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<blockquote data-quote="kronos182" data-source="post: 6905967" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Magic PepperboxPistol</span></p><p><span style="font-family: 'Calibri'">This four barreled pepperbox style pistol is powered by a magic power pack,firing four magical energy darts, similar to magic missile spell. There is afire select that allows the user to fire anywhere from 1 to all four missiles,but each time the weapon fires, it uses one charge, no matter how many missilesare fired.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Magic Pepperbox Pistol</span></p><p><span style="font-family: 'Calibri'">Damage: 1d4, 2d4, 3d4, 4d4</span></p><p><span style="font-family: 'Calibri'">Critical: x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Force</span></p><p><span style="font-family: 'Calibri'">Range Increment: 40 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S</span></p><p><span style="font-family: 'Calibri'">Size: Small</span></p><p><span style="font-family: 'Calibri'">Weight: 2 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 50 box using magic power packs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 18 Lic (+1)</span></p><p><span style="font-family: 'Calibri'">Notes: For purposes of Spell resistance, use roll as a 7th Level caster.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Magic Missile RocketPack</span></p><p><span style="font-family: 'Calibri'">This weapon consists of a shoulder harness, similar to hockey or footballshoulder pads, only heavier with better straps for support, with a box likedevice on one shoulder, about one foot wide, half a foot tall and three feetlong, with a handle and trigger in front of the shoulder. A sight is mounted onthe side with a couple of buttons and dials on it. The dials and buttons areused to selecting targets within sight and zooming in and out. This rocketlauncher fires 5 magic missiles, able to target up to 5 targets within 20 feetof each other within the sight. The magic missiles can be divided amongst thenumber of targets selected, up to 5, or all to one, requiring a single attackroll for all targets.</span></p><p><span style="font-family: 'Calibri'">The box launcher is on a pivot mount, letting it tilt back into an upwardposition against the back, with the handle folding back so that it's out of theway when not in use.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Magic Missile Rocket Pack</span></p><p><span style="font-family: 'Calibri'">Damage: 1d4+1 per magic missile</span></p><p><span style="font-family: 'Calibri'">Critical: x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Force</span></p><p><span style="font-family: 'Calibri'">Range Increment: 150 ft</span></p><p><span style="font-family: 'Calibri'">Rate of Fire: S</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">Ammo: 50 box using magical power packs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 23 Mil (+3)</span></p><p><span style="font-family: 'Calibri'">Notes: For purposes of Spell resistance, considered 9th level caster.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Magically EnhancedPolice Cruiser</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">These police cruisers are found in societies that make use of magic. Mostenhancements are designed for subduing and capturing magical or supernaturalcriminals.</span></p><p><span style="font-family: 'Calibri'">The cruiser is the same as normal cruisers, but has the followingabilities:</span></p><p><span style="font-family: 'Calibri'">The doors of the cruiser are affected by an Arcane Lock spell tied to a set ofkeys, preventing prisoners from easily escaping or anyone trying to steal thecruiser.</span></p><p><span style="font-family: 'Calibri'">Mounted on the roof is a tube device mounted on remote control turret connectedto a remote control that looks similar to a video game controller with a videodisplay connected to a gun camera. This device is a multi-spell projected withseveral spells already programmed into it, using magic power packs. Thisdevices has the following spells programmed into it: Break Enchantment (40 ft),Hold Person (170 feet, 7 rounds), Sleep (170 ft, 15 ft radius, 7 minutes), Slow(up to 7 targets, 40 ft, 7 rounds), and Web (170 ft, 20 ft spread, 70 minutes),cast as a 7th level caster.</span></p><p><span style="font-family: 'Calibri'">The windshield and front two windows, made of a crystal, magically reinforced,can be enchanted with the following spells up to 3 times per day: True Seeing(7 minutes), Darkvision (7 hours), cast as a 7th level caster.</span></p><p><span style="font-family: 'Calibri'">In addition, the following spells affect the whole car: Invisibility (7minutes, up to twice a day) for stake outs, Protection from Arrows/Bullets (70minutes, 10/+2, 70 hit points, once a day).</span></p><p><span style="font-family: 'Calibri'">Besides containing all the normal equipment of a cruiser (Urban Arcana, page81), it also contains a portable ram that can cast the spell Knock as a 6thlevel caster up to 5 times a day, and function as a normal portableram.</span></p><p><span style="font-family: 'Calibri'">Other stats remain the same, except PDC increased to 32.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Vampiric Sword</span></p><p> </p><p><span style="font-family: 'Calibri'">The vampiric swordis imbued with a power similar to that a vampire, stealing life from those itcuts into, healing the wielder, as it leaves grievous wounds that continue tobleed. Many vampire hunters use these weapons as a means of turning the vampire'spowers against them. The sword is a long slightly curved, single sided bladethat is the colour of fresh blood. It feels warm to the touch every time itcuts into a target. When the vampiric sword's powers are used, healing thewielder as it wounds the target, the wield feels a small rush of power as theyare healed.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Vampiric Sword</span></p><p><span style="font-family: 'Calibri'">Damage: 1d8+1 +2d6 vs undead + 1d4 bleeding.</span></p><p><span style="font-family: 'Calibri'">Critical: 19-29</span></p><p><span style="font-family: 'Calibri'">Damage Type: slashing</span></p><p><span style="font-family: 'Calibri'">Size: medium</span></p><p><span style="font-family: 'Calibri'">Weight: 6 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: </span></p><p><span style="font-family: 'Calibri'">Notes: Bleeding, vampiric bite, undead bane.</span></p><p><span style="font-family: 'Calibri'">Bleeding - The vampiric sword uses powerful magic, some say even parts ofvampires themselves to deliver grievous wounds, dealing 1d4 bleeding damageevery round. This applies to even vampires.</span></p><p><span style="font-family: 'Calibri'">Vampiric Bite - Every time the vampiric sword deals damage to a target, livingor undead, and even outsider, the wielder is healed 1d4 hit points.</span></p><p><span style="font-family: 'Calibri'">Undead Bane - the vampiric sword deals an extra 2d6 against undead targetsincluding zombies, skeletons, vampires, mummies, etc.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">InfernalWeapons</span></p><p><span style="font-family: 'Calibri'">These weapons were crafted by demons and impart evil magic on those they wound,causing curses or pain upon the target for acts of sins they perform, usuallyviolence.</span></p><p><span style="font-family: 'Calibri'">Many of the weapons have engravings on their blades of various demons, devilsand acts of violence. The blades are usually also black with sickly green orred accents, and feel warm to the touch, and seem to vibrate as they drawblood.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Infernal Blade</span></p><p><span style="font-family: 'Calibri'">This sword is similar to a falchion, large curved heavy blade, with serrationson the back side. Along the sides are depictions of various demons and violentacts. This is the most basic of the infernal weapons, causing a Sin thatreduces the target's defenses, leaving them open to attack every time theyperform an offensive action.</span></p><p><span style="font-family: 'Calibri'">Infernal Blade</span></p><p><span style="font-family: 'Calibri'">Damage: 2d4+2</span></p><p><span style="font-family: 'Calibri'">Critical: 19-20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: slashing</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 5 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 24 (Illegal +4)</span></p><p><span style="font-family: 'Calibri'">Notes: Defensive Sin</span></p><p><span style="font-family: 'Calibri'">Defensive Sin - When a target is strike and it successfully deals damage, thetarget immediately suffers -2 to Defense for 1d4+1 rounds (Fort save DC11+damage dealt to reduce duration by half). During this time, if the targettakes any kind of offensive action, the target suffers a cumulative -1 penaltyto Defense and -1 to Reflex. Multiple strikes from the Infernal Blade willincrease the duration of the Defensive Sin by 2 rounds.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Soulfinder</span></p><p><span style="font-family: 'Calibri'">The soulfinder is a heavy blade attachedto a stout handle that runs up the entire blade, used in a more choppingmotion. The markings on the sides depict demons pulling souls from victims. Soulfinderblades also imbue Defensive Sin on targets, but also have the ability to strikeback almost on their own against targets with Defensive Sin when they attackthe wielder.</span></p><p><span style="font-family: 'Calibri'">Soulfinder</span></p><p><span style="font-family: 'Calibri'">Damage: 1d10+2</span></p><p><span style="font-family: 'Calibri'">Critical: 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: slashing</span></p><p><span style="font-family: 'Calibri'">Size: Larger</span></p><p><span style="font-family: 'Calibri'">Weight: 10 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 26 (Illegal +4)</span></p><p><span style="font-family: 'Calibri'">Notes: Defensive Sin, Counter Sin</span></p><p><span style="font-family: 'Calibri'">Defensive Sin - When a target is strike and it successfully deals damage, thetarget immediately suffers -2 to Defense for 1d4+1 rounds (Fort save DC11+damage dealt to reduce duration by half). During this time, if the targettakes any kind of offensive action, the target suffers a cumulative -1 penaltyto Defense and -1 to Reflex. Multiple strikes from the Infernal Blade will increasethe duration of the Defensive Sin by 2 rounds.</span></p><p><span style="font-family: 'Calibri'">Counter Sin - Whenever an opponent suffering from Defensive Sin attacks thewielder of a Soulfinder, the wielder makes a Reflex save DC equal to theattacker's attack roll. Success means the wielder gains a free attack ofopportunity with the Soulfinder. This attack of opportunity does not countagainst wielder's normal number of attack of opportunity and can happen as manytimes as the wield is attacked in a round by opponents with Defensive Sin.</span></p><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'">Infernal Axe</span></p><p><span style="font-family: 'Calibri'">The Infernal Axe is a two headed axe with images of blood sacrifices along itsblades. The edges are always stained with blood, which looks fresh no matterhow much they are cleaned. These weapons cause deep wounds that continue tobleed. These weapons deal even greater wounds to those suffering from DefensiveSin.</span></p><p><span style="font-family: 'Calibri'">Infernal Axe</span></p><p><span style="font-family: 'Calibri'">Damage: 1d8+2</span></p><p><span style="font-family: 'Calibri'">Critical: 20x2</span></p><p><span style="font-family: 'Calibri'">Damage Type: Slashing</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 10 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 25 (Illegal +4)</span></p><p><span style="font-family: 'Calibri'">Notes: Wounding, Mortal Sin</span></p><p><span style="font-family: 'Calibri'">Wounding - The Infernal Axe has the wounding ability.</span></p><p><span style="font-family: 'Calibri'">Mortal Sin - Those hit with the Infernal Axe that are suffering from DefensiveSin suffer 1d4 points of damage each round, which is similar to the woundingability, and stacks with wounding and each successful strike from the InfernalAxe. This damage functions just like the wounding damage. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Sinflayer - This double headed axe has images of demons using their clawsripping into people, and feels warm to the touch. When used in combat, it seemsto want to strike targets on its own, sometimes hitting opponents that had justbe struck by the wielder.</span></p><p><span style="font-family: 'Calibri'">Sinflayer</span></p><p><span style="font-family: 'Calibri'">Damage: 1d12+2</span></p><p><span style="font-family: 'Calibri'">Critical: 20x3</span></p><p><span style="font-family: 'Calibri'">Damage Type: Slashing</span></p><p><span style="font-family: 'Calibri'">Size: Medium</span></p><p><span style="font-family: 'Calibri'">Weight: 15 lbs</span></p><p><span style="font-family: 'Calibri'">Purchase DC: 28 (Illegal +4)</span></p><p><span style="font-family: 'Calibri'">Notes: Wounding, Mortal Sin, Blood Hungry</span></p><p><span style="font-family: 'Calibri'">Wounding - The Sinflayer has the wounding ability.</span></p><p><span style="font-family: 'Calibri'">Mortal Sin - Those hit with the Sinflayer that are suffering from Defensive Sinsuffer 1d4 points of damage each round, which is similar to the woundingability, and stacks with wounding and each successful strike from theSinflayer. This damage functions just like the wounding damage. </span></p><p><span style="font-family: 'Calibri'">Blood Hungry - When the wielder hits an opponent that is suffering a bleedingwound, such as the wounding ability or mortal sin, the wielder gains a freeattack at -5 to attack roll, but with a +1 for every point of bleeding damagingthe opponent is suffering per round. For example, if an opponent is sufferingfrom 3 points of bleeding damage each round, the wielder gets a free attack at-2 to the attack roll.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905967, member: 6668634"] [FONT=Calibri]Magic PepperboxPistol This four barreled pepperbox style pistol is powered by a magic power pack,firing four magical energy darts, similar to magic missile spell. There is afire select that allows the user to fire anywhere from 1 to all four missiles,but each time the weapon fires, it uses one charge, no matter how many missilesare fired. Magic Pepperbox Pistol Damage: 1d4, 2d4, 3d4, 4d4 Critical: x2 Damage Type: Force Range Increment: 40 ft Rate of Fire: S Size: Small Weight: 2 lbs Ammo: 50 box using magic power packs Purchase DC: 18 Lic (+1) Notes: For purposes of Spell resistance, use roll as a 7th Level caster. [/FONT] [HR][/HR] [FONT=Calibri]Magic Missile RocketPack This weapon consists of a shoulder harness, similar to hockey or footballshoulder pads, only heavier with better straps for support, with a box likedevice on one shoulder, about one foot wide, half a foot tall and three feetlong, with a handle and trigger in front of the shoulder. A sight is mounted onthe side with a couple of buttons and dials on it. The dials and buttons areused to selecting targets within sight and zooming in and out. This rocketlauncher fires 5 magic missiles, able to target up to 5 targets within 20 feetof each other within the sight. The magic missiles can be divided amongst thenumber of targets selected, up to 5, or all to one, requiring a single attackroll for all targets. The box launcher is on a pivot mount, letting it tilt back into an upwardposition against the back, with the handle folding back so that it's out of theway when not in use. Magic Missile Rocket Pack Damage: 1d4+1 per magic missile Critical: x2 Damage Type: Force Range Increment: 150 ft Rate of Fire: S Size: Large Weight: 15 lbs Ammo: 50 box using magical power packs Purchase DC: 23 Mil (+3) Notes: For purposes of Spell resistance, considered 9th level caster. [/FONT] [HR][/HR] [FONT=Calibri]Magically EnhancedPolice Cruiser These police cruisers are found in societies that make use of magic. Mostenhancements are designed for subduing and capturing magical or supernaturalcriminals. The cruiser is the same as normal cruisers, but has the followingabilities: The doors of the cruiser are affected by an Arcane Lock spell tied to a set ofkeys, preventing prisoners from easily escaping or anyone trying to steal thecruiser. Mounted on the roof is a tube device mounted on remote control turret connectedto a remote control that looks similar to a video game controller with a videodisplay connected to a gun camera. This device is a multi-spell projected withseveral spells already programmed into it, using magic power packs. Thisdevices has the following spells programmed into it: Break Enchantment (40 ft),Hold Person (170 feet, 7 rounds), Sleep (170 ft, 15 ft radius, 7 minutes), Slow(up to 7 targets, 40 ft, 7 rounds), and Web (170 ft, 20 ft spread, 70 minutes),cast as a 7th level caster. The windshield and front two windows, made of a crystal, magically reinforced,can be enchanted with the following spells up to 3 times per day: True Seeing(7 minutes), Darkvision (7 hours), cast as a 7th level caster. In addition, the following spells affect the whole car: Invisibility (7minutes, up to twice a day) for stake outs, Protection from Arrows/Bullets (70minutes, 10/+2, 70 hit points, once a day). Besides containing all the normal equipment of a cruiser (Urban Arcana, page81), it also contains a portable ram that can cast the spell Knock as a 6thlevel caster up to 5 times a day, and function as a normal portableram. Other stats remain the same, except PDC increased to 32. [/FONT] [HR][/HR] [FONT=Calibri]Vampiric Sword[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]The vampiric swordis imbued with a power similar to that a vampire, stealing life from those itcuts into, healing the wielder, as it leaves grievous wounds that continue tobleed. Many vampire hunters use these weapons as a means of turning the vampire'spowers against them. The sword is a long slightly curved, single sided bladethat is the colour of fresh blood. It feels warm to the touch every time itcuts into a target. When the vampiric sword's powers are used, healing thewielder as it wounds the target, the wield feels a small rush of power as theyare healed. Vampiric Sword Damage: 1d8+1 +2d6 vs undead + 1d4 bleeding. Critical: 19-29 Damage Type: slashing Size: medium Weight: 6 lbs Purchase DC: Notes: Bleeding, vampiric bite, undead bane. Bleeding - The vampiric sword uses powerful magic, some say even parts ofvampires themselves to deliver grievous wounds, dealing 1d4 bleeding damageevery round. This applies to even vampires. Vampiric Bite - Every time the vampiric sword deals damage to a target, livingor undead, and even outsider, the wielder is healed 1d4 hit points. Undead Bane - the vampiric sword deals an extra 2d6 against undead targetsincluding zombies, skeletons, vampires, mummies, etc. [/FONT] [HR][/HR] [FONT=Calibri]InfernalWeapons These weapons were crafted by demons and impart evil magic on those they wound,causing curses or pain upon the target for acts of sins they perform, usuallyviolence. Many of the weapons have engravings on their blades of various demons, devilsand acts of violence. The blades are usually also black with sickly green orred accents, and feel warm to the touch, and seem to vibrate as they drawblood. Infernal Blade This sword is similar to a falchion, large curved heavy blade, with serrationson the back side. Along the sides are depictions of various demons and violentacts. This is the most basic of the infernal weapons, causing a Sin thatreduces the target's defenses, leaving them open to attack every time theyperform an offensive action. Infernal Blade Damage: 2d4+2 Critical: 19-20x2 Damage Type: slashing Size: Medium Weight: 5 lbs Purchase DC: 24 (Illegal +4) Notes: Defensive Sin Defensive Sin - When a target is strike and it successfully deals damage, thetarget immediately suffers -2 to Defense for 1d4+1 rounds (Fort save DC11+damage dealt to reduce duration by half). During this time, if the targettakes any kind of offensive action, the target suffers a cumulative -1 penaltyto Defense and -1 to Reflex. Multiple strikes from the Infernal Blade willincrease the duration of the Defensive Sin by 2 rounds.[/FONT] [FONT=Calibri] Soulfinder The soulfinder is a heavy blade attachedto a stout handle that runs up the entire blade, used in a more choppingmotion. The markings on the sides depict demons pulling souls from victims. Soulfinderblades also imbue Defensive Sin on targets, but also have the ability to strikeback almost on their own against targets with Defensive Sin when they attackthe wielder. Soulfinder Damage: 1d10+2 Critical: 20x3 Damage Type: slashing Size: Larger Weight: 10 lbs Purchase DC: 26 (Illegal +4) Notes: Defensive Sin, Counter Sin Defensive Sin - When a target is strike and it successfully deals damage, thetarget immediately suffers -2 to Defense for 1d4+1 rounds (Fort save DC11+damage dealt to reduce duration by half). During this time, if the targettakes any kind of offensive action, the target suffers a cumulative -1 penaltyto Defense and -1 to Reflex. Multiple strikes from the Infernal Blade will increasethe duration of the Defensive Sin by 2 rounds. Counter Sin - Whenever an opponent suffering from Defensive Sin attacks thewielder of a Soulfinder, the wielder makes a Reflex save DC equal to theattacker's attack roll. Success means the wielder gains a free attack ofopportunity with the Soulfinder. This attack of opportunity does not countagainst wielder's normal number of attack of opportunity and can happen as manytimes as the wield is attacked in a round by opponents with Defensive Sin.[/FONT] [FONT=Calibri] Infernal Axe The Infernal Axe is a two headed axe with images of blood sacrifices along itsblades. The edges are always stained with blood, which looks fresh no matterhow much they are cleaned. These weapons cause deep wounds that continue tobleed. These weapons deal even greater wounds to those suffering from DefensiveSin. Infernal Axe Damage: 1d8+2 Critical: 20x2 Damage Type: Slashing Size: Medium Weight: 10 lbs Purchase DC: 25 (Illegal +4) Notes: Wounding, Mortal Sin Wounding - The Infernal Axe has the wounding ability. Mortal Sin - Those hit with the Infernal Axe that are suffering from DefensiveSin suffer 1d4 points of damage each round, which is similar to the woundingability, and stacks with wounding and each successful strike from the InfernalAxe. This damage functions just like the wounding damage. [/FONT] [FONT=Calibri] Sinflayer - This double headed axe has images of demons using their clawsripping into people, and feels warm to the touch. When used in combat, it seemsto want to strike targets on its own, sometimes hitting opponents that had justbe struck by the wielder. Sinflayer Damage: 1d12+2 Critical: 20x3 Damage Type: Slashing Size: Medium Weight: 15 lbs Purchase DC: 28 (Illegal +4) Notes: Wounding, Mortal Sin, Blood Hungry Wounding - The Sinflayer has the wounding ability. Mortal Sin - Those hit with the Sinflayer that are suffering from Defensive Sinsuffer 1d4 points of damage each round, which is similar to the woundingability, and stacks with wounding and each successful strike from theSinflayer. This damage functions just like the wounding damage. Blood Hungry - When the wielder hits an opponent that is suffering a bleedingwound, such as the wounding ability or mortal sin, the wielder gains a freeattack at -5 to attack roll, but with a +1 for every point of bleeding damagingthe opponent is suffering per round. For example, if an opponent is sufferingfrom 3 points of bleeding damage each round, the wielder gets a free attack at-2 to the attack roll.[/FONT] [/QUOTE]
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