User Tools

Site Tools


arms

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
arms [2020/01/10 21:24] – [Magic Armor] andrewarms [2020/01/11 00:03] – [Magic Weapons] andrew
Line 8: Line 8:
  
 ^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 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|Each arrow is fletched from the remains of a [[Frond Blight]]
-|Arrow of Iron|1000gp|0|5| this nearly indestructible arrow scores an extra +1 damage, but can be recovered and shot many times.|--|+|Arrow of Iron|1000gp|0|5| this nearly indestructible arrow scores an extra +1 damage, but can be recovered and shot many times.|Fletched from the rare Ironwood tree, every 6 [[load]] of lumber from this tree can yield a dozen of these arrows|
 |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 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 Return|2000gp |1|3|The Frankish axe grants +1 to hit, and if thrown, it will return to its user, must be attuned|This weapon requires the soul of a ghost trapped within a soul gem|
 |Axe of Splitting| 1500gp|1|3|This war axe destroys any non-magic shield carried by a target it hits|-| |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 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.|Fletched from the rare Ironwood tree, every 6 load of lumber from this tree can yield a dozen of these bolts|
 |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.|--| |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.|--| |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.|--| |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|1200gp|1|2|A victim hit by this weapon must make an INT check be [[conditions#confused|confused]] for one round|This dagger is forged with a core of molten Phlebtonium, making the weapon brittle and easily broken
-|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 Fear|1500gp|1|4| A successful hit in combat causes target to check morale.|--|
 +|Mace of Madness|1200gp|1|2|A victim hit by this weapon must make an INT check be [[conditions#confused|confused]] for one round|This dagger is forged with a core of molten Phlebtonium, making the weapon brittle and easily broken|
 |Mace of Righteousness|2000gp|1|4| This mace scores an additional 1d6 damage against Evil targets|--| |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.|--| |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.|--|
Line 30: Line 31:
 |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 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 Might|3000gp|1|4|This arming sword inflicts +2 extra points of damage|This sword may only be made from the Mithrilium Iron from a Umbral Dwarf's forge found deep below the earth, and even then only if he gives it freely
-|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.|--| |Sword of the Warrior|2000gp|1|5| This arming sword gives +1 to hit and damage, but only to someone with the Warrior class.|--|
  
Line 43: Line 44:
 |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|2| 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 [[griffon]] |
 |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 |
arms.txt · Last modified: 2021/03/04 14:46 by andrew