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arms [2020/01/04 20:31] davearms [2020/01/10 18:39] dave
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 ====== Magical Arms and Armor ===== ====== Magical Arms and Armor =====
  
-A caster with the [[proposed_rule_for_crafting_permanent_magic_items|Create Magic Items]] proficiency (most scholars and zealots of level 5 or higher) who has aquired and properly installed an Enchanter's Furnace can enchant an example of a masterwork quality weapon, armor or shield imbuing it with a permanent enchantment.+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's Furnace can enchant an example of a masterwork quality weapon, armor or shield imbuing it with a permanent enchantment.  The price listed is for selling off the item, and to calculate the time needed to craft one, but there is rarely an occasion to buy an example off the self.
  
 ===== 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.  The Special Ingredient is the item needed [[proposed_rule_for_crafting_permanent_magic_items|to craft the enchantment]], beyond the physical object and the gold metal for the Enchanter's Furnace.+All these creations count as a magic weapon for the purposes of damaging opponents who are resistant or invulnerable to non-magic weapons.  The Special Ingredient is the item needed [[crafting_rules|Crafting Permanent Magic Items]], beyond the physical object and the gold metal for the Enchanter's Furnace.
  
 ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^
 +|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|--|
 +|Arrow of Iron|1000gp|0|5| this nearly indestructible arrow scores an extra +1 damage, but can be recovered and shot many times.|--|
 |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.|  |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.| 
 +|Axe of Response|2000gp|1|4|The War Axe gives wielder one extra counter attack per fight|--|
 +|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.  It can be recovered and shot many times.|--|
 +|Bolt of Piercing|1000gp|1| 3|these crossbow bolts come in batches of 12, each one inflicts 2d6 damage, but any "6" that is rolled causes an additional 1d6 damage to be inflicted, which also adds another 1d6 if it rolls a 6, without end.  Each bolt can be shot only once.|--|
 +|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 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 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|-| |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 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, piercing, and slashing damage from non magical weapons is reduced by 1|-| |Sword of Fortitude|2000gp |1 |5  |While wielding this arming sword bludgeoning, piercing, and slashing damage from non magical weapons is reduced by 1|-|
 +|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 =====
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 |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|50,000gp|3|5|This mail is the kind worn by great heroes like Hector or Arthur, it grants resistance to all physical attacks, weighs only 3 Load, and grants 5' of bonus movement. |the shards of 7 Broken Magic Swords.| |Mail of Vulcan|50,000gp|3|5|This mail is the kind worn by great heroes like Hector or Arthur, it grants resistance to all physical attacks, weighs only 3 Load, and grants 5' of bonus movement. |the shards of 7 Broken Magic Swords.|
-|Griffin Leathers|1000gp|2|3| this light armor gives wearer an extra 5' to movement.  |the hide of a griffin. | +|Griffin Leathers|1000gp|2|2| this light armor gives wearer an extra 5' to movement.  |the hide of a griffin. | 
-|Troll Leathers|2000gp|2|2| 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.|
  
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 |Shield of Arrow Catching| |1|3|You gain a +2 bonus to AC against ranged attacks while you wield this round shield. This bonus is in addition to the shield's normal bonus to AC. Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use a [[actions|Quick action]] to become the target instead.|-| |Shield of Arrow Catching| |1|3|You gain a +2 bonus to AC against ranged attacks while you wield this round shield. This bonus is in addition to the shield's normal bonus to AC. Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use a [[actions|Quick action]] to become the target instead.|-|
 |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.|-| |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.|-|
 +|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|--|
 |Shield of the Wall| |1|3|This round shield provides +1 AC to all footmen in a [[combat#Tactical Advantages|shield wall]] that includes the wielder.|-| |Shield of the Wall| |1|3|This round shield provides +1 AC to all footmen in a [[combat#Tactical Advantages|shield wall]] that includes the wielder.|-|
arms.txt · Last modified: 2021/03/04 14:46 by andrew