Martial
Weapons
|
Cost
|
Dmg
|
Critical
|
Range
|
Weight
|
Type
|
Multi-nock
crossbow, Light
|
165
g
|
1d8
|
19-20/x2
|
80
|
9
lbs.
|
Pierce
|
Multi-nock
crossbow, Heavy
|
350
g
|
1d10
|
19-20/x2
|
120
|
13
lbs.
|
Pierce
|
Multi-nock
crossbow:
When a bowstring is wet, it loses much of its elasticity and becomes stretched
out, making the standard crossbow nock not far enough to get any thrust
out of the bolt. With the multi-nock crossbow the string can be pulled
back to the second or third nock allowing for operation with wet bowstrings.
With those exceptions the light and heavy crossbows work like their standard
counterparts.
Top
Hoopak
Staff
Cost
|
Damage
|
Critical
|
Range
|
Weight
|
Type
|
75g
|
1d6/1d6
or 1d4
|
x2
|
60'
|
4lbs
|
bludgeoning
|
The Hoopak is a common Kender weapon. It is basically a quarterstaff with
a sling at the end. It can be used as a double weapon and it can also
be used as a sling. Additionally the Hoopak is hollowed in such a way
so that, when spun, it produces an eerie sound that scares away most creatures.
Any creature within earshot of the Hoopak is overcome with fear, as per
the effect. (Will Save DC 10 to resist the effects) Using the fear effect
requires two full-round actions.
Top
Great
Maul
Cost
|
Damage
|
Critical
|
Range
|
Weight
|
Type
|
50g
|
3d4
|
x3
|
-
|
30
lbs
|
bludgeoning
|
A Great Maul
is a Maul with a slightly longer haft, anda heavier head, thus doing more
damage. The maul is a large exotic weapon.
Top
Grand
Maul
Cost
|
Damage
|
Critical
|
Range
|
Weight
|
Type
|
100g
|
4d4
|
x3
|
-
|
35
lbs
|
bludgeoning
|
A Grand Maul
is a Great Maul with a slightly longer haft, anda heavier head, thus doing
more damage. The maul is a large exotic weapon.
Arrow,
StormStone:
This is a standard arrow with the arrowhead removed, and a StormStone
in it's place for extended range.
Simple
Weapons
|
Cost
|
Dmg
|
Critical
|
Range
|
Weight
|
Type
|
Arrow,
StormStone
|
80g
|
-
|
-
|
-
|
1lb.
|
-
|
Top
Steel
Arm Guard
Cost
|
Armor
+
|
Max
Dex
|
Armor
Chk
|
Spell
Fail
|
30'
|
20'
|
Weight
|
150g
|
+1
|
-
|
0
|
5%
|
-
|
-
|
6lbs.
|
This shield
functions as a small steel shield and fits over your right arm and shoulder(or
left, if your left handed), protection down your elbow. It is held on
by a leather strap that runs horizontally across your torso.
Ring
of Elemental Strike
The ring of elemental strike resembles a simple silver ring. When the
command word is spoken the bearers hands are sheathed in an energy field
of their choice (Fire, Ice, Lightning, Shadow1, Shadow2)
Fire
Mode: The fire mode of this ring adds +2 (+4 vs. cold based creatures)
damage to any attacks, any ignitable materials struck while in this mode
catch fire.
Ice
Mode: The ice mode of this ring adds +2 (+4 vs. heat based creatures)
damage to any attacks
Lightning
Mode: The Lightning mode of this ring adds +2 (+4 vs. water based
creatures) damage to any attacks
Shadow
1 Mode: The Shadow 1 mode of this ring adds +4 damage to any attacks
against any good aligned creatures
Shadow
2 Mode: Any creature successfully struck with this mode loses 1d4-1
points of strength. This can only be used twice on each creature. This
ring can be used twice per day and lasts that combat sequence only.
Caster
Level 4th; Prerequisites: Craft Wondrous Item, Flaming Hands,
Ray of Frost, Shocking Grasp, Ray of Enfeeblement, Holy Smite, Market
Price: 5,000
Great
Bag of Holding in the Sky
This bag is, appearedly, a woven mithril sack, with a variable opening.
The opening is so variable in fact that is can be made to fit even a large
ballista through it. At the start of each day a location must be specified.
From then on anything put into the bag is instantly transported to the
location specified earlier. To retrieve items you must either go to the
location that they were transported to, or speak VERY PRECISELY what you
want from your storage location, and upon reaching into the bag you draw
it out, or, if its too big to remove by hand the opening will widen and
the item will eject itself quickly. Yes, even people can be transported
through it.
Caster
Level 16th Prerequisites Craft Wondrous Item,Teleport without
error, Refuge,Enlarge Market Price: 25,000 gold Weight 1
lb.
Quarterstaff
of Entanglement
This quarterstaff resembles an old gnarled piece of oak, and does normal
quarterstaff damage, but, when a creature is struck by this quarterstaff,
he/she must take three combat rounds to break free, minus one round per
each point of strength bonus, plus one for each strength modifier. A creature
with a strength modifier of +3 or more simple tears through the vines
without slowing down.
Caster
Level: 2 Prerequisite; Craft Wondrous Item, Entangle Market
Price: 2000 gold Weight 4lbs
Cape
of Adam Carrola
This appears as a regular black cape. When the command words "Everybody
look at me!" are said (Note: Command words can be said in any language)
any 'looking important' checks receive a +10 bonus. Additionally, whenever
the command words "Everybody listen to me!" are said, the wearer's
voice is magically amplified. After five minutes of passionately speaking
about some moral issue a 10 foot tall completely invulnerable horse appears
(if your group is slow, the words in 4 foot tall neon red letters 'High
Horse' are on its side) The only limit to this voice amplification is
it only lasts for 10 minutes. After 10 minutes everything spoken by the
wearer for 1 hour after the initial 10 minutes everything spoken by the
wearer comes out as 'blah blah bluh blah". If the wearer goes for
9 minutes, then restarts again he is instantly launched into a commercial
break. The commercial breaks are done by the other players as voice overs.
Commercials should include many public announcements.
Caster
Level: 5 Prerequisites: Craft Wondrous Item, Hypnotism Market
Price: 1500 Gold Weight; 2 lbs
Rainbow
Flux
A suit of armor enchanted with this capability is layered with colors
similar to the Prismatic Wall spell. The layers go in the following order:
Red: Stops non-magical ranged weapons.
Absorbs 20 points of fire damage (layer is destroyed after absorbing 20
points of fire damage or getting hit by a cone of cold spell).
Orange: Stops magical ranged weapons.
Absorbs 40 points of acid damage (layer is destroyed after absorbing 40
points of acid damage or getting hit by a gust of wind spell).
Yellow: Stops poisons, gases, and
petrification. Absorbs 80 points of electricity damage (layer is destroyed
after absorbing 80 points of electricity or getting hit by a disintegrate
spell).
Green: Stops breath weapons. Poisons
the creature(s) that hits you, Fort save (DC 24) for 20 points of damage
or die (layer is destroyed when 5 poisons have been dealt successful or
not).
Blue: Stops divinations and mental
attacks. The creature(s) that hit you turn to stone(Fort save DC 25 negates,
the layer is destroyed when 3 transformations have been delt successful
or not).
Indigo: Stops all spells. Wearer must
make a Will save at the start of each day or become insane as the spell
insanity for the remander of the day (layer is destroyed after 14 days)
Violet: Energy field (5í radius) destroys
all objects and effects, this capability can be activated at the will
of the user. Creature(s) that attack you are sent to another plane, Will
save DC 30 negates (this layer is destroyed when 2 creatures have been
sent away successfully).
When
all layers are destroyed the enchanted armor retains its enhancement bonus
but loses the Rainbow Flux capability.
Caster
level: 18th; Prerequisites: Craft Magic Arms and Armor, prismatic
wall; Market Price: +6 bonus
Retracting
Armor/Weapon
A weapon (bludgeoning only), suit of armour (Banded, Splint, Breastplate,
Halfplate, Fullplate or any plate based armor only), or shield can be
given this enchantment. The enchanted item begins as a ring, bracer, gauntlet,
hairpin, whatever item you'd like, and, when a mental command is given
the small item expands out to become the weapon of armour. If you choose
the armor to recieve this enchantment, when activate the armour extends
itself over your body with the proper fastenings already in place and
fit perfectly, with a shield it is the same sort of thing, all of the
handles and straps are in the right place when activated.
When another command is given the suit of armor, shield or weapon returns
to it's original size. Not entirely useful except to speed up donning
time, and perhaps concealability, but it looks really cool.
Note: Armor of shields with spikes cannot recieve this enchantment.
Caster
level: 5th; Prerequisites: Craft Magic Arms and Armor, ; Market
Price: +1 bonus
Top
Underhill's
Orbital Platforms
Underhill's Orbital Platforms are much akin to Ioun stones. They are roughly
1.5 inches in diameter, and their exact shape varies from creator to creator.
When a character first aquires a platform, he must hold it and then release
it, whereupon it takes up a random orbit 1d3 feet away from your body.
Thereafter, a platform must be grasped or netted to seperate it from it's
owner. The owner may voulentarily seize and stow a stone (while sleeping,
for example) to keep it safe, but he loses the benefits of the platform
during that time. Orbital Platforms have an AC of 24, 10 hit points, and
a hardness of 5. Because they do not just circle your head, you have a
2% chance to strike one on an attack, per platform circling, and yes,
you CAN destroy your own platforms.
Standard Platform -
This does nothing at all, much like the gray ioun stone. The only use
for this stone is it can be affected visually by some of the other platforms,
as specified below.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 25g
Cupholder
platform -
This platform is mostly flat with a round indentation in it that can accomidate
up to a super big gulp. This
is basically a standard platform, but shaped differently.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 25g
Orbital
Clock -
This platform is enchanted with Underhill's Arcane Popcorn, it always
displays the current time, and if it is not near your face, it alters
the nearest standard platform to give a readout.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 500g
Mood
Sattelite-
Works as a mood ring, this platforms color reflects your mood. On your
option it can affect standard platforms as well.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 500g
Orbital
Bug Zapper-
Transforms some standard platforms until bugzapper that kill any normal
sized bugs withing two feet of you, up to 1 bug per standard platform
changed to a zapper per round.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 300
Orbital
Flare-
Twice per day this spell emits a blinding flash of light, blinding (duh)
any creature for 1d2 rounds following the normal rules for blindness.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 1000g
Orbital
Megaphone-
This platform can be activated at will, and when activated orbits to a
stationary position in front of your face while converting several standard
platforms into speakers. The base platform functions as a microphone,
amplifing your voice to a level of your choice (cannot cause hearing damage)
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 500g
Security
Platform-
This platform is enchanted with Underhill's Antitheft Arm. It not only
stops theft of items on your body, but the theft of other platforms as
well.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 1000g
Orbital
Shield-
This can be activated at will using a command word. When active all of
your standard platforms take the shape of a steel shield out in front
of you, as a shield enhanced with the shieldbearer spell. If you have
10-19 standard platforms this functions as a small steel shield, if you
have 20-49 it functions as a large steel shield and if you have 50+ if
functions as a tower shield.
Caster level: 1st; Prerequisites: Craft Wonderous Item;
Market Price: 1250g
Hubble
Telescope-
When activated this platform converts a standard platform into an eyepiece
that positions itself over your left eye, the platform itself then extends
a 1' long telescope that can give you up to 10x zoom.
Caster level: 1st; Prerequisites: Craft Wonderous Item;
Market Price: 2500g
Orbital
Mind Control Laser -
This platform casts as a charm spell as a level 1 sorcerer once per day.
The only difference is that it can be stopped by a tin foil cap.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 2000g
Underhill's
Communication Sattelite -
Allow you to cast 'Message' as a third level sorcerer 2/day
Caster
level: 3rd; Prerequisites: Craft Wonderous Item; Market
Price: 3000g
Underhill's
Energy Collector -
These platforms can be used once per day. They allow you cast all of you
spells at +1 caster level for 3 rounds. Only one can be running at the
same time, and you can have only 4 in orbit at once. Once one of these
platforms is expended it takes 24 hours for it to 'collect' enough energy
to be used again.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 4000g
Orbital
Bombardment Platform -
This platform is enchanted with three uses of 'Underhill's Micro-Nuke',
two uses of 'Underhill's 'Fatboy' Nuke' and one use of 'Underhill's Neutron
Bomb' (all of these spells can be found in the 'New
Spells' section)
Once all of it's uses have been used up it becomes a standard platform.
Caster
level: 1st; Prerequisites: Craft Wonderous Item; Market
Price: 4500g
Orbital
Infinite Improbability Drive -
Still in development
StormStone:
This is similar to a Thunderstone, but is more akin to a primitive 'FlashBang'.
It's taken the thunder from the Thunderstone and added lightning to it.
You can throw this stone as a grenade like weapon (See table 7-10 on page
114 of the PHB) When it strikes a hard surface (or is struck hard) it
creates a deafening bang (a sonic attack) and a bright flash. Creatures
within a 10' radius must make a fortitude check (DC 17) or be blinded
and deafened. Deaf creatures, in addition to the obvious effects suffer
a -4 penalty on initiative and a 20% chance to mis-cast and lose any spell
with a verbal (V) component that they cast. Blind Opponents in addition
to the obvious effects suffer a 50% miss chance in combat (all opponents
have full concealment), loses any dexterity bonus to AC, grants a +2 bonus
on attackers rolls, moves at half speed, and suffers an -4 to all strength
and dexterity based skills. Each subsequent round the victim is affected
he may attempt a fortitude save at one lower that the previous attempt.
i.e.; the first two round the save would be 17, the third would be 16
the fourth would be 15 and so on.
Weapon
|
Cost
|
Direct
Hit
|
Splash
|
Range
Increm.
|
Weight
|
StormStone
|
75g
|
Sonic/Light
|
-
|
20'
|
1lb.
|
Top
Tobacco:
See House Rules:
Grade:
|
Cost/Hit
|
Poor
|
1
cp
|
Good
|
2
cp
|
Excellent
|
5
cp
|
Top
Poison
Rock
"You step on a poison rock and DIE!"
How many times have we heard those words issue forth from the mouth
of the dungeon master. The dungeon master whose mother you just insulted.
Ever wonder what a poison rock really does. Well here it is.
Poison
rocks are extremely rare (except when you piss off the DM) found only
in the remotest regions of the world (again, except if you piss off the
DM) these stones lie dormant, waiting for someone to get near them, the
VOOM! Poison.
Skin-to-stone contact kills any creature with less than 200 h.p. instantly.
Those with over 200 are entitled to a fort save DC 50 to take 10d10+50
points of damage.
Anyone passing within 1 inch of a poison rock (ie; stepping on one) is
entitled to fort save DC 50. If they fail, they die. If the succeed then
take 10d10+50 points of damage.
Oddly enough there is no market for poison rocks, so it is nearly impossible
that you will run across anyone that sells them. The process for creating
them has been lost for millenia.
|