Custom Equipment / Equipment Rules

Classes, feats, spells, items... for making and requesting permission.

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Custom Equipment / Equipment Rules

Postby Zanaikin » Sun May 21, 2006 11:19 pm

For custom equipment and rules on custom equipment types

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Last edited by Zanaikin on Sun May 27, 2007 2:23 am, edited 2 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Casting/Manifesting Enhancement

Postby Zanaikin » Sun May 21, 2006 11:20 pm

EQUIPMENT RULES

Casting/Manifesting Focus Enhancement
A focus enhancement may be applied to magical items that would be part of spellcasting (normally a rod, staff, glove, or holy symbol). A focus enhancement that’s applied to a physical weapon has no effect on weapon attack and damage. Similarly, a weapon enhancement has no effect on spells/powers channeled thru even if the caster/manifester uses it as a focus.
A caster/manifester must have an ability to use the weapon as a focus to be able to take advantage of focus enhancements within a weapon.

Each +1 focus enhancement increases spell attack rolls and total spell damage rolls by +1, as well as spell DC and spell penetration checks. This is an enhancement bonus.

Focus enhancements costs the same as weapon enhancements. If a weapon has both weapon enhancement and focus enhancement, the cost is slightly reduced to be:
(Weapon Enhancement)^2 x 2,000 + (Focus Enhancement)^2 x 2,000 – (Overlapping Enhancement)^2 x 1,000
Where the overlapping enhancement is the enhanced amount for both weapon and focus.
For example, a +5 longsword (+3 focus) would cost:
(5)^2 x 2,000 + (3)^2 x 2,000 – (3)^2 x 1,000 = 59,000gps

Certain special abilities may also be put on a casting/manifesting focus just as special enhancement could be put upon a weapon:

Bane (+1): Select any race (see ranger favored enemies) or subtype. When casting a spell on the selected race, the focus enhancement is treated as +1 higher. Also, if the spell deals damage, it deals an extra +2d6 points of damage to the selected race.
Dispelling (+1): Spells gain +2 bonus on dispel checks.
Enduring (+1): Spells cast are treated as 5 caster levels higher whenever another attempts to dispel or counter your spells.
Focus (+1): Select any school, subschool, or descriptor. When casting a spell with the appropriate school, subschool, or descriptor, the focus enhancement is treated as +2 higher. A focus weapon may only have one Focus special enhancement.
Horizon (+1): Spells gain +50% range.
Magebane (+1): As Bane, except it applies against all arcane spellcasters and invocation users.

Spell-storing ammunition (see below), spellvials, and wands may also have focus enhancement. The cost to enhance a spell-storing ammunition and spellvial costs the same as equivalent weapon enhancement to ammunition (normal cost / 50). Wands however charge full cost to be enhanced.



Mastercraft Equipment
Mastercraft equipment provides a quality bonus to the appropriate stats of the item, which stacks with all magical enhancement bonuses but not with masterwork bonuses. All mastercraft bonuses must be added upon creation of the item. Similar to masterwork bonuses, mastercraft bonuses are non-magical and thus cannot be suppressed by dispels & antimagic effects.

Mastercraft armor provides a +1, +2, or +3 quality bonus to armor class.
Mastercraft weapon provides a +1, +2, or +3 quality bonus to attack and damage rolls.
Mastercraft tools & adventuring gear usually provides a +4, +6, or +8 quality bonus to one skill check.

The mastercraft component is crafted as part of the masterwork component (craft DC 20). Each level of mastercraft raises the DC by +20 and multiplies the cost of the previous step by x5.

+1 mastercraft weapon (cost: +1,500gps, craft DC 40)
+2 mastercraft weapon (cost: +7,500gps, craft DC 60)
+3 mastercraft weapon (cost: +37,500gps, craft DC 80)

+1 mastercraft armor (cost: +750gps, craft DC 40)
+2 mastercraft armor (cost: +3,750gps, craft DC 60)
+3 mastercraft armor (cost: +18,750gps, craft DC 80)

+4 mastercraft tool (cost: +500gps, craft DC 40)
+6 mastercraft tool (cost: +2,500gps, craft DC 60)
+8 mastercraft tool (cost: +12,500gps, craft DC 80)

Mct[+3] weapons are automatically treated as keen, mct[+3] armors are automatically treated as having light fortification.

Due to the crafting skill required to make mastercraft items, they are extremely rare on the market. Even +1 mastercraft items (or +2 for skills) can prove hard to purchase on the open market, where mastercraft items of higher quality usually require special connections to acquire.



Rechargeable Staves
Rechargeable staves are spell trigger items functions like normal staves, except the charges within the staff can be reloaded by expending a spell slot of the appropriate level.

Spells cast by a rechargeable staff expends charges based on their spell level:
Level 1: 1 charge
Level 2–3: 2 charges
Level 4–5: 3 charges
Level 6–7: 4 charges
Level 8–9: 5 charges

When using a spell which has a material or XP component from a rechargeable staff, you must still supply the appropriate component.

To recharge the staff, you must expend a spell level corresponding to one of the spells in the staff. For example, if the staff can cast Haste, you may expend a level three slot to increase the staff’s reserve by 2 charges. A rechargeable staff may have a maximum of 50 charges. Recharging the staff requires a standard action, unless you’re charging it at the same time for which you trigger the spell, in which case it requires no additional actions and functions similarly to a runestaff.

A rechargeable staff costs Spell Level x Caster Level x 750gps for its highest level spell plus Spell Level x Caster Level x 375gps for each additional spell after the first. If a spell requires a focus component or divine focus (holy symbol), you must also add that to the cost of the rechargeable staff.



Spell-Storing Ammunition
Spell-storing ammunition is one of the most deadly and most expensive weapons to use on the field. These ammunition are essentially contingency based spells inscribe into a projectile or thrown weapon to be activated upon impact. Due to their more complex contingency-based trigger, spell-storing ammunition requires better enhancement than simply applying the Spell-Storing property (which is melee only) to a ranged weapon or projectile.

Crafting spell-storing ammunition requires the Craft Magical Arms & Armor feat and Craft Contingency Spell feat.

A single spell-storing ammunition costs Spell Level x Caster Level x 100. Single targeting spells and area-burst spells can be placed upon the ammunition, but not multi-targeting spells (such as Mass Hold Person) or multi-burst spells (such as Fire Storm). A target struck by a spell-storing ammunition with an area-burst spell does not receive a reflex save, if the spell would normally require one.

Example: Javelin of Lightning



Item Familiars
Item Familiars described in Unearthed Arcana, several custom changes have been made below. These rules are also adapted for all intelligent unanimated items.

Item Familiars receive only one swift action and one standard action per round. Item Familiars may treat any casting or activation time of full-round action as a standard action instead. Item Familiars that do not receive an order (whether verbally, telepathically, or empathically) would often delay their actions or ready an action instead.

Item Familiars may see as normal (rather than limited to 60ft). They have base attack bonus equal to the character and have save modifiers equal to 2 + caster level (not affected by further boosts). Their caster level is equivalent to the character’s level (or their own caster level, whichever is higher).

Invest Skill Ranks:
You may only invest ranks from concentration and any intelligence-, wisdom-, and charisma-based skills in Item Familiars. You receive a +2 bonus to any skill you invested skill ranks in, plus an additional +1 per 5 ranks invested. Treat this bonus as if your Item Familiar is constantly using aid other action towards your skill checks.

Invest Spell Slots:
You may invest any number of spell slots. For each spell slot of level two or above invested, you receive one additional spell slot two levels lower.
Spell slots gained through investing in the Item Familiar are not refilled daily. Instead, they are spell-storing slots, which functions more like a Cognizance Crystal. Spells stored within can be utilized at normally, but once expended they must be refilled (rather than regained automatically at the beginning of the next day).

Invest Maneuvers:
You may invest a readied martial maneuver (not including martial stances) to your item familiar. Invested martial maneuvers may only be performed through the item familiar.
For every three readied maneuvers you invest, you may ready an additional martial maneuver. These extra readied maneuvers may not be invested.

Item Familiar Spellcasting:
An Item Familiar with the Cantrips/Orisons special ability, Spell Use special ability, or item imbued spells may cast spells as a standard action (or longer, depending on spell’s casting time). The Item Familiar must meet the ability score required to cast the appropriate spell. It has a caster level equal to your character level (Cantrips/Orisons special ability), your caster level (Spell Use special ability), or the imbued caster level (determined upon item creation/enhancement). It uses its own ability scores to determine the spell’s DC, if any. It substitutes the verbal components of spellcasting with a command word (normally the spell name). It cannot cast any spell that requires a gp or XP component, but may ignore somatic and material components less than 1gp.
Item Familiars do not require its master’s orders to cast an imbued or invested spell. While Item Familiars loyal to its master avoids frivolous use of spells, it may cast spells on its own judgment to protect its master. Item Familiars with a personality conflict over its possessor may try to cast spells to impede or harm its wielder.

Item Familiar Legacy Abilities:
Item Familiars often have Legacy Abilities individual to itself, based on its physical form, imbued magical abilities, and its master’s special abilities. Legacy Abilities are command word triggered abilities that can only be activated by the Item Familiar itself (standard action). Use as Item Familiar spellcasting, you may issue an order (a free action) to the Item Familiar to activate a Legacy Ability. All Legacy Abilities are grouped in four categories: boosts, strikes, counters, and modes.
Boosts – Boosts are abilities that increase the wielder or item’s abilities for a limited duration. Most boosts have a duration ranging from several rounds to an hour and require a standard action to activate. However certain short duration boosts lasts for only one round and requires a mere swift action to initiate. Unless otherwise mentioned, an active boost counts as a spell-like ability and is vulnerable to dispels.
Strikes – Strikes are abilities activated by the item familiar during its wielder’s attack to forge a joint attack effect. A strike will only be successfully executed if the wielder’s attack hits. Strikes require a standard action to activate.
Counters – Counters are abilities activated by the item familiar to defend, maneuver, or retaliate against an opposing attack. Counters require an immediate action to activate.
Modes – Most common to melee and ranged weapons, modes are multiple physical stances of the item familiar that may be changed as a standard action. An item familiar may only be in one mode at any time.
Item Familiars with invested spell slots may often gain the use of more powerful Legacy Abilities that require expenditure of invested spell slots. An Item Familiar may have a number of Legacy Abilities equal to 1 + number of times it takes Improved Sapience.

Item Familiar Special Abilities:
The Item Familiar gains a special ability at level ten, fourteen, eighteen, twenty-one, and every three levels thereafter. You may select these special abilities from the following list in addition to Improved Sapience and Spell Use (see Item Familiars in Unearthed Arcana).
• Ability Use: The Item Familiar may benefit from your class abilities, and may utilize the activated effects of your class abilities just as if you had used it with your own action.
• Assisted Concentration: The Item Familiar may concentration on spells, powers, and other abilities for you. Requirement: Improved Sapience.
• Far Senses: The Item Familiar's darkvision and blindsense extends out to 10ft per character level, and may relay its senses directly to its user through telepathic communication. Requirements: Improved Senses.
• Feat Use: The Item Familiar may benefit from your feats, and may utilize the activated effects of your feats just as if you had used it with your own action.
• Improved Inspiration: Select either Bardic Music, Command Auras, or Draconic Auras. The bonus you grant with the selected ability improves by +1 as your Item Familiar aid you. You may only take this ability once. Requirement: Improved Sapience.
• Improved Senses: The Item Familiar gains low light vision, darkvision 60ft, and blindsense 60ft, and may relay its senses directly to its user through telepathic communication. Requirement: Improved Sapience.
• Martial Recharge: The Item Familiar may recharge your invested maneuvers for you, expending the same actions it would normally take you. If you have the Adaptive Style feat, it may also take a standard action to change all maneuvers readied that are invested or granted by the item familiar. Requirement: Invest Maneuvers.

Regaining Lost Invested Attributes:
If your Item Familiar is destroyed, you may regain Invested Attributes (other than XP) in the same method as retraining.
Last edited by Zanaikin on Sat Nov 17, 2007 10:03 pm, edited 19 times in total.
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Postby Zanaikin » Thu Aug 10, 2006 7:56 am

BATTLEFIST [Simple Light Weapon]
Cost: 20gps
Damage: Same as unarmed
Critical: Same as unarmed
Type: Same as unarmed
Weight: 1lb
Battlefists are steel gauntlets molded to fit perfectly to its user’s hand. It helps its user absorb damage dealt to the hand when fighting unarmed as well as enhancing their punches with a hardened metallic blow. Characters wearing a battlefist may deal lethal damage with their unarmed strikes and do not provoke attacks of opportunity from armed opponents. A spiked battlefist also deals piercing damage instead of the normal bludgeoning damage for unarmed strikes. Battlefists may be enhanced to provide a boost to its user’s unarmed fighting capabilities.

GUARD DAGGER [Exotic Light Weapon]
Cost: 50gps
Damage: 1d4
Critical: 19-20/x2
Type: Piercing/Slashing
Weight: 1.5lbs
A guard dagger is a normal dagger that comes with a longer grip, a wide guard, and a slightly broader blade. Its lightweight design makes it a perfect weapon for blocking and parrying attacks. A wielder without proficiency may use the guard dagger as if it were a normal dagger. However, if you are proficient, the guard dagger grants an additional +2 dodge bonus to AC whenever you fight defensively or uses combat expertise (–2 or more penalty). Also, when its blade is concealed in a cloak, the guard dagger’s larger hilt often causes it to be mistake for a longsword.

STEEL RIDER’S SHIELD [Exotic Shield]
Proficiency: Rider’s Shield (Races of Stone)
Cost: 250gps
Weight: 25lbs

DUELING CLOAK [Light Armor]
Proficiency: Light Armor
AC Bonus: +1 Armor
Max Dexterity: NA
Check Penalty: –1
Spell Failure: 35%
Cost: 15gps
Weight: 3lbs
A heavy cloak worn over armor to provide additional padding and disruption against incoming blows while maneuvering in melee. The dueling cloak provides a +1 armor bonus to AC, which stacks with existing armor.
DM Note: You may not enhance a dueling cloak for more armor bonus to AC.

ASSAULT SHIELD [Tower Shield]
Proficiency: Tower Shield
AC Bonus: +3 Shield
Max Dexterity: +3
Check Penalty: –6
Spell Failure: 35%
Bash: 1d6 Damage
Attack Penalty: –1, Reduced Speed (as armor)
Cost: 25gps
Weight: 30lbs
An assault shield is a longer and broader version of the heavy shield, designed to increase coverage without burdening its wielder with excessive encumbrance like that of a tower shield. An assault shield user skilled in the use of tower shields (with Shield Specialization feat) may also treat the assault shield as if it grants cover instead of shield AC when advantageous (such as against an area-of-effect involving a reflex save). The assault shield reduces movement speed as if wearing heavy armor, but does not reduce the speed of heavy armor wearers any further.

MISALIN HOLY OIL [Alchemic Item]
A single vial with equivalent power as a flask of holy water (dealing 2d4 points of damage on a direct hit against undead & evil outsiders, 1 damage splash in 5ft radius) with a ranged increment of 20ft, created thru alchemy (DC 30) with a consecrated bless water spell. If applied with fire, that holy oil burns the target for 1d4 rounds, dealing 1d4 points of fire damage each round (half of which is considered holy damage and thus not applicable to fire resistance & immunity). A single vial may be applied to any weapon or a single arrow as if it were a vial of weapon enhancement oil.
Weight: –
Cost: 50gps, limited strictly to members of Church of Misalin & Misalin Guard

A flask of holy oil has equivalent power as five flasks of holy water (dealing 10d4 points of damage on a direct hit against undead & evil outsiders, 2d4 damage splash in 5ft radius, 1 damage splash in 10ft radius) with a ranged increment of 10ft. If applied with fire, that holy oil burns the target for 1d4 rounds, dealing 5d4 points of fire damage each round (half of which is considered holy damage and thus not applicable to fire resistance & immunity). Enemies within 5ft are also burnt for 1d4 damage for 1d4 rounds.
Weight: 1lb
Cost: 250gps, limited strictly to members of Church of Misalin & Misalin Guard
Last edited by Zanaikin on Sun May 27, 2007 2:28 am, edited 4 times in total.
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Postby Zanaikin » Fri Mar 16, 2007 7:35 pm

ARMS & ARMOR ENHANCEMENTS:

Disintegrative Burst
Enhancement: Melee Weapon
Cost: 100,000gps
Benefit: Upon any successful melee (or touch) attack using the weapon, the wielder may take a swift action to have the weapon unleash a Disintegrate effect, as the spell ( CL11, DC 15 + weapon's charisma modifier (min 2) + weapon's enhancement modifier ) upon the target struck.

Force
--This enhancement was developed by Assault Mages to both amplify their attack power and protect their weapons.
Enhancement: Melee Weapon
Cost: +3
Benefit: Your weapon is coated in a thin layer of force, dealing +1d6 points of force damage and allowing it to strike at ethereal targets or ghosts without suffering any miss chance. Furthermore the weapon (not the wielder) is protected by the layer of force from sundering and targeted attacks against the weapon.

Invulnerability
--This enhancement was first developed by Arcanum Cross Knights to repel direct hits from high caliber cannons.
Enhancement: Armor
Cost: +3
Benefit: Once per day, whenever you would be struck for 100 points of damage or more (before damage reduction), the armor automatically activates by forming a short-lived deflective shield of force which negates all damage from the attack. You may also activate this effect as an immediate action against any attack (even if they do not deal 100 damage or more).
Special: You may use this ability an additional time per day by discharging a level-six or higher Spell Storing Crystal loaded to the armor.

Proof-against-Transmutation
Enhancement: Weapon
Cost: 30,000gps
Benefit: The weapon (but not the wielder) gains immunity against any transmutation spell or spell-like ability which allows SR, as if the spell failed to pierce the appropriate SR of its target. This effect may be lowered or raised as a standard action.

Wardcrasher
Enhancement: Melee Weapon or Ammunition
Cost: +2
Benefit: Whenever the weapon makes a successful attack against a target, it deals 1 additional point of damage for each ongoing spell or spell-like ability currently affecting the target.



MAGIC ITEMS:

Commander’s Ring, Misalin Guard
––A simple platinum ring adorned with the insignia of the Misalin Guard (a symbol of Heironeous) and miniscule sacred text inscribed into the band.
Caster Level: 10
Special Abilities:
• Telepathic Focus: The ring is a relay focus for interconnecting telepathic bonds set up to form a network of telepathic communication during combat. A Telepathic Bond may be cast upon the ring instead of its wearer and may link any number of commander rings, regardless of caster level. A commander ring may also be linked to multiple Telepathic Bond effects, allowing its wearer to be connected to multiple telecomm networks at a time.
• Sending: The ring may send a message, as the Sending spell, to any other wearer of a Misalin Guard Commander Ring. The wearer may send a message with a range of up to 1 mile with a standard action, or send a message over any distance by concentrating for 1 minute. The ring may also send messages to those without commander rings. However they may only send a message with range up to 200ft with a standard action, or any distance by concentrating for 10 minutes.
Note: The commander’s ring must remain activated to receive any message or telepathic connections. Due to the need to leave it active, many MG officers also enhance the ring with other effects they need, such as Arming, Sustenance, & Shield. Commanders of other nations of Penthiae also field similar rings.

Guild Rings
––Three thin rings of different metals, forged of adamantine, mithral, and platinum, each ring bearing a different arcane insignia. Together they form the recognition insignia for a certain artificer or creationist guild of Penthiae. The rings must be worn on adjacent fingers, and counts as only a single ring for the purpose of magic item slots.
Caster level: 10
Special Abilities:
• The ring provides the wearer with a +5 enhancement bonus to spellcraft and use magic device checks.
• A guild ring may project a small extra-dimensional pocket space that seemingly ‘absorbs’ and stores its wearer’s homunculus. A Dedicated Wright homunculus may continue to work on Item Creation while stored within this extra-dimensional space.
Note: All guild members of master crafter rank (caster level 6+) are presented with this ring for free. However the rise to master crafter rank will cost an initiation fee of 5,000gps. Most artificers also cast their own enhancements upon this ring to further boost its effectiveness.

Infiltrator Staff
––A simple steel staff
Caster Level: 10
Cost: 120,000gps
Special Abilities:
• The wielder may resize the staff to a rod or a tiny metal cylinder as a free action. The staff’s spells may not be triggered while shrunk.
• The staff suppresses all sounds within a 20ft-radius, as if under the silence spell. This effect may be deactivated or reactivated as a standard action.
• The staff functions as a rechargeable staff (50 charges) with the following spell triggers available: Arcane Sight (2 charges), Extended Arcane Eye (3 charges), Extended Invisibility (2 charges), Greater Dispel Magic (3 charges), Passwall (3 charges). Spell triggering from this staff requires a simple somatic component rather than verbal.

Glyphic Grenade
––A metal cylinder with an enlarged center, designed to be held perfectly by an average sized hand. A smaller two-sided cylinder is positioned inside the outer container, which may be taken apart easily along the center metal band. A metal wire locks the inner cylinder by linking two drilled holes and comes through the outer container to form a tight loop.
Caster Level: 1
Special Ability: The inner cylinder of a glyphic grenade may be inscribed with a Glyph of Warding spell. Upon pulling out the safety wire (a move action requiring both hands), the glyphic grenade prepares a contingent Open/Close spell which pulls apart the sides of the inner cylinder when triggered by the event of a hard impact, which sets off the Glyph of Warding.
Weight: 1lb
Cost: 200gps

Glyphic Grenade, Anti-METAAC
--A special glyphic grenade designed for use against METAACs
Caster Level: 11
Special Ability: This weapon functions has a glyphic grenade, except once launched it creates a Shaped Antimagic Field around itself, allowing it to penetrate opposing Antimagic Fields and then trigger upon impact to release a single spell. It also may phase through either armor, shield, or cover, which must be made of nonliving materials, to detonate against the more fragile components underneath. The Anti-METAAC glyphic grenade should be loaded with a Conjuration(creation) or similar spell that would penetrate a Antimagic Field, since METAACs are under antimagic suppression themselves, thus nullifying more effective spells such as Disintegrate that attempts to effect its components. The most common spell to use for the Anti-METAAC grenade is an Empowered Orb of Sound.
The Anti-METAAC glyphic grenade may also form a layer of abjuration warding against itself, nullifying the first 120 points of energy damage and 70 points of ranged damage dealt against it. However this warding must be activated manually by its user before thrown as a standard action. This warding lasts 1 hour after activated, and may only be activated once for any grenade.
Weight: 1lb
Cost: 52,000gps

Golem Armor, Adamantine
––
Armor Enhancement: +5
Armor AC: +25 (including +5 enhancement)
Armor Classification: Medium (counts as Heavy for purpose of ASF)
Armor Hit Points: 250
Armor Hardness: 40
Maximum Dexterity: +3
Armor Check Penalty: –7
Arcane Spell Failure: 60%
Special Abilities:
• Your size increases by one category, taking a –1 penalty to attack and AC, and a –4 penalty to hide. You are treated as having an effective strength of 46 (including +6 enhancement) and has the Powerful Build ability (allowing one to wield huge weapons). Your land speed changes to 70ft (including +60ft enhancement, after armor reduction) and you gain a fly speed of 100ft (including +90ft enhancement, after armor reduction) with good maneuverability.
• You gain immunity to critical hits, non-lethal damage, and stunning.
• You gain immunity to all magic and supernatural effects. Spells and effects already affecting you prior to putting on armor are not dispelled. You may freely affect yourself with effects of “target: you” description.
• You gain resistance 50 to acid, fire, cold, electricity, sonic, and resistance 25 to energy.
• Requires Heavy Armor Proficiency and Exotic Armor Proficiency (Golem Armor) to use properly. If non-proficient, the armor counts as heavy exotic armor with maximum dexterity of +0, armor check penalty of –9, and you take penalty equal to ACP on all attack rolls and on all strength- and dexterity- based ability and skill checks.
Cost: 860,000
Note: Ring of Arming requires upgrade (+5,000gps) for the capacity to hold Golem Armor.

Golem Armor, Mithral
––
Armor Enhancement: +5
Armor AC: +20 (including +5 enhancement)
Armor Classification: Light (counts as Heavy for purpose of ASF)
Armor Hit Points: 200
Armor Hardness: 35
Maximum Dexterity: +5
Armor Check Penalty: –5
Arcane Spell Failure: 50%
Special Abilities:
• Your size increases by one category, taking a –1 penalty to attack and AC, and a –4 penalty to hide. You are treated as having an effective strength of 36 (including +6 enhancement). Your land speed changes to 100ft (including +60ft enhancement) and you gain a fly speed of 150ft (including +90ft enhancement) with good maneuverability.
• You gain immunity to critical hits, non-lethal damage, and stunning.
• You gain immunity to all magic and supernatural effects. Spells and effects already affecting you prior to putting on armor are not dispelled. You may freely affect yourself with effects of “target: you” description.
• You gain resistance 50 to acid, fire, cold, electricity, sonic, and resistance 25 to energy.
• Requires Heavy Armor Proficiency and Exotic Armor Proficiency (Golem Armor) to use properly. If non-proficient, the armor counts as heavy exotic armor with maximum dexterity of +2, armor check penalty of –7, and you take penalty equal to ACP on all attack rolls and on all strength- and dexterity- based ability and skill checks.
Cost: 760,000
Note: Ring of Arming requires upgrade (+5,000gps) for the capacity to hold Golem Armor.

Grenade Launcher
––A metal tube with one end open and the other end is attached to a wide cylinder with a side shutter.
Caster Level: 9
Special Ability: A weapon designed for the use of Misalin’s Glyphic Grenades. As a standard action, a standard launcher is capable of telekinetically launching grenades with perfect accuracy up to a maximum range of 90ft, while an advanced launcher has a maximum range of 195ft. The launcher may attempt to hit a target beyond this range, but the accuracy drops dramatically after this initial range (every 30ft afterward as a ranged increment after the first, or 50ft for an advanced launcher). A ranged attack roll is required when using the launcher, and a creature hit directly may not make a reflex save to reduce the damage of the glyphic spell held by the grenade. The launcher may also hold up to twenty Glyphic Grenades in extra-dimensional space, and takes a swift action to move a grenade from the storage space to the launch chamber. You may choose which type of ammo you wish to load when reloading.
Grenades must be removed of their safety wire before placement within the extra-dimensional storage. The wielder may not select between different types of Glyphic Grenades held in extra-dimensional space, for a random one is selected and loaded instead.
Cost (standard): 100,000gps, +10,000gps per +10ft range (up to 200ft maximum).
Cost (advanced): 192,000gps, +14,000gps per +15ft range (up to 300ft maximum).
Upgrade (ammo): +5,000gps for each +20 maximum grenade capacity.
Weight: 6lbs
Spells Used: Secret Chest, Shrink Item, Telekinesis
Special: The launcher counts as a two-handed simple ranged weapon (–4 penalty to attack for single handed wielding by a medium creature). A creature wearing Golem Armor may attach the launcher to the arm, in which case it must occupy the bracers slot to be used.

Misalin Holy Oil
––A viscous silvery liquid.
Caster Level: 5
Cost: 50gps (vial), 500gps (flask)
Special Ability: This oil functions as a purified version of holy water, for which an entire flask of holy water may be substituted with a single vial of holy oil. A full flask of holy oil instead has the potency of ten flasks of holy water (20d4 direct damage, 4d4 splash). However, unlike holy water, this oil is flammable, igniting upon contact and burns in a silver flame for 1d4 rounds before consuming itself, dealing 1d4 damage (vial) or 5d6 damage (flask) per round of divine fire damage (not subject to fire resistance or immunity).
A flask of Misalin Holy Oil may also function as an option material component to any [fire] spell, applying the Consecrate Spell metamagic feat and, on a failed save (or no save), dealing an additional 50% lingering damage 1 round later.
Creation: Holy oil is created by means of alchemy (DC 40) and a Consecrated Bless Water spell.

Recall Insignia
––A tiny steel clip with the insignia of the Misalin Guard
Caster Level: 11
Cost: 6,600gps
Special Ability: A recall insignia is effectively a contingent Word of Recall spell made with a specially designated area. Activating the recall insignia requires a standard action and a command word. The recall insignia must also be worn by the user to be activated. When activated, the recall insignia teleports the user and any touched willing creature back to the designated location.
Note: Misalin Guard insignias are linked with a device at their command posts, which temporarily suppresses any abjuration effects in the designated location (including dimensional lockdown effects) to allow incoming recall insignias to pass through. The insignia is normally given to higher level commanders to give out to special units operating in hostile territory.

Shield Ring
––A solid silver ring inscribed with the symbolic arcane scripture of the shield spell.
Caster Level: 1
Cost: 4,000gps
Special Ability: The ring projects an invisible shield over force that hovers to the front and side of the wearer, always staying out of the way of its wearer but may impede those of opponents. A shield ring grants cover (+4 cover AC, +2 reflex saves) to its wearer, and automatically moves to deflect magic missiles. The wearer can neither see nor control the movement of this shield, thus its bonus does not stack with any other source of cover. The wearer may not hide using this cover, nor can it be prevent foes from making attacks of opportunity.
Note: The shield ring is widely used by adventurers and professional military units all around Penthiae for its effectiveness. Its widespread use caused the magic missile, chain missile, and similar spells to become virtually obsolete.

Spell Shield Generator
––A backpack like device of adamantine and embedded gems which may be either worn on the back (shoulder slot) of a humanoid, or installed upon the forward arm hard-points (single bracer slot) on Golem Armor.
Caster Level: 10
Cost: 200,000gps (Generator), 50,000 (Power Pack)
Weight: 6lbs (Generator), 5lbs (Power Pack)
Special Ability: The generator projects an invisible ward of energy which absorbs and nullifies the power of ranged projectiles and energy effects, as a combination of Protection from Ranged and Protection from Energy for all elements. A Spell Shield generator may be simultaneously connected with up to two power packs, and each power pack may absorb a maximum of 1,000 points of damage before becoming drained and deactivating. A generator power pack may be recharged by casting any spell into its receiving gem, restoring a number of shield points equal to Spell Level x Caster Level (maximum CL20).
Stacking: Because this is an abjuration field projected from the user, it comes into effect before any other similar effect (e.g. Energy Immunity or Resistance).

Spell Storing Crystal
–-Basic method of storing magical power by Imperial Cross Knights. May be used as a weapon crystal, an armor crystal, or ammo for a crystal-cartridge loader.
Cost: 100gps (level 1), 400gps (level 2), 900gps (level 3), 1,600gps (level 4), 2,500gps (level 5), 3,600gps (level 6), 4,900gps (level 7), 6,400gps (level 8), 8,100gps (level 9).
Benefit: A spell storing crystal is merely a specially treated magic crystal that allows it to be imbued with a stored spell slot (requires the Imbue Gem feat). This magic may then be discharged by its user to cast a spell or power an ability, just as if it were a spell slot of the user's, with a caster level equal to the spell slot stored into the crystal. Discharging the spell from a spell-storing crystal fractures the structure of the crystal, leaving it worthless.
Last edited by Zanaikin on Sat Jun 09, 2007 6:22 am, edited 9 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Sun May 06, 2007 4:36 pm

GOLEM ARMOR (PRODUCE OF NARALAN):
Powered armor anyone?

Mithral Golem Armor
––
Armor Enhancement: +5
Armor AC: +20 (including +5 enhancement)
Armor Classification: Light (counts as Heavy for purpose of ASF)
Armor Hit Points: 200
Armor Hardness: 35
Maximum Dexterity: +5
Armor Check Penalty: –5
Arcane Spell Failure: 50%
Special Abilities:
• Your size increases by one category, taking a –1 penalty to attack and AC, and a –4 penalty to hide. You are treated as having an effective strength of 36 (including +6 enhancement). Your land speed changes to 100ft (including +60ft enhancement) and you gain a fly speed of 150ft (including +90ft enhancement) with good maneuverability.
• You gain immunity to critical hits, non-lethal damage, and stunning.
• You gain immunity to all magic and supernatural effects. Spells and effects already affecting you prior to putting on armor are not dispelled. You may freely affect yourself with effects of “target: you” description.
• You gain resistance 50 to acid, fire, cold, electricity, sonic, and resistance 25 to energy.
• Requires Heavy Armor Proficiency and Exotic Armor Proficiency (Golem Armor) to use properly. If non-proficient, the armor counts as heavy exotic armor with maximum dexterity of +2, armor check penalty of –7, and you take penalty equal to ACP on all attack rolls and on all strength- and dexterity- based ability and skill checks.
Cost: 760,000
Note: Ring of Arming requires upgrade (+5,000gps) for the capacity to hold Golem Armor.



Adamantine Golem Armor
––
Armor Enhancement: +5
Armor AC: +25 (including +5 enhancement)
Armor Classification: Medium (counts as Heavy for purpose of ASF)
Armor Hit Points: 250
Armor Hardness: 40
Maximum Dexterity: +3
Armor Check Penalty: –7
Arcane Spell Failure: 60%
Special Abilities:
• Your size increases by one category, taking a –1 penalty to attack and AC, and a –4 penalty to hide. You are treated as having an effective strength of 46 (including +6 enhancement) and has the Powerful Build ability (allowing one to wield huge weapons). Your land speed changes to 70ft (including +60ft enhancement, after armor reduction) and you gain a fly speed of 100ft (including +90ft enhancement, after armor reduction) with good maneuverability..
• You gain immunity to critical hits, non-lethal damage, and stunning.
• You gain immunity to all magic and supernatural effects. Spells and effects already affecting you prior to putting on armor are not dispelled. You may freely affect yourself with effects of “target: you” description.
• You gain resistance 50 to acid, fire, cold, electricity, sonic, and resistance 25 to energy.
• Requires Heavy Armor Proficiency and Exotic Armor Proficiency (Golem Armor) to use properly. If non-proficient, the armor counts as heavy exotic armor with maximum dexterity of +0, armor check penalty of –9, and you take penalty equal to ACP on all attack rolls and on all strength- and dexterity- based ability and skill checks.
Cost: 860,000
Note: Ring of Arming requires upgrade (+5,000gps) for the capacity to hold Golem Armor.
Last edited by Zanaikin on Sun Mar 02, 2008 7:14 pm, edited 7 times in total.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Mon May 07, 2007 9:53 pm

posted recall insignias
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Sun May 27, 2007 2:22 am

posted the stuff on Dueling Cloaks in my game, in case you haven't heard of it / seen it yet.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Fri Jun 01, 2007 6:41 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Sun Jun 03, 2007 8:52 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Thu Jun 07, 2007 8:34 pm

upon Drew's insistence, I'm posting the stuff for Glyphic Grenades for the MG. Consider these already existing ingame, and that most of the elite troops have 1~2 of them. The mechanism involved is simpler than my version in drew's game, but the use of contingent open/close spells simplifies things (not to mention 0% chance of failure).
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Sat Jun 09, 2007 6:25 am

updated the commander's ring with the ability to message more ppl, read above.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Wed Jun 27, 2007 1:10 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Thu Jun 28, 2007 4:13 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Fri Aug 03, 2007 4:11 pm

added Horizon to focus enhancements. It shall NOT stack with horizon goggles... but definitely being added to Caelotheir
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Postby Zanaikin » Mon Aug 20, 2007 5:22 pm

added 3 new things:

Spell-storing ammunition - expensive one-time investments. This is here cause the spell-storing weapon property DOES NOT go on ranged weapons / ammo, as per base rules. These things will really win battles for you, but at the same time destroy your coffers.

Item Familiar Invest Maneuvers: something for noncasters. So now I got major support for both casters and ToB'ers... what's next? Fighters? nah they're too boring to go full.

Item Familiar Special Ability: Improved Senses - I figured the old one was way too weak in comparison to stuff like spell-use
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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