An Epic Game In Progress [Our DM WizarDru Please Read]

Tuzenbach said:
The Rod of Scintillating Lizard Joy-I'm under the impression that it automatically charms ALL REPTILLIAN life it's used upon (yes, this includes dragons and such!). There is no saving throw involved. Special lights will spring forth that change in colour frequently and flit about in fun ways. Danceable music will sound, as well. The reptiles will not only be charmed, but very very happy and agreeable not to mention overjoyed to see you. All of a sudden, their existence revolves around you. Doesn't that sound special and warm? Wait a minute......is the Tarrasque a reptile?!? LoL


And if that's not good enough, there's always the Dog of Smuggling...............

Gee. Thanks Tuzenbach. I'm sure Gelban our old sponser would LOVE that. He's the elder Gold Dragon of the Scaled Council. That or he'd have it destroyed well before we knew what it was.
As for the "Dog of Smuggling". As the soon to be grand Druid of the Flaness, I have to say I'm appaled. Honestly... To lead a nice doggie down a life of crime is just reprehensible.
No Val you may not borrow Tailcatcher!
 
Last edited:

log in or register to remove this ad

Damn...how can I compete with that? Perhaps the only other thing I can offer is The Long Run-up and Hefty Spanking of PCs. Just make sure that during the delivery that you wind up your arm for greater impact, and make sure they don't keep wallets in their back pockets....
 

Phoenix said:
Damn...how can I compete with that? Perhaps the only other thing I can offer is The Long Run-up and Hefty Spanking of PCs. Just make sure that during the delivery that you wind up your arm for greater impact, and make sure they don't keep wallets in their back pockets....
Um..... I don;t want to play in your PbP anymore. You scare me. :eek: :D :eek:
 


One of my PCs got a Symbiont -- they're not exactly treasure, but they're worth a chunk-o-change if you can get one into a containment crystal:

Code:
[b]Elemental Symboints[/b] 

		/- Ability -\
Name	Type	Bonus	Cost	Power & Spell-Like Abilities

Krink	Fire	+2 Dex	-1 Con	Fire Resistance 10, Flame Blade at will
Una	Water	+2 Con	-1 Wis	Water Breathing, +8 Swim, Create Water at will
Torr	Earth	+2 Str	-1 Dex	+2 Natural Armor, Lithovore, Magic Stone at will, Stone Shape 3/day
Zyph	Air	+2 Dex	-1 Str	Sonic Resistance 10, Feather Fall at will, Gust of Wind 3/day

Ioul	Storm	+2 Cha	-1 Wis	Electricity Resistance 10, Shocking Grasp 3/day
Chav	Ooze	+2 Con	-1 Cha	Acid Resistance 10, Acid Splash at will, Acid Arrow 3/day
Whirn	Ice	+2 Str	-1 Dex	Cold Resistance 10, Ray of Frost at will, Ice Dagger 3/day
Plit	Wood	+2 Con	-1 Dex	Double natural healing rate, Entangle 3/day
Shale	Ash	+2 Wis	-1 Con	Save +4 vs. Poison, Mephitic Spray 5/day, Lesser Magma Orb 3/day

Ahsa	Light	+2 Wis	-1 Str	Light and Flare at will, Searing Light 3/day
Viul	Dark	+2 Cha	-1 Con	Darkvision 120 ft., Darkness at will

NOTE: symbiont ability bonus is of type "Symbiotic" -- it stacks with Enhancement, Inherent and Racial bonuses. Symbiont ability cost is 1 point of Drain that occurs each day just after you get your daily ability point back from yesterday.

(Spells that you're not familiar with can probably be found here: http://klimt.cns.nyu.edu/~fishman/DnD/spells.shtml )


From another thread, my Critter Armor house rules:


Dragon Armor: This exceptional armor is made from the hide, scale and bone of a True Dragon. Five types are possible:
  • Dragon Hide: Light, AC +5, Max Dex +5, ACP -2, ASF 15%, Energy Resistance 5, Cost: 12,500 gp
  • Dragon Breastplate: Medium, AC +7, Max Dex +5, ACP -3, ASF 20%, Energy Resistance 5, Cost: 16,000 gp
  • Dragon Scale Mail: Medium, AC +7, Max Dex +4, ACP -3, ASF 20%, Energy Resistance 10, Cost: 23,000 gp
  • Dragon Half-Plate: Heavy, AC +9, Max Dex +1, ACP -6, ASF 35%, Energy Resistance 10, Cost: 33,500 gp
  • Dragon Full Plate: Heavy, AC +10, Max Dex +2, ACP -5, ASF 30%, Energy Resistance 15, Cost: 60,000 gp

Shields can also be made with Dragon scales. If worn with armor of the same type, it provides a synergistic bonus beyond its own abilities: a matched pair of Armor and Small, Large or Tower Shield grant an additional Energy Resistance over the armor's natural bonus.
  • Dragon Scale Small Shield: AC +2, ACP -1, ASF +5%, Energy Resistance +5, Cost: 12,000 gp
  • Dragon Scale Large Shield: AC +4, ACP -2, ASF +15%, Energy Resistance +10, Cost: 24,000 gp
  • Dragon Scale Tower Shield: AC +6, ACP -8, ASF +50%, Energy Resistance +15, Cost: 48,000 gp

Notes: Dragons are not spikey creatures. Armor made from their skin cannot have armor spikes. Also note that Dragon Armor is immune to the element that it provides resistance against. (In other words, if you roll a 1 on a Reflex save vs. a Fireball, your Red Dragon Scale Shield is immune to its effect.)



Arrowhawk Armor: This light, feathered leather armor was produced from the hide of an Elder Arrowhawk. Its wearer need never fear heights, and his foes are loath to grapple with him -- for each round in which the wearer starts out grappled, all holding him take 1d6 Electrical damage. An "upgraded" variation, inset with electrum and rare gems, allows its wearer to make electrically charged attacks.
  • Arrowhawk Leather: Light, AC +3, Max Dex +8, ACP -0, ASF 5%, Electricity and Acid Resistance 5, Feather Fall, Grapple Discharge, Cost: 30,000 gp
  • Arrowhawk Leather: Light, AC +4, Max Dex +7, ACP -0, ASF 5%, Electricity and Acid Resistance 10, Feather Fall, Grapple Discharge, Strike Discharge, Cost: 58,000 gp

** Feather Fall (Su): At will, caster level 15.
** Grapple Discharge (Ex): When the wearer begins a round grappling, foes touching him take 1d6 Electrical damage.
** Strike Discharge (Ex): When the wearer makes a successful melee attack (unarmed or using a metal weapon), his target takes an additional +1d6 Electrical damage. This stacks with the Shocking weapon ability.



Destrachan Armor: These noisesome horrors can be made to produce a thick but supple hide. When wearing the helmet, with its exquisitly tuned ears, the wearer suffers no penalties to her Listen checks.
  • Destrachan Hide: Medium, AC +5, Max Dex +3, ACP -4, ASF 20%, Sonic Resistance 5, Cost: 24,000 gp



Gorgon Plate: The dark silver plate-armors are highly prized, for their sheer strength and for their magical properties. All Gorgon Plate armor has the Ghost Touch special proprty as an Exceptional ability -- that is to say, it is not ignored by Incorporeal melee attacks. Furthermore, those wearing the armor are somewhat protected from petrification.
  • Gorgon Breastplate: Medium, AC +8, Max Dex +3, ACP -5, ASF 30%, Petrification Resistance +2, DR 2/--, Cost: 40,000 gp
  • Gorgon Half-Plate: Heavy, AC +10, Max Dex +0, ACP -10, ASF 70%, Petrification Resistance +4, DR 3/--, Cost: 58,000 gp
  • Gorgon Full Plate: Heavy, AC +11, Max Dex +1, ACP -9, ASF 60%, Petrification Resistance +6, DR 4/--, Cost: 72,000 gp
  • Gorgon Plate Small Shield: AC +2, ACP -2, ASF +10%, Cost: 21,000 gp
  • Gorgon Plate Large Shield: AC +4, ACP -4, ASF +25%, Cost: 32,000 gp



Remorhaz Plate: This beautiful armor is ice-white with jagged (and dimly glowing) brick-red spines. The wearer does not take subdual damage from cold conditions, but becomes fatigued twice as quickly in hot climates. When paired with a shield, the armor's benefit against cold is enhanced.
  • Remorhaz Breastplate: Medium, AC +6, Max Dex +4, ACP -3, ASF 20%, Hot Spikes, Cold Resistance 5, Cost: 24,000 gp
  • Remorhaz Half-Plate: Heavy, AC +8, Max Dex +0, ACP -10, ASF 50%, Hot Spikes, Cold Resistance 10, Cost: 38,000 gp
  • Remorhaz Full Plate: Heavy, AC +9, Max Dex +1, ACP -9, ASF 50%, Hot Spikes, Cold Resistance 10, Cost: 49,000 gp
  • Remorhaz Small Shield: AC +1, ACP -1, ASF 5%, Hot Spikes, Cold Resistance +5, Cost: 21,000 gp
  • Remorhaz Large Shield: AC +2, ACP -2, ASF 15%, Hot Spikes, Cold Resistance +5, Cost: 24,000 gp

** Hot Spikes: Both armor and shield are considered to have +1 Flaming Spikes (Martial, 1d6+1 +1d6 Fire, 20/x2).



Troll Hide -- Stiff, knobbly and green, this jacket limits movement, but provides good protection and a feeling of health.
Medium, AC +5, Max Dex +3, ACP -5, ASF 35%, Cold Resistance 5, Enhanced Healing, Cost: 54,000 gp

** Enhanced Healing: You convert 1 hit point of damage into subdual damage each hour.


-- N
 
Last edited:



WizarDru said:
Yeah, the Barrow King will really like those.

That is what you meant, right? ;)
You are an evil, evil man.

I don't know how you sleep at night.

Thanks to those of you who contributed cool stuff to the thread. We've enjoyed reading them very much. :cool:
 



Remove ads

Top