Correl: An Element of Origin - Out of Character (MarauderX)

Tramp4life said:
Speaking of Monks...Just to verify:
You did decide that monk weapons could use the Weapon Finesse feat if the monk had weapon finesse (for unarmed attack) as a feat, correct?

Yes.

Tramp4life said:
Also, does weapon Finesse work with grappelling and trip as these are unarmed attacks?

Yes.

Tramp4life said:
Also, do the damage of monk weapons go up along with their unarmed attack bonus, or does nunchuks always do d6?

Damage goes up per the monk's unarmed strike. The weapons aid in changing the damage type (from bludgeoning to piercing, slashing, etc.) and add the special bonus type per the weapon (tripping, disarming, etc.)
 

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Current Traveling companions:

Rian - Sage of the Order of Conheci, an organization for the collection and interpretation of knowledge on nearly every subject. Good friends with Quentin.

Siakam - Sage of the Order of Conheci. Was under the protection the fighter killed by the last hobgoblin attack on the plains.

Stephan - Pyotr's younger brother, started questing to find the various ruins.

Arashika - Half-orc barbarian working with Stephan.

Gregor - Dwarf working with Stephan, was friends with Myrrin.

Bratton - Dwarf that is now looking for an early retirement as soon as he gets out of the blasted woods.

Yaritza - Sorceress thief with a penchant for treasure.

He'lander - Blind elf, friends with Jerrin and fellow protector of nature.

Jerrin - Halfling with the wolfhound.

Alex - Sneaky rogue.

Thovaas - Paladin of Heronious.

Quentin - Friend of the Sage Rian.

Varekai - Was the unarmed defender of the murdered Sage Shamuss.
 

Campaign Survey responses

Thanks for the survey responses! It's been great so far, and I hope to change how things are run a little to better suit the future of the campaign. Below are the questions and answers by person:

1. What were your favorite moments in the campaign so far (in no particular order)?
JO: Wolfhound doing a critical
JS: The combats are very good.
The story is well planned and follows a thread.
PO:Surviving the first night; trying to get an Otyugh drunk; realizing
what was going on with Golthar.
JCP: Opening seige on Sukyskin; PC one-liners before a fight; many, many more...

2. What were the most forgettable moments during this campaign?

JO: If it were forgettable, how would I remember?
JS: That damn wandering in the woods forever trying to track the goblins
BOOO
PO: Spending a whole session on Survival/Tracking checks.
JCP: Yeah, that sucked. Sorry about that, it won't happen again.

3. What did the DM do right?
JO: I like how well this was thought out
JS: Great planning and record keeping
PO: Fantastic maps. Well-run and appropriately challenging combats. Interesting plots and myths. Plot twists that have had enough clues
that they are not out of the blue.
JCP: Thanks! I will try to keep it up, and having a session only every two weeks prevents burnout and lets me plan the next session whenever I want.
4. How could the DM improve?
JO:
JS: More loot :)
PO: Hand-wave some of the travel time. Maybe skip the die rolls for the
days and the watches - just have it pre-determined that "third watch on
the fourth night of the trip something happens"
JCP: I will try to skip most of the mundane things, though there are occasions where I may try to build some suspense.

5. What are the setting's strong points?
JO: Size of the world, the ability for a wide variety of creatures to walk in and out
JS: Good story. developed world.
PO: Great story unfolding with Creator Gods and Elder Races. PCs appear to
be making a difference even at our current levels. World does not
appear to be dominated by high-level NPCs who make the PCs irrelevant
(a problem with Forgotten Realms, I understand). I like the "borderlands" feel.
JCP: I'm glad everyone likes it. I was close to running a published setting but decided against it to add a sense of the unknown that I found lacking whenever I played something like Forgotten Realms, Dragonlance or Greyhawk. That, and I'd rather use my own setting rules instead of using someone elses that I didn't care for.

6. What are the setting's weak points?
JO: So many characters can make it hard to keep track
JS: we're stuck in the wilderness.
PO: Would like to have more background on recent history, legendary heroes,
and creation myths. That is, what did Jerrin know before hearing Golthar's rant?
JCP: I do have a lot of the Cosmology and Pantheon information, and I will peel out what isn't common knowledge, what may be discovered, and notes to myself. I hope to post much of this soon, as well as more on Kargam and a few of the other towns that commoners have heard of and know something about.

7. Do you feel your character was fully involved in the campaign? If no, why not?
JO: Yes
JS: I do
PO: Yes
JCP: Excellent. And now I can get rid of all those pesky ex-PCs.

8. Do you feel that PC advancement (leveling) is too fast, too slow or just right?
JO: I'm satisfied
JS: about right
PO: Just right for a biweekly game.
JCP: Cool.

9. Do you feel that PC rewards (monetary/magical/recognition/etc) were too much, too little or just right?
JO: It made sense, I think
JS: on a scale of 1-100.. about a 42
PO: About right. The money isn't much good without the chance to spend it
on gear or crafting items, of course, so I hope we will have that
chance.
JCP: Magic items have been a little scarce in the party, but the cash has been above average. There will be opportunities to earn more of each as we progress.

10. Do you feel NPCs and encounters were memorable and individualized or did they all seem the same?
JO: A lot of variety among NPCs
JS: Yes.
PO: Memorable and distinctive.
JCP: Cool, sometimes it's hard for me to tell, as RP'ing the motivations of a gopher or other tertiary NPCs may seem a bit plastic from my point of view.

11a. Who was your favorite NPC?
JO: Pitor
JS: the horse thief woman (Fyodoryll)
PO: Liked a lot, but no real favorite.
JCP: Of course, I liked Golthar. He was spinning things with nearly everyone.

11b. Who was annoying?
JO: The head sage
JS:
PO: Loshad was the most annoying, followed by Taras and Martin.
JCP: Monkey-child. Lots of work to flesh out the race, background, beliefs, etc., only to disappear...

11c. Who did you hate?
JO: Mirren
JS:
PO: Hated the Wolfskull Clan in the sense
that you're supposed to hate a villain. They were built up to as the
biggest and baddest of the tribes.
JCP: Martin is a muscle headed mooch. Sometimes I like to role-play miscreants like that, but couldn't get into him.

12. Do you feel combats were good fun, too easy, too hard, or boring?
JO: Fun and hard
JS: Fun
PO: Good fun. Large combats do take a while, and it seems to be magnified
when the combatants move around a lot. Hopefully we'll ditch the
excess NPCs back in the city or camp. I know that the summonings slow
down combat a bit, so I will try to save them for when they are really
needed.
JCP: They were awesome. I have things in mind as to how a battle might progress and how the NPCs would behave, then the battle starts taking unexpected turns that throw me a curve. I like it.

13. What types of adventures would you like to see in the future? Do you prefer city, dungeon, outdoor, or other adventures/encounters?
JO: I don't have much preference
JS: some City
PO: Fine with any. Outdoor is best suited to my character (who now
actually *can* track), but other PCs will shine in dungeons or cities.
As far as a specific type of adventure... I would like to face a
CR-equal dragon. *NOT* higher CR than the party, at least not for our
first dragon, as they appear to be highly overpowered for their CR.
But an equal-CR dragon would be an interesting challenge and it is the
iconic monster of the game.
JCP: I plan to keep things open here on out, so whatever mischief is uncovered is where you can head to.

14. Is there too much or too little action vs. role-playing? Which would you like to see more of?
JO: I like both
JS: the mix is great where it is
PO: Good balance. The combats do often start with role-playing as we try
to negotiate, threaten, or trick our way out of a fight. And then it
turns into the action part where we tend to be more successful.
JCP: I liked the way things had been going, and will keep them close to the same.

15. Is using ENWorld a pain in the neck? Would you prefer that the session write-ups & other info was send out via email, or on a dedicated website?
JO: I would prefer getting e-mails
JS: emailed would be great
PO: ENWorld isn't too bad, but Yahoo groups does load much faster.
JCP: If I learn how, I will attempt to set up a web page. It might not look as slick as ENWorld, but it would likely be much much faster so we can check things out better at work or wherever. Keep in mind this will be a slow project, as I have been meaning to do this for about 6 months... I'm such a slacker.

16. Would you like to pitch in $2 or so per session to order food, drinks, and other goodies, or would you prefer it as is?
JO: I would like to pitch in for food
JS: I could afford $2 a seession or continue the way we are.
PO:
JCP: Great, I will send out a 'menu' so that we can figure out what we would want to have each session. It will be delivery for the first couple, pizza most likely, and we can go from there. At $2-3 per person we should be able to cover the cost for a huge pie and a 2-liter for drinks.

17a. Are Wednesday nights a good night, or would you like to switch to another evening?
JO: Any weeknight is good
JS: Wed is fine.
PO: Wednesday nights are good for me, but so are most other nights.
JCP: Good, I will try to swing any other plans away from Wednesdays.

17b. Would you be willing to do a Saturday or Sunday game for a longer session once a month or so?
JO: I could do a Sunday game once a month
JS: Sat/sun is not really good.
PO: Weekends might be okay once a month if we plan it well in advance.
JCP: Weekends are tricky for me too, and I was thinking of having it planned well in advance so I can prepare and everyone can mark it in their schedules. For now, I will send out an email to see if we can do a weekend (sunday) game at the beginning of December.

18. Are there any house rules that you don't like? Fumble charts, magic item creation, etc.
JO: I may not understand this enough, but it seems weird that a character at any level has the same percent chance of fumbling
JS: ok with rules.
PO: Have gotten to accept the fumble rules (they aren't egregious, as there
is no "1-in-400 chance per swing to kill yourself" as some tables
have).
As far as magic item creation, I really like the 3E system (especially
with creating scrolls and potions being standard operating procedure
for low-level casters) but I can work in your system. With luck
points, can ask the recipient of the crafted item to use a point if the
roll fails.
JCP: I have a critical hit table that I have been working on as well, and hope to have it up and working soon, though I am trying to prevent it from being too complicated so it's easy to remember in game.
For fumbling, it represents the most dire accidents. Feats (weapon focus, specialization) and magic items help to mitigate the chances as the PCs go up in level. So if a PC gains a +2 magic item, that +2 applies to the results chart, lowering the percentage of a fumble.
The main reason I don't like the 3.0/3.5 item creation system is that it costs XP points to create. Casters end up getting the short end of it, so using a currency that can be split among the whole party becomes more of a decision per individual, not a harassment of the item creation guy to make something for them. I also felt that since the items don't cost XP, there needs to be a chance, though small, of failure. It expresses the quality of materials, knowledge and experience of the art of creation, and how crafting something with magic isn't a science that is 100% safe.


19. Are there any rules/classes/PrCs/alternate settings (Arcana Unearthed, Oriental Adventures, Warcraft, etc.) you would like to see added?
JO: No, I'm not familiar with them
JS: fine with rules
PO: Not really. I've been playing D&D off and on for over 20 years, and
have not gotten bored with the basic races, classes, and setting. I
sense that some of the supplements are meant for people who think elves
are boring, or fighters are boring, or whatever. A little more flavor
is fine, though not essential.
JCP: Ok, I was toying with having other rules and classes available to use, but I will put my efforts into other things.

20. Any other thoughts?
JO: Thanks for the effort you put into this
JS: no other thoughts
PO: Excellent game. Thanks for everything.
JCP: You're welcome, and hope to continue the fun!
 
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I like the Mega Damage Threshold rule we worked on in another campaign...I'll try to remember what it was and send it to you.
It made combats short and deadly...
 

Tramp4life said:
I like the Mega Damage Threshold rule we worked on in another campaign...I'll try to remember what it was and send it to you.
It made combats short and deadly...

I got something that I'd like to try out, based on how well the 'to hit' roll went. The problem I run into is it has to be easy to use to keep the game moving. I think we'll try the second hit roll to confirm becomes the amount of damage added to the target. Example - Varekai strikes at a dragon (AC=22) and rolls a natural 20. He rolls again to confirm, and gets a 19, but with pluses that ends up being a 29, confirming the critical hit. The additional damage applied (on top of rolling twice) becomes 29 - 22 = +7.

It works better than looking things up in charts and requires only 1 roll - the same critical confirmation roll, and doesn't have to be an extra two or three rolls of the dice.

This method slightly lessens the Power Attack method of fighting, as it rewards those with the higher to-hit stats instead of damage for critical hits. Though with Power Attack the damage applies whether or not a critical hit is made, and is still up to the player to decide.
 
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1) When wildshaping, what equipment stays and what melds? WOTC have
had some online articles that probably go overboard in saying what
stays. But would collar-type items at least remain?

Collar and other applicable items remain. Armor, backpacks and the like meld, as do all unequiped items. Magic items still work whether melded or not, so if rings were worn and melded, they still grant their effects but cannot be removed until shape shifted back to normal form. Hand-held weapons and items meld at the PC's choice. Items that are worn and not melded do not have an increased chance of falling off, and normal rules apply to disarm/remove the item from the wearer.

2) What does Jerrin know about the abilities of things he can summon?
Unicorns (Summon IV), for example, have some nice healing abilities.

Summoned creatures can use all their special attacks and qualities as desired. Jerrin is aware of all the capabilities of each animal he is capable of summoning.

3) If you make a wand of a spell that has 1 full round casting time, it
takes 1 full round to use. Can it get disrupted as per spell or not?

Spells activated from a wand can be disrupted, but the DC for concentration checks is lowered by 20. If grappled or pinned, a wand can be used freely (DC=0), but if damaged while using the wand the caster must overcome the damage dealt-10. (Normal DC = 10 + damage dealt.) For example, using a wand Jerrin is struck for 14 points of damage. He needs to make a DC=4 (10 + 14 - 20) concentration check to complete the spell, and a 1 always fails. Using a wand does not provoke an AoO, no matter how long the casting time.
 
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A few more Q & As on rules of engagement:

Grappling: You can attempt to start a grapple multiple times if you
have multiple attacks. Black bear does not have Improved Grab, and
crododile's Improved Grab doesn't work against size M, but both can
still try to grapple like anybody else, true?

They can still attempt a grapple, yes. There was a thread waaay back when that applied to this subject that implied there was some sort of penalty. For now, there is no penalty for any animal to grapple, though that animal will need to successfully hit with one of it's attacks as a regular attack, not a touch attack. Also, if the grappler doesn't have the appropriate feat (Improved Grapple, Improved Grab, Improved whatever), there will be an AoO.

Tripping: You take an AOO when trying it unarmed, but not if you use a
tripping weapon (unlike grappling, the AOO hitting does not block the
attempt). Seems to be that being unarmed causes the AOO, not the trip
attempt. Can you trip with natural weapons? Does that provoke AOO?
Can a wolf still get a Trip attempt even if the bite does no damage? (a
dire wolf will almost certainly do damage, but I only have 2 of those
left)

Natural weapons do not act as tripping weapons, and therefor still incur the AoO if used without the Improved Trip or similar feat.

For all opponents: If the attack hits successfully, a trip may be attempted whether or not the target takes damage. So if a creature with DR 20/+5 were to be bitten by said dire wolf, the wolf still gets to make the trip attempt.

Aid another: Can you use this action to give someone else a bonus on
his Grapple check?

On the attack to start the grapple - yes.
On the initial grapple check itself - no.
In the rounds after which the target has been successfully grappled - yes, as per two or more grappling one opponent.
I haven't read any rules clarification on this, but this is my initial ruling.
 

Litorian Armory Cache

With the item in one hand and the gem gripped by the other, the enchantments of the weapons within are revealed to them.


Shield and Sword of Incabulos
“This pair was created in during the third War of the Spine to attract the deadly sniping arrows intended for the magisters that were typically adjacent. It worked well in the right hands, but many who wielded it fell to the poison arrows that veered to it. Ultimately the shield was set aside as the war petered out and adorned the Litorian throne room for nearly a millennium. It was utilized during the War of Abandonment and was rescued from capture to rest here.”
Large steel shield +2, Arrow Deflection
Longsword +2, Arrow Catching

Arrow Catching: This ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the wielder diverts from its original target and targets the bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the item’s bonus are not diverted to the wielder (but the increased deflection AC bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.
Arrow Deflection: A shield with this ability protects the wielder from ranged attacks. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can’t be deflected.


Sword of Zurn
“The sword of Zurn was made for use against dragon-kind after the War of Zurn. It was later found effective in slashing or piercing through natural scales of any type. The blade is one of a very few that the dragons had not collected before the War of Abandonment.”
Longsword +2, +4 vs. all reptiles (bane)
Bane: A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe.

Short Sword of Light
“Manufactured as a means to bypass the thickest of armor, the dagger has become synonymous with assassins for its devious utility. The dagger was made from the short lived forge of light in the time of Gilded Peace, and is one of a family of weapons designed to end war by making armor obsolete.”
Short Sword +2, Brilliant Energy
Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects.

Rapier of Sepola
“A set of three rapiers were enchanted with a certain bloodlust about them. This is one of them, and its tip seeks out nerves and arteries of its own accord. Of elven construction, it was seized after the War of Abandonment and its return was never negotiated before the Litorian desertion.”
Rapier +2, Keen
Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

Rapier of Catria
“Catria’s use of politics in unseemly ways was found to stem in many of her enchanted devices. Her favored weapon was this rapier, and she became well known for soaking the ground with the blood of those whom she dueled. She was later put on trial for heresy and in an act of defiance pierced herself with the weapon and bled to death. Though it was originally thought to be cursed, it was used to great affect against humans during the War of Abandonment.”
Rapier +2, Wounding
Wounding: A wounding weapon deals 2 points of Constitution damage from blood loss when it hits a creature (DC 25 Fortitude to negate). A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.

Axe of Ventel
“The vagabond Ventel rose from a foot soldier in the ashes of the first War of the Spine. He earned respect by purely ignoring any previous methodology of conduct or war, and his axe became the symbol of his defiant army. At the start of the second war, his lack of disciplined preparation and strategy led to his defeat at the Mines of Colebore. The axe was then wielded by his son in the same manner, and he never lived long enough to have an heir.”
Axe +2, Anarchic
Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.

Axe of Konik
“This axe was made for the obese warrior Konik, as he hated more than anything to chase a harrying or fleeing opponent. Konik used his axe in every battle he had fought, and his axe was finally retired when he fell to the Duergar in the tar pits several hundred years ago.”
Axe +2, Throwing, Returning
Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.


Harpoon of Hiwumu
“Hiwumu excelled at striking down flying enemies, and often his targets were the largest foes in order to protect his minions. During the second War of the Spine one of his adversaries that fell from the sky by chance landed squarely on Hiwumu, and when the weakened foe recovered the spear was found protruding from Hiwumu’s chest.”
Spear +2, Distance, Strength Sapping
Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.
Strength Sapping: This ability draining effect lasts for an hour if the target is struck and fails the save. The spear does d4+1 Strength damage unless the target saves versus DC 20 Fortitude.


Bow of Piwen
“Piwen was an elf that was fearless of weather, and it is said he captured the power of lightning in his bow during a fierce storm. From then on he led his forces into battle only when the weather suited him – he led his army at the front of thunderstorms. The storm finally collected its price during the War of Abandonment when he was struck down during a prolonged siege of Zitauqua.”
Longbow +2, Shock
Shock: Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Warhammer of Buzzil
“This hammer was passed through the bloodline of Buzzil for millennia before their lust for fighting was bred out of them. In its waning years the hammer has been used as a tool for inspirational effect and entertainment. It was last used in battle in skirmishes before the first War of the Spine.”
Warhammer +2, Terror
Terror: On command, this weapon causes the wielder’s clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell. The Will DC is equal to the Intimidation skill check made by the wielder. They take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability one time per day.

Blade of Yussid
“The Yussid Inquisition inspired this intimidating sword to be created. The Inquisition focused on purging heretics from the corrupt courts of nature, and was supposed to discern those who were undermining their reputation. Yussid, the main Inquisitor, carved his way through aged spiritual guides and deranged cultists alike until it was found that the blade could not tell the difference. Yussid was then put on trial for the negligent murders, and he and his troupe were executed.”
Greatsword +2, Shifter’s Bane
Shifter’s Bane: This sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shape-changer subtype. When a shape-changer or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 19 Will save or return to its natural form.

Staff of Syllyd
“The great magister Syllyd used this staff to direct his favored minions – the undead. He had written volumes on the aspects of undead and he attracted many followers who were enthralled by his insights into necromancy. However, Syllyd preferred the obedience of the undead to retaining any trainees. In jealously of the undead, a would-be apprentice stole the staff and proved that the dead have no loyalty. She forced the undead to devour Syllyd, but then struggled to retain control and was herself eaten alive.”
Quarterstaff +2, Undead Command
Undead Command: The magical properties of this 6-foot-long weapon enable its wielder to charm up to 15 HD of undead creatures (Will DC equal to a diplomacy check negates, targets get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate mentally with the controlled undead.

Armor of Esogi
“Esogi made this armor for his adolescent brother, Esomi, expecting that broken weapons would pile up around him. During its first test, weapons did accumulate, but so did Esomi’s blood, as the armor was only effective on weapons that had penetrated its protective barrier. Esogi swore to never let anyone don the armor, and since none have.”
Full Plate +2, Shatter
Shatter: Wearers without the Improved Sunder feat use this armor as a +2 only; wielders with the Improved Sunder feat may attempt to shatter an opponent’s weapon that does more than 5 points of damage once per round as a free action. The opposed roll includes the sword’s +2 enhancement bonus when attempting to strike a foe’s weapon. If successful, the armor deals 1d8+4 points of damage plus the wearer’s Strength modifier to the target weapon (the target weapon’s hardness must still be overcome with each hit). The armor can damage weapons of any type.

Armor of Arraso
“During the riots prior to the War of Abandonment this armor was made to resist the mob tactics that were being used by humans. Arraso, the original creator, intended the armor to be a prototype for mass production. In the early part of the war it had limited use as humans learned to wield the weapons of the elders, and it was clear that the armor was generally obsolete in crowd control.”
Leather Armor +2, Mercy
Mercy: This armor transfers 5 points of bludgeoning damage per blow into non-lethal damage. On command, the armor suppresses this ability until commanded to resume it.

Hide of Miruka-Tabuset
“The defeat of the dragon Miruka-Tabuset was a great victory in the opening of the War of Zurn, and this armor was made to antagonize dragons throughout the war. It was captured by the dragon Maloroku-Luyeow toward the end of the war and re-emerged later during the War of Abandonment when it was learned Maloroku-Luyeow and others had joined the elves, and she had given the armor to a human to wear into battle. During the war, the dragon Thermoleth then had armor made out of Maloroku-Luyeow’s hide to set an example.”
Hide Armor +2, Dragon Hide
Dragon Hide: This +2 hide armor is made from dragon hide and has a base AC bonus of +5, for a total of +7. It is treated as studded leather in terms of weight and armor check penalty. In addition, this armor deals an additional 1d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.

Scimitar of Junek
“Junek fashioned this scimitar to freely swim without needing to change his appearance. He later became a versatile scout during war, and then disappeared mysteriously. His trademark scimitar was later found amongst a den of harpies.”
Scimitar +2, Sea kith
Sea kith: This scimitar is decorated with a wave and fish motif. The wielder of this weapon is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any creature with a language that breathes water.

Mace of Sihozi
“Sohizi’s last weapon to be made was this mace, as he had lost part of his mind in doing so. It suited his new berserk method of attack well as he recklessly charged into battle to beat senselessly on enemies’ shields. Sohizi’s inability to comprehend his own past creations led to his doom when he disintegrated his laboratory, tower, and himself in an inexplicable incident.”
Heavy Mace +2, Bashing
Bashing: A weapon with this special ability is designed to perform a bash. A bashing weapon deals damage as if it were a weapon of two die categories larger (a Medium mace thus deals 1d12 points of damage versus 1d8).
 
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