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Items

   
Items

Items of all types can be found here, from known inventions, to weapons, to special lights that burn forever.

Additional Weapons



Cat’s Claw: A leather glove with an iron blade at the tip of each finger. The cat’s claw is used to slash and scratch opponents. When used to cut purses, the Cat's Claw gives a +2 circumstanial bonus.

Pin Ring: The pin ring is a cheap ring of any sort. A portion of the ring slides away to reveal a needle, which is usually poisoned. The needle can be found on a Search check (DC 15)
Assassin’s Fan: This weapon is a seemingly harmless women’s clothfan. The cloth conceals the razor sharp iron ribs, which can be used toslashenemies. This weapon is very popular among female assassins, which is where it gets it’s name. The true nature of an assassin’s fan can be discovered on a Search check (DC 25).

Combat Fan:
This weapon is favored among certain flash femalegladiators. It is constructed of thin, interlocking sheets or razor-sharp metal.Though useless while closed, an open combat fan is a deadly weapon, and provides a +1 bonus to parry attempts. A closed combat fan is easily concealed.

Hand Blade: A very simple weapon, the hand blade consists mainly of a handle with two blades. The blades are perpendicular to the handle, so that one is on either side of the hand when the weapon is
held.

Blade Necklace: The blade necklace is a thick, cheaply made metal necklace. Aside from being cheap jewelry, the necklace has another purpose. One of the rings comes off when pulled, revealing the short blade that it is attached to. Because most blade necklaces are fairly rugged looking, men can
wear them without raising suspicion. A Search check can reveal the blade (DC 20).

Buckle Blade: Just like the blade necklace, but this one is in a belt buckle. Search DC is 20.

Baton: A short rod of wood or metal, the baton is useful for bludgeoning the crap out of stuff.

Discus: This is a disc made of metal, stone or some other heavy material. When thrown, the discus sails through the air, hopefully bashing its intended target. A Strength of 10 is required to effectively use a discus.

Bladed Discus: A discus that has been sharpened all the way around. Take care when throwing.

Throwing Knife: A small, aerodynamic knife made especially for throwing. While these weapons are too light to add a Strength bonus to their damage, up to three knifes can be throw in one action.

Rico Stone: A master inventor stumbled upon this misleadingly small weapon while trying to create a toy for his son. The rico stone appears to be a perfectly round stone, but when thrown at something it bounces back with almost no loss of momentum. A person proficient with a rico stone can hit up to five targets in one throw. An attack roll is made for each target, with a cumulative –1 penalty for each successive target (target 1 at –1, 2 at –2, 3 at –4, 4 at –8 and 5 at –16). If the stone misses any target, it misses every following target. Instead of choosing a target to attack, the thrower can target himself to have the stone return to his hand. To catch the stone, the thrower must succeed a reflex save with a DC of 15 + the attack penalty.

Singing Longsword: This weapon functions exactly like a normal longsword, except for the narrow grooves on the blade. When the sword is swung at certain angles, these groove emit beautiful, flute-like tones. Anyone with the skill Perform (Bladesong) can use this weapon as an instrument. Furthermore, they can perform while in combat, taking a –4 penalty to both attack and Perform rolls. While Performing in combat servers no practical use, it is quite incredible to see. Singing longswords are incredibly hard to make. No one with under 15 ranks in Craft (weapon) has a chance of making a singing longsword.

Sword Cane:
The sword cane is a long, narrow blade concealed in a sheath which makes it look like a walking cane. The sheath is locked in place to prevent accidental removal, so unsheathing this weapon counts as a partial action. A Search check (DC 20) will reveal the weapon for what it is.
Chain: Not much in the way on complexity here. This is a 6’ length of chain useful for whacking things. + 1 to trip checks.

Ribbon Blade: This complex weapon is a razor sharp metal ribbon on a hilt. Because it is made of complex, interlocking metal loops, it cam be made stiff or flexible with a flick of the wrist. This weapon is so hard to use that unproficient users get –6, not –4.

Arm Spike: A blade that is about one foot longer that the user’s forearm. The bottom of the weapon is
strapped to the arm just above the elbow, and there is a handle to grip about a foot from the tip. This weapon cannot be disarmed.

Bracer Spike: Like the arm spike, but with an attached bracer. Provides +1 AC, but incurs a –3 attack penalty.

Crossbow, Double: This weapon is similar to the light crossbow, except two bolts can be loaded. Unfortunately, this lowers the crossbow’s range and power. The listed damage is for one standard arrow. If two bolts are loaded, the bow does 2d8 – 2 damage. Loading one bolt is a partial action,
loading two is a full action.

Crossbow, Disk: This is a light crossbow that has been modified to fire disk-like projectiles. Loading is a
partial action.
Disk: A thin, round metal projectile fired from a disk crossbow.
Bladed Disk: As the disk, but it is sharpened.
Razor Disk: As the disk, but it is very sharp.

Crescent Blade: This is a metal crescent which has all of it’s edges sharpened. When thrown, the crescent travels to its target in an very unpredictable path. Because it always comes from an unexpected angle, the crescent blade ignores the first two points of a targets Dexterity bonus to AC. Anyone not proficient with this weapon has no hope of hitting a target with it. ( Note: Can not force a target to become flatfooted )

Staff Burning:
This steel staff can be filled with a pint of oil. When the ends are twisted, they burst into flame. The staff will burn for two hours on a pint of oil. When lit, each end does an additional 1d4
points of fire damage and sheds a 40 ft. radius of light.

Staff Folding: This is a metal staff that can fold up to a length on 1’6”.

Heavy Arc Blade: The main part of this massive weapon is a seven-foot metal pole. On one end, it has a huge arc shaped blade. On the other, it has a lead filled metal ball, to counter balance the blade. Either end can be used to attack. This weapon requires a Strength of 16 to use.

Double Scythe: A long shaft with a scythe on each end. Duh.

GreatBow: This weapon is both stronger and larger that the longbow.

Composite Greatbow: This is even stronger that the greatbow.

Crossbow, Great: This massive crossbow takes a Strength of 14 to even aim. It takes a person with under 16 Strength two full actions to load, or only one full action if the user’s Strength is 16 or over.

Crossbow, Triple: A heavy crossbow that has been altered to take three bolts. Loading one bolt is a full round action. Loading three bolts takes two full round actions.

Thank you to Blackblade for making these.

Weapons

Special Note: Unless otherwise stated, these upgrade do not apply to Ranged Weapons. However, I will try to create some, and hopefully players will also submit thier ideas. Also, the plusses that come the the "new metals" or the "process changing" also applies to wood. There are afterall special woods, and new ways to combine them.

Crafted weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All crafted weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

Weapons made from copper has never been very good. They have always chipped, or broke at very inopportune times. As such, people have been trying to achieve better quality weapons, since they realized that it was possible. Usually, this is requires metallurgy or finding a better quality basic resource.

+1, 2,000 base price in addition to the cost of being masterwork, and the base cost of the weapon itself.
This weapon is made from Bronze. Still rare in the world, not many people own these, and those that do, are seen as very proficient men or women at arms.

+2, 8,000 base price in addition to the cost of being masterwork, and the base cost of the weapon itself.
Even rarer then bronze, and Iron weapons are hard to come by. Few have managed to find the Blacksmith that has the tools, and the natural resources, and the experience to create such weapons. They are valued, and sought after by many.

+3, 18,000 base price in addition to the cost of being masterwork, and the base cost of the weapon itself.
A new process of combining Iron with secret formulas that only the masters of the smithing craft know, these weapons are made new metal called steel. These weapons have been claimed to have magical properties due to their constant ability to render weapons of less quality apart.

+4, 32,000 base price in addition to the cost of being masterwork, and the base cost of the weapon itself.
Steel while being rare, simply was not good enough for some. The true master of their arts, blacksmiths, of great renown began a process called tempering. Many weapons that are attempted at being created this way are shattered, and the only way to become a Grandmaster of the art of blacksmithing is to create a blade of this quality.

+5, 50,000 base price in addition to the cost of being masterwork, and the base cost of the weapon itself.
Claimed by many to be the very greatest of blades, the Folded Tempered Steel weapons are of superb quality. Capable of slicing through a foot of stone, and retaining its razor sharpness, weapons like these are often handed down through generations. Blades of this quality are seldom found, and even more seldom sold. Grandmaster smiths that create these wondrous weapons are often hailed at being the very best of the best, the true elite.
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Serrated Blade: The blades along this weapon are serrated to deal more damage when pulled out of its intended target causing extreme pain and destroying much flesh around the hit area. Bonus +1
Bonus: When a critical hit is scored, the serrated blade adds 1d8 damage per critical multiplier. X2 would deal 1d8, X3 would deal 2d8 ect.

Poison Tempered: The weapon was tempered in a very volatile poison. The living being hit with this blade seemingly instant feels pain wrack their bodies spreading from the wound out. However, due to it not being fresh enough, there is not enough poison to cause permanent damage. Bonus +1 Gold
Bonus: Adds +1d6 damage, on a failed save of DC 16, half damage if succeeded.

Hooked Weapon:
Weapons crafted with small hook pointing the opposite way are extremely deadly. When in a being, and pulled out the small hooks rip into the flesh pulling it out in small chunk and causing excruciating pain. Bonus +1
Bonus: Adds +1d6 damage, Only piercing weapons are allowed to have this bonus, and stacks with the Serrated Blade.

Perfected Feathers: These feathers were aligned so perfectly on the arrow or the bolt that the arrows seem to track their target. Cost: 50 an Arrow
Bonus: Adds +2 to Attack Roll.

Keen: A weapon sharpened to such an extent that it is able to slice through nearly anything. Bonus +1
Bonus: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. Keen stacks with the Serrated Blade. Keen does not stack with improved critical.

Parrying Blade: The hilt of this weapon was crafted in such away as to allow the mere shifting of the grip to either allow its wielder gain more leverage with the blade, or instead focus on defense. Bonus +2
Bonus: A Parrying Blade bestows upon the wielder either a +1 enhancement bonus to all attack rolls OR a +1 armor bonus to AC. The wielder must choose one benefit for each Parrying Blade wielded at the beginning of each combat round, and the bonus lasts for the duration of the combat round. Also when wielding a Parrying Blade and declaring a full defense action, you may add +2 per Parrying Blade wielded. Parrying Blades can only be added to bladed single handed weapons.

Grooved Weapon:This weapon is hollow in the center, and is usually filled with a substance of somekind. Usually it is oil, or another flamable substance, but it can also be filled with poison, anything liquid. Bonus +1
Bonus: Depending on what the weapon is filled with, bonus to damage.

Light Weapon The weapon is made considerably lighter, and easier to use than normal.
Bonus: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. Bonus +3

Jagged: The weapon is crafted in such a way is to maximise the amount of bleeding casused by the blow delt. Bonus +2
Bonus: A jagged weapon deals 1 point of Constitution damage from blood loss when it hits a creature. 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.

Armor

Armor made from copper has never been very good. They have always chipped, or broke at very inopportune times. As such, people have been trying to achieve better quality weapons, since they realized that it was possible. Usually, this is requires metallurgy or finding a better quality basic resource.

+1, 1,000 base price in addition to the cost of being masterwork, and the base cost of the Armor itself.

This armor is made from Bronze. Still rare in the world, not many people own these, and those that do, are seen as very proficient men or women at arms.

+2, 4,000 base price in addition to the cost of being masterwork, and the base cost of the armor itself.
Even rarer then bronze, and Iron armors are hard to come by. Few have managed to find the Blacksmith that has the tools, and the natural resources, and the experience to create such armors They are valued, and sought after by many.

+3, 9,000 base price in addition to the cost of being masterwork, and the base cost of the armor itself.
A new process of combining Iron with rare materials are taught to only a select few has produced a new type of armor. This produced a metal called steel. Armor made from this is incredible durable and very protective.

+4, 16,000 base price in addition to the cost of being masterwork, and the base cost of the armor itself.
Steel while being rare, simply was not good enough for some. The true master of their arts, blacksmiths, of great renown began a process called tempering. Many attempts at creating armor of this quality are shattered, and the only way to become a Grandmaster of the art of blacksmithing is to create armor of this quality.

+5, 25,000 base price in addition to the cost of being masterwork, and the base cost of the armor itself.
Claimed by many to be the very greatest of materials, the Folded Tempered Steel armors are of superb quality. Capable of preventing even weapons made of the same from slicing through it, armors like these are often handed down through generations. Armor of this quality are seldom found, and even more seldom sold. Grandmaster smiths that create these wondrous creations are often hailed at being the very best of the best, the true elite.





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