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Thread: New Weapons and Armor

  1. #11
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    Ring of Power


    This ring is said to increase the wearers ability to wound an opponent. no one knows who decided to create these rings, but their power has been harnessed and they have been reproduced to equip the militaries of some countries.


    Enhancements

    Reduce Critical Hit roll by 4.
    Increased Critical Hit Multiplier by 2.

    Example 19-20/x2 becomes 15-20/x4 with the Ring of Power.

    reproduction by character is prohibited.[/b]
    I Shall Rule the World; black rain and fire shall reign from the skies as the streets thy mortals have forged becomes rivers flowing continuosly with your blood. Humanity shall crumble and death and despair shall cover thy lands.Let the Black Rain fall upon all thy unbelievers.



    /me Sips the Blood of only the Purest of Souls from an ever flowing Chalice Crafted from the Bones of those who stood in His way.

    The Warden of The North
    The Royal Executioner
    The RiDDLe BoxXx

  2. #12
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    Ring of All Languages


    This ring was created by one who wished to be able to communicate with all the races. To the mans misfortune, his magic was to strong and through the power of the ring, his mind was torn from his body. He was last seen conversing with an odd assortment of creatures.

    Enhancement

    enables the wearer to understand, speak, write and read all dialects of all languages.


    though this object was originally to powerful to be worn, it is centuries old and the magic lessened considerably when the creator of the ring died ( or was assumed dead ) the ring is now wearable and usable, though there is only one, and there has been no word of it in several centuries.[/b]
    I Shall Rule the World; black rain and fire shall reign from the skies as the streets thy mortals have forged becomes rivers flowing continuosly with your blood. Humanity shall crumble and death and despair shall cover thy lands.Let the Black Rain fall upon all thy unbelievers.



    /me Sips the Blood of only the Purest of Souls from an ever flowing Chalice Crafted from the Bones of those who stood in His way.

    The Warden of The North
    The Royal Executioner
    The RiDDLe BoxXx

  3. #13
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    Demonsbane

    This weapon was forged in the assistance of Paladins across the Planes. it enhances their abilities and helps them in fighting the demons of the darkness.

    Base Item +2 Greatsword

    Properties


    Smite Evil + 4/day
    Strength + 2
    Charmisa + 1
    Constitution+ 3
    +2d10 damage to evil aligned creatures
    +10 Hide checks made to avoid evil aligned creatures

    [/b]
    I Shall Rule the World; black rain and fire shall reign from the skies as the streets thy mortals have forged becomes rivers flowing continuosly with your blood. Humanity shall crumble and death and despair shall cover thy lands.Let the Black Rain fall upon all thy unbelievers.



    /me Sips the Blood of only the Purest of Souls from an ever flowing Chalice Crafted from the Bones of those who stood in His way.

    The Warden of The North
    The Royal Executioner
    The RiDDLe BoxXx

  4. Default Re: User Created Weapons and Armour Thread

    Dorje of the ethereal thunder

    This wand, 1 foot in length, is made from the bone of a deceased human psion, the Anatma Katyakama. it's marrow is replaced with the ashes of his funeral pyre, and it's surface is inlaid with gold and silver tracery, studded with diamonds found within his burnt remains. At it's tip is a ruby, said to have been found in the place of the Anatma's heart. The Dorje it'self was crafted by a deva and naga in unison, who out of respect for the Anatma's work in life, saught to hep his teachings continue on after his death.

    He who holds the Dorje gains a reservoir of 100 power points to use daily on the following powers of his choosing,
    at caster level 9th
    * Adapt body
    * Body adjustment
    * Precognition, defensive
    * Inertial barrier

    The user also gains spell and power resistance equal to 15+HD, and a +4 luck bonus to both wisdom and intelligence
    Wielder gets +2 luck bonus on attacks, saves, and checks

    Alignment: LN
    Ego: 30
    int 18
    wis: 14
    Cha:12
    Purpose: To defend all psions, and seekers of the way.

    Item has deathwatch continually active
    Item can activate zone of truth 3/day
    Item can use detect magic at will
    Item can bless its allies 3/day

    Item can use detect thoughts at will
    Item can use arcane eye 1/day
    Item has status effect, usable at will

    The item is telepathic, and may communicate telepathically with any creature within 100 ft with an intellegence above 2, even if such a creature has no language.

  5. #15

    Default Re: User Created Weapons and Armour Thread

    I'm not a big fan of the standard modifications/enchants so I came up with several of my own. It's only really the tip of the iceberg, but I don't have the exact details fleshed out.

    Flare +2

    On crit, deal an addition 2d6+2 fire damage to all creatures except the wielder (or in the direction of said person) within 5 feet of the target.
    Stackable. Each additional application increases damage by 2d6 and range by 5 feet.


    Flames +2

    2 times a day, enchanted weapon may be activated to deal an addition 2d6+4 fire damage for 4 rounds. One minute cooldown.
    If Flare enchant is active while Flames is active, add Flames's fire damage to Flares Aoe and increase the radius of Flare's enchanted by 5 feet. In addition, set target aflame on Reflex.
    Each additional application of Flames only increases the number of times per day by 3.


    Greater Flare +4

    On crit, deal an addition 4d6+6 fire damage to all creatures except the wielder (or in the direction of said person) within 10 feet of the target.
    Stackable. Each additional application increases damage by 4d6 and range by 10 feet.


    Greater Flames +4

    3 times a day, enchanted weapon may be activated to deal an addition 2d6+4 fire damage for 5 rounds. One minute cooldown.
    If Flare or Greater Flare enchant is active while Greater Flames is active, add Flames's fire damage to Flares Aoe and increase the radius of Flare's enchanted by 10 feet. Set target aflame no Reflex. Set all units hit by fire damage aflame on Reflex.
    Each additional application of Greater Flames only increases the number of times per day by 4.

    Minor Sentience +3
    Treat as a separate character that levels separately and partakes of the experience otherwise assigned to the character. Use the ratio of 1:15 to determine how much of the character experience must be given to enchanted item. So, if the character carries 5 items imbued with minor sentience, then the ratio would be 5:15, and the character would recieve 3/4 of his normal experience, while the remainder is divided equally between the sentience equipment. Cannot disenchant or remove without destruction of the item. Treat as a construct for all other purposes with an intelligence of 1.
    Max Level: 6
    Weapons: increase BAB by 1 and damage by one per level.
    Armor: Increase AC by 1 every 4th level.

    Lesser Sentience +6
    Same as minor sentience.
    Experience ration 1:7
    Max level: 12
    Weapon: increase BAB by 2 and damage by 2 every level
    Armor: Increase AC by 1 every 4th level. Increase Natural AC by 1 and maximum dexterity dexterity by 1 every 5th level.

    Greater Sentience +9
    Same as minor sentience.
    Experience ration 1:3
    Max level: 18
    Weapon: increase BAB by 3 and damage by 3 every level
    Armor: Increase AC by 1 every 3th level. Increase Natural AC by 1 and maximum dexterity dexterity by 1 every 5th level.


    Legendart Sentience +13
    Same as minor sentience.
    Experience ration 1:1
    Max level: 25
    Weapon: increase BAB by 4 and damage by 5 every level
    Armor: Increase AC by 1 every 2th level. Increase Natural AC by 2 and maximum dexterity dexterity by 1 every 4th level.
    Also has the ability to communicate telepathically. Roll 2d6 to determine it's int and wisdom scores. Increase int and wis by 1 every 2 levels.

  6. #16
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    Default Re: User Created Weapons and Armour Thread

    I'm not quite understanding the purpose of the sentience abilities. How are they any better (or more beneficial) than an intelligent magic item? Also, the XP ratios seem overly complex... instead of putting it as a 1:1 ratio, why not just say the item gets 50% of the owner's experience?
    "To warmth, whiskey, and thoughts of women 'ere break of day!"

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  7. #17

    Default Re: User Created Weapons and Armour Thread

    Here's a modification of something I and a Storyteller created for an online Exalted game that died a sorrowful death.

    "The Tears of the Five Maidens" (artifact 5, attune 12m)
    Starmetal Long Sword "Tears of Destiny"
    speed:5 accuracy:+5 damage:+8L defense:+3 rate:4 minimums: (str:2,dex:4)

    Starmetal Short Sword "Tears of Fate"
    speed:5 accuracy:+5 damage:+6L defense:+3 rate:4

    Special Powers:
    The Tears of the Five Maidens have several charm-like powers. Each power can be invoked as a miscellaneous action Using these powers are (in Exalted terms) hideously expensive so it's balanced. The ultimate power will drain at least 20% of a characters essence pool and about half his/her willpower pool. Worse, it shuts down charm use and weakens defense, which can be deadly. And that's before the aggravated health level is spent ...

    Note: These don't count as a charm activation.

    Stolen Secrets
    Cost: -- Mins: -- Type: reflexive (step 7) Keywords: automatic Duration: instant
    Upon striking an enemy (just getting past DV, doesn't have to do damage), you learn one glaring/crippling fact about that foe.

    Twisted Destiny
    Cost: 1wp Mins: -- Type: simple (speed 5, DV -1) Keywords: obvious, fate Duration: varies
    An enemy previously struck by The Tears of Jupiter suffers a negative astrological effect of your choice, so long as information obtained from Stolen Secrets is somehow manipulated to achieve it. A bright green disk extends from the wielder for (essence) miles while the astrological effect takes hold. The disk fades after 5 ticks.

    Feared Exposure
    Cost: 2wp Mins: -- Type: simple (speed 5, DV -1) Keywords: obvious, illusion, stackable Duration: varies
    Stolen secrets are channeled into the blades. Upon striking the enemy again, the enemy believes that you and everyone he knows or can currently see knows this horrible secret. Once struck, the opponent suffers a 1-die penalty to all dice pools and DV's for the remainder of the scene. While the secret is being channeled, The Tears of Jupiter are surrounded by a bright green halo, visible for (essence) miles.

    Haunting Distraction
    Cost: 2wp Mins: -- Type: simple (speed 5, DV -1) Keywords: obvious Duration: next (essence) actions
    The essence of a stolen secret is channeled into the blades, blindsiding a foe. For the next (essence) actions, your attacks on that foe are unexpected. While in effect, the secret, written in Old Realm, materializes on a glowing bright green prayer strip that floats around you.

    Tears of Blood
    Cost: (Enemy's Conviction)wp Mins: -- Type: reflexive (any step) Keywords: obvious Duration: instant
    An enemy automatically botches one roll of your choice, related to stolen information, unless they make a current willpower roll at difficulty (your essence). Regardless of whether the target resists, both you and they shed a single tear of blood.

    Knowing and Fearing Prayer
    Cost: 20m+5wp+1ahl Mins: -- Type: simple (speed 5, DV -2) Keywords: obvious, prayer strip Duration: one scene
    The character takes a prayer strip containing the Scripture of Secrets and infuses it with essence while reciting the prayer. If the character does not posess the prayer strip, they may reflexively create one for 5m. For the duration of the prayer, both Tears of Fate and Tears of Destiny hover around the character and parry incoming attacks (ignore onslaught and wound penalties). The character may not dodge or use charms for the duration of the prayer.

    At the conclusion of the prayer, the character dons the prayer strip (like a headband) and designates one target. For the rest of the scene, The Tears of Jupiter no longer inflict physical damage to that target. Instead, their innate abilities are modified to extreme levels.

    - The designated target may not regain willpower through stunts for the scene.
    - Upon successfully striking that opponent, drain 1wp from said target.
    - An opponent reduced to 0wp falls into a coma and can make a reflexive (essence + intelligence) roll every week (every day for Exalts, Demons, &c) to recover. The target needs (your essence * points of willpower stolen) successes to revive themselves.

    During the period in which the target is unconscious, you know everything the target knew, with perfect clarity and recall. Once they regain consciousness, you do not lose the knowledge, but lose perfect recall. You may use one Charm the target possessed while the target is in this state. Only one target may be rendered in this state at a time. You know reflexively when the target breaks free.

    Alternatively, you may use any of the target's Virtue ratings as your own during this period. This causes massive flashbacks.

    If the target is killed (not by you), you know everything the target knew, and everything Fate designated that the target would have known in their lifespan. This can be overwhelming at times. You may use any Charm on a tree the target had purchased Charms for, at a surcharge of 2m (as if you had learned it as an Eclipse). Only (intelligence) Charms acquired this way may be useable at a given time. (You can re-shuffle the Charms after sleeping)

    The target believes they are being mercilessly eviscerated by the blows, as does everyone who witnesses the attacks. Only after the coma has passed does the truth of the situation reveal itself. Thus, it is inadvisable to use this ability to interrogate others.
    Last edited by cdi; 05-29-2008 at 01:53 AM.
    "Solars..... tend to not do subtle like other Exalted do. Their subtle is... 'YOU DO NOT NOTICE ME!!!!! /mindfuck'" -- nocte_ex_mortis on the WW forums.

  8. #18
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    Default ill have a go at this

    well if everyone else is having a go at this magic weapon stuff i think i should too

    Ragan's Gauntlets (pronounces RA-gan not like the ex-president)

    Ragan was an dwarven pit fighter known for his ability to annihilate his foes with his fists.

    benefits:
    +1 to AC
    +2 to base attack bonus (only when using the gauntlets as weapons)
    critical = 19-20/3

    when wielded by a dwarf these gauntlets grant +1 strength

  9. #19
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    not to be picky, but what kind of bonuses? Enhancement, competance, luck? Also, +2 Str would probably be more appropriate since it *always* increases your modifier.

  10. #20
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    i made it so that its just something for low level games not an epic character since thats the level that most of my games run at...

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