Immortal's Handbook continuation thread

Re: Armor enchantments!

Anabstercorian said:
Singularity
Singularity armor can reduce dangerously high gravitational effects to 1 g or less, even on the surface of a supermassive black hole.
I just hada flash-back to the time I first posted on EN-World. This ability is perfect for one of the suits of the Servants of Matter. :D
 

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Upper_Krust said:

I like both the name and the idea - though I don't see them fitting each other.

Seems like a +5 bonus.

+5 for something that allows all attacks at the BAB? Um, you might wanna rethink that. Consider a Level 10 Tempest with a pair of Bladed Gauntlets of Speed +1 . . . For a total of two +10 weapons, that guy will be dealing HUNDREDS of points of damage per round to almost anything, getting 10 attacks at full bonuses with no penalties. Uh, no way.

Speed gives an extra attack at full BAB for a +4. This gives you quite a bit more than that, and thus should be rated AT LEAST +10 or +12.
 
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Re: Re: The Heartraper

Upper_Krust said:
Personally I would allow +1d6 Sneak Attack damage per '+'.

I think that's not enough -- a +1 should give +2d6 sneak attack. Why ? Because a +1 ability could give +1d6 energy damage, that would apply more often than sneak attacks.

On the other hand, SAD apply more often than bane weapon damage. 3d6 per +2 ?
 

Re: Armor enchantments!

Hi Anabstercorian mate! :)

Turned your hand to armours I see! I could probably do with some more armour abilities.

Anabstercorian said:
Chronoslipping
Whenever the wearer Chronoslip armor is targetted by an attack that would inflict negative levels, hit point damage, or ability damage, and the attack would successfully strike him, he is transported in to the future before he is affected. He is transported as far in to the future as is necessary to avoid the brunt of the attack, up to the limit of the armor Lesser Chronoslip will transport the wearer forward in time exactly one round, and only once per day. Standard Chronoslip will transport the wearer forward in time up to one minute, and twice per day. Greater Chronoslip will transport the wearer forward in time up to one hour, and four times per day.

I'm not totally sure how beneficial this is. If the opponent knows about the armour it could prove detrimental; giving them time to establish an ambush.

Anabstercorian said:
Chronojack
The wearer of Chronojack armor can cast a Time Stop effect on himself once per day. It lasts 3 rounds, and functions exactly as the Time Stop spell.

+9

Anabstercorian said:
Solar
Solar armor continually radiates positive energy, as a 25th level cleric with the Positive Energy Aura feat. It extends thirty feet from the wearer. All undead with 10 HD or less are automatically destroyed - All undead with 20 HD or less are automatically turned.

Depends on whether its Clerics only or available to anyone.

Anabstercorian said:
Dark Matter
Dark Matter armor continually radiates negative energy in an aura extending thirty feet from the wearer. All within the aura suffer 10 negative levels until they leave the area of effect unless they are under the effect of a Death Ward, Negative Energy Protection, or similar effect, in which case they suffer 1 negative level until they leave the area of effect.

Maybe +20.

Anabstercorian said:
Spelljamming
Armor with the Spelljamming trait exists only in the Spelljammer universe. It functions as a Spelljammer, complete with Spelljamming helm, allowing someone wearing it to travel between planets with no other equipment. Someone wearing Spelljamming armor does not need to breathe, eat, sleep, drink, or excrete wastes. They can Fly, as per the spell, with a maximum speed of 6750 feet per round (approximately the speed of sound) at a maneuverability of Clumsy. Once free of the relative gravity of other objects, it can accelerate to the cruising speeds of a Spelljammer.

Not sure I know enough about Spelljammers in general to determine this one.

Anabstercorian said:
Starstriding
Starstriding armor grants the wearer complete Fire and Radiation immunity, while reducing dangerously high gravitational effects by up to 10,000 g's.

Depends how prevailant Radiation and Gravity are in the campaign.

Anabstercorian said:
Singularity
Singularity armor can reduce dangerously high gravitational effects to 1 g or less, even on the surface of a supermassive black hole.

All sounds a bit sci-fi orientated. :)

If you are incorporeal you could survive within a Black Hole.

Anabstercorian said:
Worming
Worming armor grants the wearer a Burrow speed. Lesser Worming grants speed 10 through soil and clay, Worming grants speed 20 through stone, and Greater Worming grants speed 30 through normal metals (not Adamantite or Obdurium.)

Lesser +3

Greater +5
 
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Re: Re: Armor enchantments!

Hi Knight Otu mate! :)

Knight Otu said:
I just hada flash-back to the time I first posted on EN-World. This ability is perfect for one of the suits of the Servants of Matter. :D

What happened to your link to the Perry Rhodan thread mate?
 

Solar is intended to be available to anyone.

In retrospect, Sunstriding shouldn't be a unique ability. There should be

Acid Immunity
Fire Immunity
Cold Immunity
Lightning Immunity
Sonic Immunity
Antigravity
Singularity

With the values of each independent.

Bladebreeding
All surfaces within 50 feet of a person wearing bladebreeding armor spontaneously sprout razors as per the Relics and Rituals 2 spell Razor Field. These razors last as long as the armor wearer remains within 50 feet, and fade as soon as the armor wearer leaves. The armor wearer is immune to these blades. Only armor equipped with +1 Armor Spikes can have the Bladebreeding enhancement.
 

Hi Guys! :)

Anubis said:
+5 for something that allows all attacks at the BAB? Um, you might wanna rethink that. Consider a Level 10 Tempest with a pair of Bladed Gauntlets of Speed +1 . . . For a total of two +10 weapons, that guy will be dealing HUNDREDS of points of damage per round to almost anything, getting 10 attacks at full bonuses with no penalties. Uh, no way.

Speed gives an extra attack at full BAB for a +4. This gives you quite a bit more than that, and thus should be rated AT LEAST +10 or +12.

Well the ability bestows an average of +10 to hit on subsequent attacks; which would give it a +5 bonus.

Again this is one of those powers that is better the higher level you are. In fact you wouldn't gain any benefit unless you were over 5th-level.

Gez said:
I think that's not enough -- a +1 should give +2d6 sneak attack. Why ? Because a +1 ability could give +1d6 energy damage, that would apply more often than sneak attacks.

On the other hand, SAD apply more often than bane weapon damage. 3d6 per +2 ?

Energy Damage is +1d6/ per +2

I know you don't have the ELH mate. They have a weapon in that (Acidic* Blast) which adds +3d6 and is +6

*and other energy types.
 

DMG, page 185, table 8-15:

Flaming: +1 bonus
Frost: +1 bonus
Shock: +1 bonus

Magic of Faerûn, page 139, table 6-3:
Corrosive: +1 bonus
Screaming: +1 bonus


Each of these enchantment deal +1d6 point of energy damage (fire, cold, electricity, acid and sonic respectively) and that is not multiplied by critical hits.

That's why I said energy damage costed +1 per d6.

Now, maybe the ELH changed that for energy damage that can be stacked ad infinitum rather than being taken only once. But IMO, a dagger that would give a rogue wielder +1d6 of sneak attack damage would be extra-weak, as it would be limited by class, nature of the opponent, and circumstance of combat (people tend to forget concealment negates sneak attack, even if you're not immune to it). That's why I stay by my +2d6 sneak attack damage for a +1 ability.
 

Face-seeking weapons

Forgive me in advance, I'm not good with mechanics, so...yeah...

Face-Seeking
On a critical hit, instead of dealing damge, the weapon causes the opponent to lose an amount of charisma equal to the damage the weapon would've dealt had it not been a critical.
i.e. face seeking greatsword: on a critical the attackee loses 2d6 cha.

Did that make any sense at all? Is it any good...
 

Re: Face-seeking weapons

Bjorn Doneerson said:
Forgive me in advance, I'm not good with mechanics, so...yeah...

Face-Seeking
On a critical hit, instead of dealing damge, the weapon causes the opponent to lose an amount of charisma equal to the damage the weapon would've dealt had it not been a critical.
i.e. face seeking greatsword: on a critical the attackee loses 2d6 cha.

Did that make any sense at all? Is it any good...

The problem is that it ties Charisma to beauty (long debate).

I could imagine more easily damage to Int (brain damage) or Wis (weakened eyes/ears).
 

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