads from the garment of a Saint or Prophet. | | |Angel Steel Mail|3000gp|3|5| This mail hauberk weighs only 3 Load. |Threads from the garment of a Saint or Prophet. | | ||
|Mail of Vulcan|50, | |Mail of Vulcan|50, | ||
- | |Griffin Leathers|1000gp|2|3| this light armor gives wearer an extra 5' to movement. | + | |Griffin Leathers|1000gp|2|2| this light armor gives wearer an extra 5' to movement. |
|Troll Leathers|2000gp|2|3| this light armor gives wearer resistance to Slashing Attacks. | the hide of a Grinder Troll.| | |Troll Leathers|2000gp|2|3| this light armor gives wearer resistance to Slashing Attacks. | the hide of a Grinder Troll.| | ||
|Invisible Gambeson|1200gp|0|3| this light armor cannot be seen and has no effective load weight. | the hair of an Elf Enchantress.| | |Invisible Gambeson|1200gp|0|3| this light armor cannot be seen and has no effective load weight. | the hair of an Elf Enchantress.| | ||
Line 34: | Line 50: | ||
^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ | ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ | ||
- | |Spirit Shield|1500gp | 1|3|The spirit shield has more durability than a regular | + | |Spirit Shield|1500gp | 1|4|The spirit shield has more durability than even a masterwork |
- | |Shield of Arrow Catching| |1|3|You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield' | + | |Shield of Arrow Catching|2500gp |
- | |Shield of Brilliance|2500gp|1|3|A kite shield with an enchanted gold, silver or brass face that can be used to blind an enemy for 1d6 rounds as an attack action, provided there is at least torchlight in the area, DEX save to avoid.|-| | + | |Shield of Brilliance|2500gp|1|4|A kite shield with an enchanted gold, silver or brass face that can be used to blind an enemy for 1d6 rounds as an attack action, provided there is at least torchlight in the area, DEX save to avoid.|Carapace of a golden [[crab people|crab person]], a subspecies of sorcerous crab person who is known to cast blasphemies| |
- | |Shield of the Wall| |1|3|This round shield provides +1 AC to all footmen in a [[combat# | + | |Shield of the Chevalier|2000gp|1|4|This kite shield provides user 1 additional point of AC while mounted on a warhorse (or magical mount), and gives the mount +3 AC|The carapace of a [[Scorphemoth]]| |
+ | |Shield of the Wall| 2500gp|1|3|This round shield provides +1 AC to all footmen in a [[combat# |
arms.txt · Last modified: 2021/03/04 14:46 by andrew