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*Pathfinder & Starfinder
Relics from the Starfall campaign
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<blockquote data-quote="NMcCoy" data-source="post: 5305154" data-attributes="member: 61546"><p>So the campaign I'm currently playing in is utterly amazing, and part of what's awesome is that players are greatly encouraged to contribute both fluff and crunch. I figured that I might as well share some of the items that have showed up in the game, most of which I created the mechanics for to fit a narrative role specified by the DM. (Note that the power level of our game is rather intense, as we're playing with Aspects and Fate Points, and have been facing world-shaking events since early Heroic tier. Suitability for your game may very greatly.)</p><p></p><p><strong>Hammer of the Smith</strong></p><p>Critical: + 3d8 damage</p><p><strong>Smash Armor</strong> (Free action * at-will) </p><p><strong>Trigger:</strong> you miss a target's AC by exactly 1</p><p><strong>Effect</strong>: The target takes a -1 penalty to AC until the end of the encounter. This effect is cumulative with itself.</p><p><strong>Demolish</strong> (Standard action * at-will) Melee weapon</p><p>You smash a 1-square area of nonmagical, nonliving material (such as a floor or a wall) into rubble. If you affect an entire square with this power, the square becomes difficult terrain.</p><p><span style="font-size: 10px"><em>Notes: This is deliberately a very powerful item, as it was created from the fallen remains of a major god.</em></span></p><p></p><p><strong>Dragon's Kiss</strong></p><p><strong>Level</strong>: 10</p><p><strong>Price</strong>: 5,000 gp</p><p><strong>Weapon</strong>: Dagger</p><p><strong>Enhancement</strong>: +2 attack rolls and damage rolls</p><p><strong>Critical</strong>: +2d6 fire damage</p><p><strong>Property: </strong>When this weapon deals fire damage to an ally, that ally gains temporary hit points equal to the damage dealt + twice this weapon's enhancement bonus.</p><p>Power (At-Will • Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.</p><p> <span style="font-size: 10px"><em>Notes: This item was crafted by my character as a present for his NPC love interest, and named after an obscure magical principle that he rediscovered and used in its making. It later was revealed that my PC is in fact a dragon. Such is the way of things in the world of Starfall.</em></span></p><p></p><p><strong>Seer's End</strong></p><p><strong>Weapon: </strong>Longsword</p><p><strong>Encounter * Standard Action</strong></p><p><strong>Melee </strong>Weapon</p><p><strong>Attack:</strong> Intelligence, Charisma, or Wisdom vs. AC</p><p><strong>Hit:</strong> 1[W] psychic damage. Choose one effect from the list below.</p><p>* The target is blinded (save ends).</p><p>* The target is deafened (save ends).</p><p>* The target is unsteady (save ends). While the target is unsteady, all forced movement against the target is increased by 2 squares, and if the target willingly moves without shifting it falls prone at the end of that movement.</p><p>* The target is numb (save ends). While the target is numb, whenever it deals damage with a melee or close attack, it takes half of that damage as well.</p><p>* The target loses blindsight, tremorsense, or truesight until the end of the encounter. </p><p><span style="font-size: 10px"><em>Notes: This is a spirit-sword won by one of the PCs in a rather violent riddle contest with a rakshasa. It has the narrative ability to slice off a creature's senses; the DM tasked me with making this ability combat-applicable in an interesting manner. I couldn't find a good way to make the loss of smell or taste relevant in combat, but think I did well with touch and proprioception.</em></span></p><p> <span style="font-size: 10px"><em></em></span></p><p>Comments and feedback appreciated; I'll post more items if there's interest.</p></blockquote><p></p>
[QUOTE="NMcCoy, post: 5305154, member: 61546"] So the campaign I'm currently playing in is utterly amazing, and part of what's awesome is that players are greatly encouraged to contribute both fluff and crunch. I figured that I might as well share some of the items that have showed up in the game, most of which I created the mechanics for to fit a narrative role specified by the DM. (Note that the power level of our game is rather intense, as we're playing with Aspects and Fate Points, and have been facing world-shaking events since early Heroic tier. Suitability for your game may very greatly.) [B]Hammer of the Smith[/B] Critical: + 3d8 damage [B]Smash Armor[/B] (Free action * at-will) [B]Trigger:[/B] you miss a target's AC by exactly 1 [B]Effect[/B]: The target takes a -1 penalty to AC until the end of the encounter. This effect is cumulative with itself. [B]Demolish[/B] (Standard action * at-will) Melee weapon You smash a 1-square area of nonmagical, nonliving material (such as a floor or a wall) into rubble. If you affect an entire square with this power, the square becomes difficult terrain. [SIZE=2][I]Notes: This is deliberately a very powerful item, as it was created from the fallen remains of a major god.[/I][/SIZE] [B]Dragon's Kiss[/B] [B]Level[/B]: 10 [B]Price[/B]: 5,000 gp [B]Weapon[/B]: Dagger [B]Enhancement[/B]: +2 attack rolls and damage rolls [B]Critical[/B]: +2d6 fire damage [B]Property: [/B]When this weapon deals fire damage to an ally, that ally gains temporary hit points equal to the damage dealt + twice this weapon's enhancement bonus. Power (At-Will • Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal. [SIZE=2][I]Notes: This item was crafted by my character as a present for his NPC love interest, and named after an obscure magical principle that he rediscovered and used in its making. It later was revealed that my PC is in fact a dragon. Such is the way of things in the world of Starfall.[/I][/SIZE] [B]Seer's End Weapon: [/B]Longsword [B]Encounter * Standard Action[/B] [B]Melee [/B]Weapon [B]Attack:[/B] Intelligence, Charisma, or Wisdom vs. AC [B]Hit:[/B] 1[W] psychic damage. Choose one effect from the list below. * The target is blinded (save ends). * The target is deafened (save ends). * The target is unsteady (save ends). While the target is unsteady, all forced movement against the target is increased by 2 squares, and if the target willingly moves without shifting it falls prone at the end of that movement. * The target is numb (save ends). While the target is numb, whenever it deals damage with a melee or close attack, it takes half of that damage as well. * The target loses blindsight, tremorsense, or truesight until the end of the encounter. [SIZE=2][I]Notes: This is a spirit-sword won by one of the PCs in a rather violent riddle contest with a rakshasa. It has the narrative ability to slice off a creature's senses; the DM tasked me with making this ability combat-applicable in an interesting manner. I couldn't find a good way to make the loss of smell or taste relevant in combat, but think I did well with touch and proprioception. [/I][/SIZE] Comments and feedback appreciated; I'll post more items if there's interest. [/QUOTE]
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