Advanced Weapon Crafting


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I was wondering if I could make a weapon or armor for "bishop laurent".

I just would like to know what tools that the bishop would like to use, and what is his personality?

Just want to make sure I have things right for your npc

John
 

I came up with some more ranged weapons for you

Gnomish holy water arrow- These arrows are pressurized and filled with holy water, to aid in combating undead. The tip has a mechanism that sprays holy water when it strikes. Against undead the arrow deals the bows damage, +2d6 damage as the holy water is forced into the undeads body. This only works against corporeal undead.

Gnomish goop arrow- When this arrow strikes a creature, it acts in all ways as a tanglefoot bad, except it has a range increment of 20ft and can be fired.

Dwarven hammer arrows- these arrows literally hit like a hammer, dealing damage from the bow +1d6 subdual damage

Gnomish sleep arrow- This arrow is filled with a special alchemical formula, that sprays in the air when it strikes a target, forcing the target to make a fortitude save vs. DC 12 or fall asleep for 3 rounds.

Sting eye arrows- These arrows are filled with alchemist fire and peppers, making a burning blinding smoke. The space that they strike fills with burning blinding smoke. Causing anyone in that square to suffer -2 on all attack rolls, and spot checks. This last for 1d6 rounds

Dwarven barbed arrows- These arrows are stouter than normal arrows, suffering a 10 ft. penalty to any range increment. In addition, they deal -2 damage, but they impose a -1 penalty to all attack and damage rolls on the victim. When they are removed they impose an additional 1d6 damage.

Hope you enjoy

John
 

Hey Corvidae, sorry for the late reply, had a few days of vacation, so I haven't really been online, going to add your latest weapon to the wiki right away.

I was wondering if I could make a weapon or armor for "bishop laurent".

I just would like to know what tools that the bishop would like to use, and what is his personality?

Just want to make sure I have things right for your npc

John

I actually didn't work alot further on Bishop Laurent, for some reason I wasn't as fond of him and his spells as I wanted to be. I did loads of necromancers and necromancy spells, and some of them I liked and developed further, but I didn't really ponder any further about Bishop Laurent. I liked the idea I had for him, but I am not sure if I am satisfied with the execution (I am a bit critical).

Thanks for the arrows, seems like I have many things to base work on once I get to the ranged weapons. After my little vacation, I put things into a "to-do list", and decided to start out with the Fantastic flaws for melee weapons first, and then finish of the things I need for melee weapons. Still looking for a bit more weapon modifications.
 

Sunbeam, The lance of Sir Farlos

As the Ogre fell,
there was a brilliant flash of light,
The squire of Sir Farlos returned from the light beams and laid at the feet of the abbot a lance, maasterfully crafted, but not simply that, but blessed by the lords of good.
As the ogres weapon was a weapon to bring darkness to the land, so this lance, which had been given power by the sacrafice of Sir Farlos, would shatter the dark.


Sunbeam is a lance given power not only by the masterfull craftsmanship that went into it, but also by the sacrafice that created it. It seems to have disappeared and reappeared during the battle, being re forged in the heavens after its weilder had fallen.

This is the stats for sunbeam

Lance-
Sunbeam is a specials lance crafted from metal instead of wood

Materials-

Moonsilver
Imbued amber
Imbued Ruby

Craftsmanship-

Gem socket (2)
Ornamental
Triangular point
Superb Craftsmanship

The Crafting DC for Sunbeam is

12 for the lance
24 for Superb Quality
1 for ornamented
3 for triangular point
3 for the gem socket
4 for moonsilver

for a total of
47

The Crafting time for Sunbeam is
5 days for the lance
x16 for superb craftsmanship
+100% for ornamented
+50% for triangular point
+100% for gem socket
+100% for moonsilver

for a total of
360 days


The total cost of Sunbeam is

800 gp per day for 360 days

for a total of 288,000

In addition
4000 gp for moonsilver per pound x 11 lbs
44,000 gp

14000 gp for imbued amber
14000 gp for imbued ruby

For a total cost of
360,000 gp



The abilities of sunbeam are as follows

Deals 1d6 fire damage when it strikes a target
Deals 1d6 electricity damage when it strikes a target
Counts as good aligned for purposes of overcoming damage reduction
Deals cruel damage
+1 circumstance bonus to influence nobles or royalty
Deals +4 damage on a strike
+2 to attack rolls


Sunbeam always sheds light equal to a torch

If anyone of non-good alignment tries to hold Sunbeam, they gain 2 negative levels
These last until the grip on Sunbeam is relinquished



Sunbeam was taken from the battle along with the hammer of the ogre, and was intered at the same monastary. However, because sunbeam does not attempt to overpower the wills of those around it, the hammer quickly overpowered the monastary, and the lance was sent away. No one knows where the the lance was sent, and so it may be lost forever.


Adventure hooks-

The players find that the growing power of the hammer of the ogres can only be stopped it if is sundered by sunbeam, destroing both items in the process, but first they must find sunbeam.

A lantern archon has found the lance, and wishes to give it to a hero of good, but has been captured by the fallen monastary. The lantern archon feels taht this is fate, for a true hero could rescue it and gain its trust.

The lance has been growing in power since the day it was forged in the heavens. Because of this, the angels who forged it are wishing someone to gain control of it, for if it becomes too powerful, it may be corrupted. Power corrupts, and absolute power corrupts absolutely.

Sir Farlos ghost has returned, wishing to see his lance be used again to battle evil, and has begun haunting a paladin in the party, seeking to push the paladin into recovering the lance, and battling evil once again, in the name of Sir Farlos


Hope you enjoy

John
 

Just some thoughts,

imbued hopestone- gives a +4 morale bonus to all allies within 30ft on checks against fear

magegrown oak- gives a weapon +6 hp, and an added hardness of 2

magegrown ash- when used in a charge action, a weapon made from magegrown ash deals an extra +1d6 damage

Magegrown holly- this magical wood deals +1d6 damage versus evil outsiders or undead

Magegrown ivy- armor made from this wood, counts as leather, and heals itself 1 damage per day

Magegrown moss- armor made from this counts as leather, once per day, while touching soil, the wearer can heal 1d6 points of damage

Magegrown sycamore- this wood deals normal damage as a weapon made from wood, but the victim must make a fort save dc 14 or suffer a -1 morale penalty to attack rolls, and reflex saves (sycamore seeds is what itching powder is made of)

Mephit tongue- counts as a gem- a mephit tongue imbues a weapon with an element appropriate to the mephit, dealing an additional 1d4 elemental damage. In additon, once per day, the bearer may use a spell like ability appropriate to the mephit.

I will try to flesh these out further, i don't know how to add things to the wikipedia thing, so give me a hint on what you would like me to do.

John
 

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