Re: New Equipment
Posted: Wed Jun 08, 2011 9:43 am
While you are updating the Magic Item Lists (especially for weapons/armour), here are some stuff I made up that might find a home inside this Supplement. Of course, the descriptions might need to be expanded or detailed better as I just listed abbreviated descriptions.
Additional Weapon Special Abilities:
Brilliant - shed light as torch. Creatures of darkness or shadow take additional 1d4 damage.
Defensive - wielder gets additional AC bonus equal to plus of weapon when used defensively (not for attack). The bonus is on top of any normal combat considerations for defensive fighting.
Disruption - undead struck by weapon must save versus Magic or be destroyed. Those that save still take additional 1d4 damage per strike but are immune to further ‘disruptions’ that day.
Electrical - weapon deals additional 1 point of damage from electrical shock, and all damage dealt is treated as electrical. (electrical version of 'Flames on Command')
Frost - weapon deals additional 1 point of cold damage (double against creatures of fire), and all damage dealt is treated as cold damage. (cold version of 'Flames on Command')
Ghostly - affects incorporeal creatures as if perfectly solid.
Poisonous - (edged weapon only) weapon’s edge is tainted by deadly poison. Anyone struck by weapon must save against poison or take 1d4 damage per round for 10 rounds. Each round the afflicted is allowed a new save to halt further damage. After a successful save the wounded person is immune to further effects that day.
Rusty - a successful strike affects the recipient as if struck by a rust monster. The typical progression is Shield affected first, then Armor/Body. Each strike against those with magical armor will reduce by one ‘plus’ before destroying item. If a victim fights defensively (such as using a weapon to parry) would put his/her weapon in jeopardy as well. Wielding a Rusty weapon grants complete immunity to rust monster attacks (or other Rusty weapons).
Armour Special Abilities:
Absorption - in addition to improved Armor Class, Armor (or shield) of Absorption reduces physical damage by its plus, down to a minimum of one point of damage per attack. Magical effects, cold, fire, or other energy type attacks are not absorbed.
Cold Resistant - grants +2 save bonus against cold/frost related effects and reduces damage by it’s plus, down to a minimum of one point of damage.
Fire Resistant - grants +2 save bonus against fire/heat related effects and reduces damage by it’s plus, down to a minimum of one point of damage.
Gleaming - has brilliant mirror-like sheen. It is immune to effects related to rust or corrosion. Character wearing Gleaming armor gets additional +1 on reactions with Humans, Demi-Humans, or those typically associated with civilized society (as determined by Game Master). The character has a -1 penalty on reactions with Humanoids, Monsters, or those associated with the forces of darkness and chaos (also determined by Game Master).
Grim - dark nature, generally adorned with spikes, symbols of death & destruction, and otherwise clearly against the forces of goodness. Wearer of such armor gains +2 bonus on saves related to poison, disease, and fear. The character has a +1 bonus on reactions with Humanoids, Monsters or those associated with the forces of darkness and chaos (as determined by Game Master). The character has a -1 penalty on reactions with Humans, Demi-Humans, and those typically associated with civilized society (also determined by Game Master).
Warmth - keeps wearer warm in cold weather/environments. Ignore environmental effects of cold exposure.
Additional Weapon Special Abilities:
Brilliant - shed light as torch. Creatures of darkness or shadow take additional 1d4 damage.
Defensive - wielder gets additional AC bonus equal to plus of weapon when used defensively (not for attack). The bonus is on top of any normal combat considerations for defensive fighting.
Disruption - undead struck by weapon must save versus Magic or be destroyed. Those that save still take additional 1d4 damage per strike but are immune to further ‘disruptions’ that day.
Electrical - weapon deals additional 1 point of damage from electrical shock, and all damage dealt is treated as electrical. (electrical version of 'Flames on Command')
Frost - weapon deals additional 1 point of cold damage (double against creatures of fire), and all damage dealt is treated as cold damage. (cold version of 'Flames on Command')
Ghostly - affects incorporeal creatures as if perfectly solid.
Poisonous - (edged weapon only) weapon’s edge is tainted by deadly poison. Anyone struck by weapon must save against poison or take 1d4 damage per round for 10 rounds. Each round the afflicted is allowed a new save to halt further damage. After a successful save the wounded person is immune to further effects that day.
Rusty - a successful strike affects the recipient as if struck by a rust monster. The typical progression is Shield affected first, then Armor/Body. Each strike against those with magical armor will reduce by one ‘plus’ before destroying item. If a victim fights defensively (such as using a weapon to parry) would put his/her weapon in jeopardy as well. Wielding a Rusty weapon grants complete immunity to rust monster attacks (or other Rusty weapons).
Armour Special Abilities:
Absorption - in addition to improved Armor Class, Armor (or shield) of Absorption reduces physical damage by its plus, down to a minimum of one point of damage per attack. Magical effects, cold, fire, or other energy type attacks are not absorbed.
Cold Resistant - grants +2 save bonus against cold/frost related effects and reduces damage by it’s plus, down to a minimum of one point of damage.
Fire Resistant - grants +2 save bonus against fire/heat related effects and reduces damage by it’s plus, down to a minimum of one point of damage.
Gleaming - has brilliant mirror-like sheen. It is immune to effects related to rust or corrosion. Character wearing Gleaming armor gets additional +1 on reactions with Humans, Demi-Humans, or those typically associated with civilized society (as determined by Game Master). The character has a -1 penalty on reactions with Humanoids, Monsters, or those associated with the forces of darkness and chaos (also determined by Game Master).
Grim - dark nature, generally adorned with spikes, symbols of death & destruction, and otherwise clearly against the forces of goodness. Wearer of such armor gains +2 bonus on saves related to poison, disease, and fear. The character has a +1 bonus on reactions with Humanoids, Monsters or those associated with the forces of darkness and chaos (as determined by Game Master). The character has a -1 penalty on reactions with Humans, Demi-Humans, and those typically associated with civilized society (also determined by Game Master).
Warmth - keeps wearer warm in cold weather/environments. Ignore environmental effects of cold exposure.