Spells

From Tenebrae
Revision as of 01:29, 6 February 2010 by 70.254.207.224 (talk) (Created page with 'The Emblem of Ea makes use of a number of in house items and custom materials to help provide a certain flavor and theme to our world. The below lists those items and the house r…')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

The Emblem of Ea makes use of a number of in house items and custom materials to help provide a certain flavor and theme to our world. The below lists those items and the house rules for them.

Equipment

The following custom items may be purchases as adventuring gear.


Clockwork Chess Set: Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.


Defensible Parasol Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.


Size: Medium.

Cost: 150gp.

Weight: 3lbs.


Dwarven Breaching Engine A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).


Size: Large

Cost: 400gp

Damage: 3d8

Critical: 20/x3

Range Increment: -

Weight: 40lbs.

Type: Bludgeoning


Dwarven Pullygun From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.


Size: Small

Cost: 225 gp

Weight: 8 lbs


Gnomish Gyroparasol The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling.


Size: Medium

Cost: 150 gp

Weight: 2 lbs


Goblin Army Knife It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds but no skill check is required.


Size: Small Cost: 50 gp Weight: 4 lbs


Goblin Catapult Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead!


Size: Medium

Cost: 200gp

Damage: as per missile

Critical: -

Range Increment: 125 ft.

Weight: 20lbs.

Type: as per missile


Spider Silk Rope This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.


Size: -

Cost: 25gp/50 ft

Weight: 3 lbs


Splundar's Patented Portentious Pyrotechnics (signal rockets) Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors.


Size: Small

Cost: 100gp

Damage: 1d6 (1d4 to wielder if used as a weapon)

Critical: -

Range Increment: 100ft.

Weight: 2lbs.

Type: Fire


Thanatopticon A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.


Size: Small

Cost: 300gp


Weapons

The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.


Bayonet: Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty. Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.


Flail, Dran: An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.


Great-Maul, Dran: This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.


Claws of Attack, Orcish: This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.


Circleknife: Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user. Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.


Swordwhip, Charn: The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.


Hookblade, Veyshanti: An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.


Mancatcher: A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws. A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained. A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent.


Skipball, Halfling: Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.


Bola: This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15). The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action. The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).

Firearms

Firearms are projectile weapons that use an explosive mixture (Gunpowder) to propel a metal bullet from a tube. This sort of weapon is not common throughout Aeryth, though one sees it from time to time in some border lands. One ounce of gunpowder (see below) per shot is required to fire a firearm. A Medium sized character can fire a Musket one handed, but doing so imposes a -4 penalty to hit.


Both pistols and muskets hold a single shot and require a standard action to reload. Firearms are exotic weapons requiring Exotic Weapon Proficiency (firearms). Descriptions of the Pistol and Musket can be found in the DMG. Bullets cost 3 gp for a bag of 10, and weigh 10 lb. per bag. Gunpowder is sold by the keg (250 gp for 15 pounds) or the horn (35 gp for 2 pounds). Gunpowder is useless if it gets wet.


Longrifle: The king of small arms, a long rifle is nearly as long as a dwarf is tall. Thanks to the innovative barrel design, a shooter can use the rifle to knock an apple of an orc's head from nearly half a mile away. The Long Rifle holds a single shot and requires a standard action to reload.


Blunderbuss: This basic firearm does 2d6 points of damage to a target in the first range increment and 1d6 points of damage to anyone in a 5 foot wide path beyond that distance out to maximum range. It holds a single shot and requires a standard action to reload.


Flamegun: This pistol sized weapon shoots a thin stream of alchemists fire that ignites as soon as it hits air. It requires only a touch attack to hit a target. It deals no splash damage but any target struck must make a Reflex save DC 15 or catch fire, suffering an additional 1d6 fire damage each round until he can extinguish the flames. A flame gun is supplied by a five shot fuel pack. As long as fuel remains you can shoot the Flamegun according to your normal number of attacks without reloading. Replacing a spent fuel pack with a fresh one requires a standard action. Flamegun requires Exotic Weapon Prof/Firearms.

Flintlock Pistol: An evolution of the standard pistol.

Bombs and Smoke Bombs are per the DMG.

Spells