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 [2020/01/11 15:36] davearms [2020/01/17 20:29] andrew
Line 5: Line 5:
 ===== 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 [[crafting_rules|Crafting Permanent Magic Items]], 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.  Note that any magic arming sword might also be made as a scimitar.
  
 ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^
Line 17: Line 17:
 |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 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.|walrus tusk| |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.|walrus tusk|
-|Bow of Accuracy|3000gp|2|3|This war bow gives +2 to attack rolls.|a dozen elf shot heads|+|Bow of Accuracy|3000gp|2|3|This war bow gives +2 to attack rolls.|a dozen [[elves|elf shot]] heads|
 |Crossbow of Smashing|1800gp|2|3|The crossbow does +1 damage and knocks targets prone.|eye of a House Crusher or Rhinoceros| |Crossbow of Smashing|1800gp|2|3|The crossbow does +1 damage and knocks targets prone.|eye of a House Crusher or Rhinoceros|
 |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 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|Dybbuk demon trapped in a soul gem| |Dagger of Wounding|2000gp |1 | 4 |This dagger does an extra 1D6 piercing damage if the attack is made with advantage|Dybbuk demon trapped in a soul gem|
 +|Lance of Glory|2000gp|2|3|This lance scores 1 additional 1d12 damage on a knightly charge|fragment of armor of a Knight of Hell|
 |Mace of Fear|1500gp|1|4| A successful hit in combat causes target to check morale.|fragment of a Baal| |Mace of Fear|1500gp|1|4| A successful hit in combat causes target to check morale.|fragment of a Baal|
-|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 Madness|1200gp|1|2|A victim hit by this weapon must make an INT check be [[conditions#confused|confused]] for one round|This weapon 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|an ounce of sand from Mt. Sinai| |Mace of Righteousness|2000gp|1|4| This mace scores an additional 1d6 damage against Evil targets|an ounce of sand from Mt. Sinai|
 |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.|the hats of 3 leprechauns| |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.|the hats of 3 leprechauns|
Line 53: Line 54:
  
 ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^
-|Spirit Shield|1500gp | 1|4|The spirit shield has more durability than even a masterwork round shield and it imparts a +2 bonus against spiritual attacks.|The wood of a spirit tree is hewn from the trunk of one of the dreaming trees in the hidden groves to the north and east|+|Spirit Shield|1500gp | 1|4|The spirit shield has more durability than even a masterwork round shield and it imparts a +2 bonus against spiritual attacks.|The wood of a spirit shield is hewn from the trunk of one of the dreaming trees in the hidden groves to the north and east|
 |Shield of Arrow Catching|2500gp |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.|The wood used for a shield of arrow catching is soaked for a month in the blood of an dark elven knight| |Shield of Arrow Catching|2500gp |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.|The wood used for a shield of arrow catching is soaked for a month in the blood of an dark elven knight|
 |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 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 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 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#Tactical Advantages|shield wall]] that includes the wielder.|The wood of this shield must be made from an alder or willow that grows on or near the grave of a great hero| |Shield of the Wall| 2500gp|1|3|This round shield provides +1 AC to all footmen in a [[combat#Tactical Advantages|shield wall]] that includes the wielder.|The wood of this shield must be made from an alder or willow that grows on or near the grave of a great hero|
arms.txt · Last modified: 2021/03/04 14:46 by andrew