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<blockquote data-quote="kronos182" data-source="post: 6905954" data-attributes="member: 6668634"><p><span style="color: black"><span style="font-family: 'arial'"><u>Magus Facio Burninator</u></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">TheBurninator is a fairly basic pump action shotgun offered by Magus Facio.Reinforced construction allows it to use dragon breath rounds without making itunreliable, supports the 3 inch 12 gauge rounds makes it fairly flexible. A fewrunes are carved into the solid wood stock, with a small fire opal mounted atthe front of the pump/ammunition tube. What makes the Burninator favoured iswhen you move the safety switch to 'Burninate' and pull the trigger, a gout ofmagical flame shoots from the opal. Although it can only be used 5 times a day,it is a far cheaper alternative to buying and switching to dragon breath roundsconstantly.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Damage:2d8</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Critical:20</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">DamageType: Ballistic</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">RangeIncrement: 30 ft</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Rate ofFire: S</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Magazine:6 internal</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size:Large</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Weight: 8lbs.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Restriction:Restricted (+2)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC: 23</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Game Note:5 times per day the Burninator can cast Burning hands dealing 3d4 points offire damage with a range of 10 ft.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[HR][/HR]</p><p></p><p><span style="color: black"><span style="font-family: 'arial'"><u>Burning Gloves</u></span></span></p><p><span style="color: black"><span style="font-family: 'arial'">These areheavy combat gloves with heavy leather, Kevlar lining and steel plating toprotect the back of the hands and knuckles. Each knuckle has a small fire opalmounted on them. These gloves can be used as if they were brass knuckles, andwhen slapped together and the command word spoken, they burst into flames,adding fire damage to unarmed strikes. </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">GameEffect: User's is considered armed if even unarmed, unarmed strikes can deallethal damage, and when activated, deal 1d6 points of additional fire damagefor 5 rounds. Can be activated 5 times a day.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">PDC22 </span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[HR][/HR]</p><p></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Forbiddance System</strong></span></span></p><p> </p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">*Bang*"Ow!"</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">"Carefulwith that. We can't have these parts damaged before we finish installingthem." Magus-Engineer Thomas warned the mechanic helping him.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">"So..What's this thing supposed to do anyway?" The mechanic asked as he openedthe crate.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">"Thisis a Forbiddance System."</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">"Forbiddance?Forbid what?"</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Magus-EngineerThomas grunted a little as he tightened some bolts. "Vampires of course.See, vampires can't enter a home unless asked in. But places like mostbusinesses, libraries, and of course, hospitals like this one, are wide open tothem. So this device basically attempts the same thing for the building it'sinstalled in. Without these protecting our hospitals, these places are just onebig cornucopia, or buffet for those blood suckers."</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">"Doesit really work?"</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">"Usually.Although old vampires are a bit too powerful for the basic system. That's whythese things also have a few other features. Although you need a priest on handto make the most use of these."</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">"Oh..That would explain why we had to make one of the rooms nearby into abedroom."</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">TheForbiddance System is a huge breakthrough in magical research that combinesarcane, divine and technology into a very effective defensive system againstthe vampire hordes. The device looks like a large metal box with several glasscanisters, tubing and metal wiring with a fairly simple chair attached to thecontraption. In various spots there are several precious stones imbedded withgold and silver wiring and inlays running from the stone's mounting to varioustubes or canisters or the chair. Carved into the sides and various tubes are acombination of arcane runes and several passages from the Black Sea Scrolls andprayers. Also installed in important areas, such as back up generator rooms,main entrances to large patient areas and sometimes at main entrances aremountings that hold one diamond plus four smaller rubies surrounding thediamond.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">TheForbiddance System must be installed in the top level of the building it isinstalled in. Once installed, the system provides a continuous modified MagicCircle (Evil) effect. Each morning a divine spell caster, or even just a priestor other member of the church such as bishops or cardinals, must sit in thechair and recite a specific passage from the Dead Sea Scrolls and one from thebible, which are also carved onto the device to renew the magic circle effect.If a member of the church, such as a priest, sits in the chair and has theneedle and tube put into his arm, by trained medical staff, allowing hisblood to flow into a small canister beside the chair, which then flows into themain device, then back into the priest (the blood is ran through a filter sothat it is not contaminated before returning to the priest), the priest canmake use of several other effects. If an acolyte or other more powerful divinespell caster is used instead, the effects are more powerful.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Whiledconnected to the system in this manner, the user is aware of any undead orcreatures with the evil allegiance within the building and up to 50 ft outsidethe protected building. They are also aware of any people they know that are inthe protected building.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Throughthe diamond and ruby mountings the user can cast Searing Light at any targets,or if the user is a divine spell caster, can cast their spells through thesemountings, allowing them to attack any evil that try to get in or are runningthroughout the building.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">GameNotes:</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Acontinuous modified version of Magic Circle (Evil) is surrounding the building.Everyone inside the protected building gains a +2 bonus to saves againstabilities against evil creatures, such as a vampire's dominance gaze. Secondcreatures with the Evil allegiance can not enter the protected building unlessthey make a successful Will save DC 19. If a divine spell caster is hooked intothe device, add their Wisdom modifier to the DC for the Will save. This effectlasts for 10 minutes and covers the whole building.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">When apriest or divine spell caster is hooked into the device the following spellscan be cast as a 6th level caster:</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Mass curelight wounds to everyone on a single floor 5 times per day.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Createwater up to 6 gallons 10 times a day.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Delaypoison on everyone on a specific floor 4 times a day.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Clean oneverything in a single room, instead of a single target 3 times a day.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">HaltUndead like the arcane version, but only on any undead, up to 3 that manage toget past the Magic Circle (Evil), must make a Will save DC 19. Unintelligentundead make no save, but vampires and other intelligent undead do. Haltedundead are immobile for 6 rounds or if they are attacked or take damage.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">SearingLight can be casted up to 3 times a day at any location where a diamond andruby mounting is located. Deals 3d8 to any target hit, while undead take 6d6points of damage, and undead creatures particularly vulnerable to sunlight,such as vampires, take 6d8 points of damage.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">When adivine spell caster is hooked in, they add their Wis modifier to the listed DCsfor saves. Also the divine spell caster may use their spell slots to cast moreof the effects using their own caster level for the extra castings of theeffects if it is higher than 6th. Also, divine spell casters may cast their ownspells through the device, although any spells they have prepared that have atarget of a single creature, or a group, must be done so near one of thediamond/ruby mountings.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Duringextended battles where one user has used up all their divine spells, if theyare capable of them, trained medical staff can switch one user for another onewithin two minutes. When they disconnect one user, some of their blood is leftin one of the containers to provide some power for the system, allowingthem to hook up another user. After they put the needle in the new user, theyswitch the blood flow to a new container and remove the one with blood so thatit may be cleaned.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">After 10minutes of use, the user is fatigued. After 20 minutes they are exhausted.After 20 minutes, the user must make a Fort save DC 15 every 5 minutes +1 per 5minutes past 25 minutes or take 1d3 points of temporary Con damage.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">PDC 41 foran average sized 5 story building. +5 DC for every 5 extra stories or 25%increase in size. If the building is oddly shaped, like an L, two devices mustbe installed, and two priests or divine spell casters used for using theabilities in both areas. Takes about 1 year to make a Forbiddance System, ofwhich many arcane and divine rituals must be preformed at specific points inconstruction. Each piece must be painstakingly handcrafted and precise or elsethe whole system will not work. A dud Forbiddance System can still fetch aprice as a collector's item if any are found before being destroyed to preventcapture by vampire forces. A captured unit could probably fetch a PDC 55 rewardfrom vampire forces for a damaged one. A completely intact unit could fetch farmore. </span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[HR][/HR]</p><p></p><p><span style="color: black"><span style="font-family: 'arial'"><strong>Magus Facio Firecracker</strong></span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Anotherpopular release from Magus Facio is the Firecracker. A well crafted, balancedbullpup rifle chambered in the NPS's standard 8mm rifle rounds to makelogistics simple. Although not particularly powerful, the firecracker isenchanted so that up to 3 times a day, it can enchant any ammunition in it'smagazine with the Flaming Projectiles spell, turning normal bullets intoflaming bullets for enhanced damage. As a side effect of the enchantment, whenthe weapon is fired, the rounds sound like firecrackers being fired, especiallywhen on autofire. Also when the projectiles hit, there is a small splash offlames, although the splashing flames don't damage anything, they do make itvery spectacular to watch.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Damage:2d10</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Critical:20</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">DamageType: Ballistic</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">RangeIncrement: 80 ft.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Rate ofFire: S, A</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size: Large</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Weight: 13lbs</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Ammo: 25box</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Purchase:28 Res (+2)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Game Notes: Masterworked +1 weapon, adds +1 to attack rolls. Up to3 times per day, the user can activate the Flaming Projectiles spell bytwisting a small imbedded ruby set near the safety, which enchants all the ammoin the loaded magazine for about an hour, or until they are used, adding 1d6fire damage. Due to the added noise of the rounds when they are enchanted, theyreduce the Listen DC to notice the weapon being fired by -2. Also the enchantedrounds act as tracers, or mini flares, illuminating their path as they travelwith a 10 ft radius until they strike their target, where the splash of fireilluminates a 20 ft area for a few seconds (just the round they were fired in).</span></span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905954, member: 6668634"] [COLOR=black][FONT=arial][U]Magus Facio Burninator[/U][/FONT][/COLOR] [COLOR=black][FONT=arial]TheBurninator is a fairly basic pump action shotgun offered by Magus Facio.Reinforced construction allows it to use dragon breath rounds without making itunreliable, supports the 3 inch 12 gauge rounds makes it fairly flexible. A fewrunes are carved into the solid wood stock, with a small fire opal mounted atthe front of the pump/ammunition tube. What makes the Burninator favoured iswhen you move the safety switch to 'Burninate' and pull the trigger, a gout ofmagical flame shoots from the opal. Although it can only be used 5 times a day,it is a far cheaper alternative to buying and switching to dragon breath roundsconstantly.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Damage:2d8[/FONT][/COLOR] [COLOR=black][FONT=arial]Critical:20[/FONT][/COLOR] [COLOR=black][FONT=arial]DamageType: Ballistic[/FONT][/COLOR] [COLOR=black][FONT=arial]RangeIncrement: 30 ft[/FONT][/COLOR] [COLOR=black][FONT=arial]Rate ofFire: S[/FONT][/COLOR] [COLOR=black][FONT=arial]Magazine:6 internal[/FONT][/COLOR] [COLOR=black][FONT=arial]Size:Large[/FONT][/COLOR] [COLOR=black][FONT=arial]Weight: 8lbs.[/FONT][/COLOR] [COLOR=black][FONT=arial]Restriction:Restricted (+2)[/FONT][/COLOR] [COLOR=black][FONT=arial]PDC: 23[/FONT][/COLOR] [COLOR=black][FONT=arial]Game Note:5 times per day the Burninator can cast Burning hands dealing 3d4 points offire damage with a range of 10 ft. [/FONT][/COLOR] [HR][/HR] [COLOR=black][FONT=arial][U]Burning Gloves[/U][/FONT][/COLOR] [COLOR=black][FONT=arial]These areheavy combat gloves with heavy leather, Kevlar lining and steel plating toprotect the back of the hands and knuckles. Each knuckle has a small fire opalmounted on them. These gloves can be used as if they were brass knuckles, andwhen slapped together and the command word spoken, they burst into flames,adding fire damage to unarmed strikes. [/FONT][/COLOR] [COLOR=black][FONT=arial]GameEffect: User's is considered armed if even unarmed, unarmed strikes can deallethal damage, and when activated, deal 1d6 points of additional fire damagefor 5 rounds. Can be activated 5 times a day.[/FONT][/COLOR] [COLOR=black][FONT=arial]PDC22 [/FONT][/COLOR] [HR][/HR] [COLOR=black][FONT=arial][B]Forbiddance System[/B][/FONT][/COLOR] [FONT=Calibri] [/FONT] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]*Bang*"Ow!"[/FONT][/COLOR] [COLOR=black][FONT=arial]"Carefulwith that. We can't have these parts damaged before we finish installingthem." Magus-Engineer Thomas warned the mechanic helping him.[/FONT][/COLOR] [COLOR=black][FONT=arial]"So..What's this thing supposed to do anyway?" The mechanic asked as he openedthe crate.[/FONT][/COLOR] [COLOR=black][FONT=arial]"Thisis a Forbiddance System."[/FONT][/COLOR] [COLOR=black][FONT=arial]"Forbiddance?Forbid what?"[/FONT][/COLOR] [COLOR=black][FONT=arial]Magus-EngineerThomas grunted a little as he tightened some bolts. "Vampires of course.See, vampires can't enter a home unless asked in. But places like mostbusinesses, libraries, and of course, hospitals like this one, are wide open tothem. So this device basically attempts the same thing for the building it'sinstalled in. Without these protecting our hospitals, these places are just onebig cornucopia, or buffet for those blood suckers."[/FONT][/COLOR] [COLOR=black][FONT=arial]"Doesit really work?"[/FONT][/COLOR] [COLOR=black][FONT=arial]"Usually.Although old vampires are a bit too powerful for the basic system. That's whythese things also have a few other features. Although you need a priest on handto make the most use of these."[/FONT][/COLOR] [COLOR=black][FONT=arial]"Oh..That would explain why we had to make one of the rooms nearby into abedroom."[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]TheForbiddance System is a huge breakthrough in magical research that combinesarcane, divine and technology into a very effective defensive system againstthe vampire hordes. The device looks like a large metal box with several glasscanisters, tubing and metal wiring with a fairly simple chair attached to thecontraption. In various spots there are several precious stones imbedded withgold and silver wiring and inlays running from the stone's mounting to varioustubes or canisters or the chair. Carved into the sides and various tubes are acombination of arcane runes and several passages from the Black Sea Scrolls andprayers. Also installed in important areas, such as back up generator rooms,main entrances to large patient areas and sometimes at main entrances aremountings that hold one diamond plus four smaller rubies surrounding thediamond.[/FONT][/COLOR] [COLOR=black][FONT=arial]TheForbiddance System must be installed in the top level of the building it isinstalled in. Once installed, the system provides a continuous modified MagicCircle (Evil) effect. Each morning a divine spell caster, or even just a priestor other member of the church such as bishops or cardinals, must sit in thechair and recite a specific passage from the Dead Sea Scrolls and one from thebible, which are also carved onto the device to renew the magic circle effect.If a member of the church, such as a priest, sits in the chair and has theneedle and tube put into his arm, by trained medical staff, allowing hisblood to flow into a small canister beside the chair, which then flows into themain device, then back into the priest (the blood is ran through a filter sothat it is not contaminated before returning to the priest), the priest canmake use of several other effects. If an acolyte or other more powerful divinespell caster is used instead, the effects are more powerful.[/FONT][/COLOR] [COLOR=black][FONT=arial]Whiledconnected to the system in this manner, the user is aware of any undead orcreatures with the evil allegiance within the building and up to 50 ft outsidethe protected building. They are also aware of any people they know that are inthe protected building.[/FONT][/COLOR] [COLOR=black][FONT=arial]Throughthe diamond and ruby mountings the user can cast Searing Light at any targets,or if the user is a divine spell caster, can cast their spells through thesemountings, allowing them to attack any evil that try to get in or are runningthroughout the building.[/FONT][/COLOR] [COLOR=black][FONT=arial]GameNotes:[/FONT][/COLOR] [COLOR=black][FONT=arial]Acontinuous modified version of Magic Circle (Evil) is surrounding the building.Everyone inside the protected building gains a +2 bonus to saves againstabilities against evil creatures, such as a vampire's dominance gaze. Secondcreatures with the Evil allegiance can not enter the protected building unlessthey make a successful Will save DC 19. If a divine spell caster is hooked intothe device, add their Wisdom modifier to the DC for the Will save. This effectlasts for 10 minutes and covers the whole building.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]When apriest or divine spell caster is hooked into the device the following spellscan be cast as a 6th level caster:[/FONT][/COLOR] [COLOR=black][FONT=arial]Mass curelight wounds to everyone on a single floor 5 times per day.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Createwater up to 6 gallons 10 times a day.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Delaypoison on everyone on a specific floor 4 times a day.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Clean oneverything in a single room, instead of a single target 3 times a day.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]HaltUndead like the arcane version, but only on any undead, up to 3 that manage toget past the Magic Circle (Evil), must make a Will save DC 19. Unintelligentundead make no save, but vampires and other intelligent undead do. Haltedundead are immobile for 6 rounds or if they are attacked or take damage.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]SearingLight can be casted up to 3 times a day at any location where a diamond andruby mounting is located. Deals 3d8 to any target hit, while undead take 6d6points of damage, and undead creatures particularly vulnerable to sunlight,such as vampires, take 6d8 points of damage.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]When adivine spell caster is hooked in, they add their Wis modifier to the listed DCsfor saves. Also the divine spell caster may use their spell slots to cast moreof the effects using their own caster level for the extra castings of theeffects if it is higher than 6th. Also, divine spell casters may cast their ownspells through the device, although any spells they have prepared that have atarget of a single creature, or a group, must be done so near one of thediamond/ruby mountings.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Duringextended battles where one user has used up all their divine spells, if theyare capable of them, trained medical staff can switch one user for another onewithin two minutes. When they disconnect one user, some of their blood is leftin one of the containers to provide some power for the system, allowingthem to hook up another user. After they put the needle in the new user, theyswitch the blood flow to a new container and remove the one with blood so thatit may be cleaned.[/FONT][/COLOR] [COLOR=black][FONT=arial]After 10minutes of use, the user is fatigued. After 20 minutes they are exhausted.After 20 minutes, the user must make a Fort save DC 15 every 5 minutes +1 per 5minutes past 25 minutes or take 1d3 points of temporary Con damage.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]PDC 41 foran average sized 5 story building. +5 DC for every 5 extra stories or 25%increase in size. If the building is oddly shaped, like an L, two devices mustbe installed, and two priests or divine spell casters used for using theabilities in both areas. Takes about 1 year to make a Forbiddance System, ofwhich many arcane and divine rituals must be preformed at specific points inconstruction. Each piece must be painstakingly handcrafted and precise or elsethe whole system will not work. A dud Forbiddance System can still fetch aprice as a collector's item if any are found before being destroyed to preventcapture by vampire forces. A captured unit could probably fetch a PDC 55 rewardfrom vampire forces for a damaged one. A completely intact unit could fetch farmore. [/FONT][/COLOR] [HR][/HR] [COLOR=black][FONT=arial][B]Magus Facio Firecracker[/B][/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Anotherpopular release from Magus Facio is the Firecracker. A well crafted, balancedbullpup rifle chambered in the NPS's standard 8mm rifle rounds to makelogistics simple. Although not particularly powerful, the firecracker isenchanted so that up to 3 times a day, it can enchant any ammunition in it'smagazine with the Flaming Projectiles spell, turning normal bullets intoflaming bullets for enhanced damage. As a side effect of the enchantment, whenthe weapon is fired, the rounds sound like firecrackers being fired, especiallywhen on autofire. Also when the projectiles hit, there is a small splash offlames, although the splashing flames don't damage anything, they do make itvery spectacular to watch.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Damage:2d10[/FONT][/COLOR] [COLOR=black][FONT=arial]Critical:20[/FONT][/COLOR] [COLOR=black][FONT=arial]DamageType: Ballistic[/FONT][/COLOR] [COLOR=black][FONT=arial]RangeIncrement: 80 ft.[/FONT][/COLOR] [COLOR=black][FONT=arial]Rate ofFire: S, A[/FONT][/COLOR] [COLOR=black][FONT=arial]Size: Large[/FONT][/COLOR] [COLOR=black][FONT=arial]Weight: 13lbs[/FONT][/COLOR] [COLOR=black][FONT=arial]Ammo: 25box[/FONT][/COLOR] [COLOR=black][FONT=arial]Purchase:28 Res (+2)[/FONT][/COLOR] [COLOR=black][FONT=arial]Game Notes: Masterworked +1 weapon, adds +1 to attack rolls. Up to3 times per day, the user can activate the Flaming Projectiles spell bytwisting a small imbedded ruby set near the safety, which enchants all the ammoin the loaded magazine for about an hour, or until they are used, adding 1d6fire damage. Due to the added noise of the rounds when they are enchanted, theyreduce the Listen DC to notice the weapon being fired by -2. Also the enchantedrounds act as tracers, or mini flares, illuminating their path as they travelwith a 10 ft radius until they strike their target, where the splash of fireilluminates a 20 ft area for a few seconds (just the round they were fired in).[/FONT][/COLOR][FONT=Calibri][/FONT] [/QUOTE]
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