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Video Game Magic Items (free previews)

TheLe

First Post
[imager]http://www.TheLeGames.com/images_ForumPosts/VideoGameMagicItems/VideoGameGamicItemsMontage_tn150w.jpg[/imager]The Le Games is happy to announce Video Game Magic Items, to be released Wednesday July 16th. Written by Shane O'Connor and illustrated by Herb McGihon, your favorite video game items will come to life in your 3e fantasy world. This awesome book comes with 25 items to tantalize your brain. For GM's there's plenty here to give out to your players, including some! For players, we have some of the best video game items available for you to create and round out your characters. Here's a sample of what you'll get:

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Blue Shell Armor
(Major Magic Armor) Appearing as a large turtle shell with the top colored blue, this magic armor functions as a +3 breastplate, except that it does not reduce the wearer’s speed. It magically resizes to fit a new wearer, and completely covers their torso, having holes for their arms, legs, and head (new holes magically appear if the wearer has other appendages, such as extra arms or a tail). This doesn’t impede the character’s ability to wear or use other items normally (though it may make him look rather silly).

While wearing this armor, a character that performs a total defense action may pull his head and limbs into the shell, gaining a +6 deflection bonus to AC instead of a +4 dodge bonus. The magic of the shell even allows you to pull in gear that should be too large to fit inside it with you, such as a two-handed weapon or a tower shield.

If a character wearing blue shell armor makes an overrun attempt while moving in a straight line, he may pull himself into the shell as a free action, letting it slide along the ground. Doing so grants an additional 10 ft. of movement, and the attempt is treated as though the character had the Improved Overrun feat. Further, he may make an overrun attempt against all opponents in the path of his movement, until his move ends or one of them successfully blocks the attempt.

Strong transmutation; CL 12th; Craft Magic Arms and Armor, haste; Price 56,350; Cost 28,350 + 2,240 XP.

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Club of the Smash Brothers
(Medium Magic Weapon) While it is unknown who first created these weapons, they have become famous due to their use by a popular adventuring party known as the Smash Brothers. Long and thin, this +2 greatclub grants whoever wields it the Awesome Blow feat, even if they do not meet the prerequisites. When using the club to make an Awesome Blow, the wielder may do so against corporeal creatures up to one size category larger than himself.

Moderate universal; CL 11th; Craft Magic Arms and Armor, repulsion; Price 18,305 gp.

AWESOME BLOW (FEAT)
[GENERAL, FIGHTER]
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.


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Video Game Magic Items will be available July 16th.

And also be prepared for brand new item given by Diablo himself: a four piece set of artifacts that give tremendous power when assembled together. Unorthodox Artifacts: Yovann's Sorrow will be available within the next two weeks!

-The Le Games, We Enhance Worlds

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TheLe

First Post
We continue our previews of Video Game Magic Items with the Cape of the Hero:
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Cape of the Hero
(Major Wondrous Item) Made by clerics of an air deity, the cape is the result of them wanting an item similar to the leaf of the raccoon, but which wouldn’t make them look ridiculous. The result was the creation of this yellow cape.

The cape of the hero allows a character to fly at twice his base speed with average maneuverability. A character who wears it is also always under the effect of a feather fall spell, with the cape wrapping about the character’s ankles and billowing out like a parachute if the character falls. Also, once per day while flying, the character may, as a full-round action that does not provoke an attack of opportunity, deliberately slam into the ground. This creates an earthquake where the character lands, though neither the landing nor the earthquake harms the character.

The cape can also be used as an off-hand weapon. A character can spin around to attack with it, dealing 1d6 points of bludgeoning damage (the cape overcomes damage reduction as a magic weapon). A character may also make a Whirlwind Attack, as the feat, with the cape. The cape cannot, however, be used as a weapon while the character is using it to fly (including floating down).

Strong transmutation [air] and evocation [earth]; CL 15th; Craft Wondrous Item, air walk, earthquake, magic weapon; Price 200,000 gp.
 

TheLe

First Post
Video Game Magic Items - Available Wednesday!

[imager]http://www.thelegames.com/Images_Covers/tn/VideoGameMagicItems_tn400w.jpg[/imager]

I am excited to say that Video Game Magic Items will be available tomorrow! To the right you will notice the just-finished Cover Art, created by Herb McGihon (who also did the custom interior artwork)!

In the meantime, here's two more sneak peaks:

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Scorpion’s Sting
(Moderate Magic Weapon) Said to have been used by the ghost of a vengeful ninja, scorpion’s sting is a +2 spiked chain (or whip) with a special power. As a standard action (the command phrase is “get over here!”), the user can make an attack against a non-adjacent foe within range. If the attack is successful, the user may make an opposed Strength check against the victim. If successful, the victim is pulled adjacent to the attacker and is stunned for 1 round (this movement can provoke attacks of opportunity from nearby creatures, but not the attacker). If the victim wins the Strength check, then he isn’t moved nor stunned.

Moderate transmutation; CL 9th; Craft Magic Arms and Armor, telekinesis; Price 18,325 gp; Cost 9,325 gp + 720 XP.

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Keysword
(Minor Artifact) This +4 longsword is shaped like a sword-sized key, and lets the wielder use arcane lock and knock at will. A keysword is at its strongest, however, when used to fight soulless foes. It automatically overcomes all forms of damage reduction when used against constructs and undead, and furthermore is treated as having the disruption property, save that it also affects constructs and the Will save DC is 16.

Legends state that a keysword is actually not so much a weapon as it is a tool. Supposedly, it can open a gateway to a “kingdom of hearts,” which is rumored to be where new souls come from. Virtually no evidence exists to support this idea, however.

GM’s option: Those who have the keysword in their inventory (whether wielded or not) gains a +3 bonus to all open lock checks.

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The Le Games - We Enhance Worlds!

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Alzrius

The EN World kitten
For those who haven't yet noticed, the book has been released! :D

I had a lot of fun working on this one, and I think it showcases a nice set of items from classic video games re-imagined for the d20 system.

See if you can figure out what games the various items are from! ;)
 


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