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Correl: An Element of Origin - Out of Character (MarauderX)
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<blockquote data-quote="MarauderX" data-source="post: 2179197" data-attributes="member: 9990"><p><strong><u><span style="font-size: 15px">Litorian Armory Cache</span></u></strong></p><p></p><p>With the item in one hand and the gem gripped by the other, the enchantments of the weapons within are revealed to them. </p><p></p><p></p><p><span style="font-size: 12px"><u>Shield and Sword of Incabulos</u></span></p><p>“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.”</p><p><strong>Large steel shield +2, Arrow Deflection</strong></p><p><strong>Longsword +2, Arrow Catching</strong></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px">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.</span></p><p></p><p><span style="font-size: 12px"><u>Sword of Zurn</u></span></p><p>“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.”</p><p><strong>Longsword +2, +4 vs. all reptiles (bane)</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Short Sword of Light</u></span></p><p>“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.” </p><p><strong>Short Sword +2, Brilliant Energy</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Rapier of Sepola</u></span></p><p>“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.”</p><p><strong>Rapier +2, Keen</strong></p><p><span style="font-size: 9px">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).</span> </p><p></p><p><span style="font-size: 12px"><u>Rapier of Catria</u></span></p><p>“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.”</p><p><strong>Rapier +2, Wounding</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Axe of Ventel</u></span></p><p>“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.”</p><p><strong>Axe +2, Anarchic</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Axe of Konik</u></span></p><p>“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.”</p><p><strong>Axe +2, Throwing, Returning</strong></p><p><span style="font-size: 9px">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. </span></p><p><span style="font-size: 9px">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.</span></p><p></p><p><span style="font-size: 12px"><u>Harpoon of Hiwumu</u></span></p><p>“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.”</p><p><strong>Spear +2, Distance, Strength Sapping</strong></p><p><span style="font-size: 9px">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. </span></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Bow of Piwen</u></span></p><p>“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.”</p><p><strong>Longbow +2, Shock</strong></p><p><span style="font-size: 9px">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.</span> </p><p></p><p><span style="font-size: 12px"><u>Warhammer of Buzzil</u></span></p><p>“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.”</p><p><strong>Warhammer +2, Terror</strong></p><p><span style="font-size: 9px">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.</span> </p><p></p><p><span style="font-size: 12px"><u>Blade of Yussid</u></span></p><p>“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.”</p><p><strong>Greatsword +2, Shifter’s Bane</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Staff of Syllyd</u></span></p><p>“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.”</p><p><strong>Quarterstaff +2, Undead Command</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Armor of Esogi</u></span></p><p>“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.”</p><p><strong>Full Plate +2, Shatter</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Armor of Arraso</u></span></p><p>“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.”</p><p><strong>Leather Armor +2, Mercy</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Hide of Miruka-Tabuset</u></span></p><p>“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.”</p><p><strong>Hide Armor +2, Dragon Hide</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Scimitar of Junek</u></span></p><p>“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.”</p><p><strong>Scimitar +2, Sea kith</strong></p><p><span style="font-size: 9px">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. </span> </p><p></p><p><span style="font-size: 12px"><u>Mace of Sihozi</u></span></p><p>“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.”</p><p><strong>Heavy Mace +2, Bashing</strong></p><p><span style="font-size: 9px">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).</span></p></blockquote><p></p>
[QUOTE="MarauderX, post: 2179197, member: 9990"] [B][U][SIZE=4]Litorian Armory Cache[/SIZE][/U][/B] With the item in one hand and the gem gripped by the other, the enchantments of the weapons within are revealed to them. [SIZE=3][U]Shield and Sword of Incabulos[/U][/SIZE] “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.” [B]Large steel shield +2, Arrow Deflection Longsword +2, Arrow Catching[/B] [SIZE=1]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.[/SIZE] [SIZE=3][U]Sword of Zurn[/U][/SIZE] “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.” [B]Longsword +2, +4 vs. all reptiles (bane)[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Short Sword of Light[/U][/SIZE] “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.” [B]Short Sword +2, Brilliant Energy[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Rapier of Sepola[/U][/SIZE] “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.” [B]Rapier +2, Keen[/B] [SIZE=1]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).[/SIZE] [SIZE=3][U]Rapier of Catria[/U][/SIZE] “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.” [B]Rapier +2, Wounding[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Axe of Ventel[/U][/SIZE] “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.” [B]Axe +2, Anarchic[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Axe of Konik[/U][/SIZE] “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.” [B]Axe +2, Throwing, Returning[/B] [SIZE=1]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.[/SIZE] [SIZE=3][U]Harpoon of Hiwumu[/U][/SIZE] “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.” [B]Spear +2, Distance, Strength Sapping[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Bow of Piwen[/U][/SIZE] “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.” [B]Longbow +2, Shock[/B] [SIZE=1]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.[/SIZE] [SIZE=3][U]Warhammer of Buzzil[/U][/SIZE] “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.” [B]Warhammer +2, Terror[/B] [SIZE=1]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.[/SIZE] [SIZE=3][U]Blade of Yussid[/U][/SIZE] “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.” [B]Greatsword +2, Shifter’s Bane[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Staff of Syllyd[/U][/SIZE] “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.” [B]Quarterstaff +2, Undead Command[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Armor of Esogi[/U][/SIZE] “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.” [B]Full Plate +2, Shatter[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Armor of Arraso[/U][/SIZE] “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.” [B]Leather Armor +2, Mercy[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Hide of Miruka-Tabuset[/U][/SIZE] “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.” [B]Hide Armor +2, Dragon Hide[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Scimitar of Junek[/U][/SIZE] “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.” [B]Scimitar +2, Sea kith[/B] [SIZE=1]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. [/SIZE] [SIZE=3][U]Mace of Sihozi[/U][/SIZE] “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.” [B]Heavy Mace +2, Bashing[/B] [SIZE=1]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).[/SIZE] [/QUOTE]
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Correl: An Element of Origin - Out of Character (MarauderX)
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