Discussion:
Give me your most unusual weapon ideas!
(too old to reply)
s***@hotmail.com
2005-08-11 19:28:14 UTC
Permalink
I'll keep this short and sweet.

Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.

They can be normal weapons with unusual characteristics (e.g., a flint
knife), or they can be totally bizarre weapons in their own right
(porcupine quills?). They could be odd by their context (a human
specializing in the dwarven urgosh) or ordinary items not meant for
combat (a xbow bolt used for melee, perhaps, or a scalpel out of a
healing kit).

In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Justisaur
2005-08-11 19:41:38 UTC
Permalink
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
They can be normal weapons with unusual characteristics (e.g., a flint
knife), or they can be totally bizarre weapons in their own right
(porcupine quills?). They could be odd by their context (a human
specializing in the dwarven urgosh) or ordinary items not meant for
combat (a xbow bolt used for melee, perhaps, or a scalpel out of a
healing kit).
One character of one of my players often threw coins at his enmies,
usually silver incase they were lycanthropes. I think he actually
started it because he was up against some lycanthropes and didn't have
any silver weapons. Of course this was back in the "dinner plate" era
of 1/10 pound coins. I basically considered it like throwing a rock.
d3 damage, 10' range increments. For some strange reason he seemed to
roll 20's whenever he did this (his normal attacks seemed sub par in
comparison). He had a good strength so they actually did good damage,
and I was using crits on backed up 20's back then too.

Then there's always the other fun improvised weapon if you are larger
than your opponents, you pick up the dead body of one of your enemies
and beat them with it. alternately if you are the same size, you just
rip a limb off and beat them with it. Then there's always bowling with
Gnomes.

- Justisaur
George W Harris
2005-08-11 19:58:51 UTC
Permalink
On 11 Aug 2005 12:28:14 -0700, ***@hotmail.com wrote:

:I'll keep this short and sweet.
:
:Signature weapons have always had a special place in my heart for me.
:Therefore, I am trying to think of odd, unusual weapons (or other
:items, if you have any ideas). And for this, I'd like to ask if you
:have any ideas.

As a precursor or lower-tech version of the
Mercurial Greatsword, the Ball Bearing Greatsword.
A Greatsword with a hollow reservoir in the blade,
partially filled with hundreds of tiny bbs. It gives a -5
Circumstance Penalty to Sneak, but has a 500gp
discount to be enchanted with the Thundering
enchantment. Also, if it's ever sundered everyone
within 15 feet must make a DC19 Reflex save or fall
prone.
--
"If you take cranberries and stew them like applesauce, they taste more like
prunes than rhubarb does" -Groucho Marx

George W. Harris For actual email address, replace each 'u' with an 'i'
Iridia
2005-08-11 20:16:40 UTC
Permalink
Post by George W Harris
:Signature weapons have always had a special place in my heart for me.
:Therefore, I am trying to think of odd, unusual weapons (or other
:items, if you have any ideas). And for this, I'd like to ask if you
:have any ideas.
Well, of course this has been done before (R.A. Salvatore's cleric
Cadderly uses one) but I do wonder what the stats for a yo-yo would be
like... I'm not surprised if it's in one of the myriad books out there,
though.

Exotic weapon
Bludgeoning damage
Uses DEX instead of STR to determine whether you hit; adds STR bonus to
damage
Within 5 ft, can use either STR or DEX to modify attack roll (by
holding it in your hand and hitting someone with it).
Range of 10 ft, but threatens AoO only up to 5 ft
1d4 damage, 18-20 crit range
Takes a full round action to wind back up if a natural 1 is rolled.

I figure the low damage is compensated by the reach and the idea that
you can use "weapon finesse" without the feat on a yo-yo. Though...
maybe that's too much compensation. A rogue, for example, would depend
on sneak attack damage and not worry about the weapon's damage to begin
with.

I'd love to see a halfling using a yo-yo... especially a halfling
rogue... that would be interesting.
So whaddaya think?
Donald Tsang
2005-08-11 20:30:01 UTC
Permalink
Post by Iridia
I'd love to see a halfling using a yo-yo... especially a halfling
rogue... that would be interesting.
ITYM Flamingo-may...

Donald
Terry O'Brien
2005-08-12 04:24:06 UTC
Permalink
Post by Iridia
Post by George W Harris
:Signature weapons have always had a special place in my heart for me.
:Therefore, I am trying to think of odd, unusual weapons (or other
:items, if you have any ideas). And for this, I'd like to ask if you
:have any ideas.
Well, of course this has been done before (R.A. Salvatore's cleric
Cadderly uses one) but I do wonder what the stats for a yo-yo would be
like... I'm not surprised if it's in one of the myriad books out there,
though.
There's an old anime series called "Fist of the North Star" where one of the female characters had a set of killer yo-yos, which sprouted a series of
blades as they spun. She was quite proficient in slicing and dicing her opponents with them.

Terry
Sea Wasp
2005-08-12 12:32:12 UTC
Permalink
Post by Terry O'Brien
There's an old anime series called "Fist of the North Star" where one of the female characters had a set of killer yo-yos, which sprouted a series of
blades as they spun. She was quite proficient in slicing and dicing her opponents with them.
Some people don't know it, but the yo-yo TOY was derived from an
actual weapon.
--
Sea Wasp
/^\
;;;
Live Journal: http://www.livejournal.com/users/seawasp/
j***@att.net
2005-08-12 16:26:23 UTC
Permalink
Post by Sea Wasp
Post by Terry O'Brien
There's an old anime series called "Fist of the North Star" where one of the female characters had a set of killer yo-yos, which sprouted a series of
blades as they spun. She was quite proficient in slicing and dicing her opponents with them.
Some people don't know it, but the yo-yo TOY was derived from an
actual weapon.
Is that the same thing as what a bad guy used in the James Bond film
"Octopussy"? It certainly looked like a giant yo-yo with blades.
Terry O'Brien
2005-08-13 03:35:21 UTC
Permalink
Post by j***@att.net
Post by Sea Wasp
Post by Terry O'Brien
There's an old anime series called "Fist of the North Star" where one of the female characters had a set of killer yo-yos, which sprouted a series of
blades as they spun. She was quite proficient in slicing and dicing her opponents with them.
Some people don't know it, but the yo-yo TOY was derived from an
actual weapon.
Is that the same thing as what a bad guy used in the James Bond film
"Octopussy"? It certainly looked like a giant yo-yo with blades.
I thought it was a circular saw on a bungee cord.
Tetsubo
2005-08-13 08:48:36 UTC
Permalink
Post by Terry O'Brien
Post by j***@att.net
Post by Sea Wasp
Post by Terry O'Brien
There's an old anime series called "Fist of the North Star" where one of the female characters had a set of killer yo-yos, which sprouted a series of
blades as they spun. She was quite proficient in slicing and dicing her opponents with them.
Some people don't know it, but the yo-yo TOY was derived from an
actual weapon.
Is that the same thing as what a bad guy used in the James Bond film
"Octopussy"? It certainly looked like a giant yo-yo with blades.
I thought it was a circular saw on a bungee cord.
Essentially, yes.
--
Tetsubo
My page: http://home.comcast.net/~tetsubo/
--------------------------------------
If fifty million people say a foolish thing, it is still a foolish thing.
-- Anatole France
Auric__
2005-08-12 16:40:12 UTC
Permalink
[bad wrapping fixed]
Post by Sea Wasp
Post by Terry O'Brien
There's an old anime series called "Fist of the North Star" where one
of the female characters had a set of killer yo-yos, which sprouted a
series of blades as they spun. She was quite proficient in slicing and
dicing her opponents with them.
Some people don't know it, but the yo-yo TOY was derived from an
actual weapon.
...essentially a rock on a string, which originated in the Philippines
--
auric dot auric at gmail dot com
*****
The best doctor is the one you run for and can't find.
Tetsubo
2005-08-12 17:25:53 UTC
Permalink
Post by Sea Wasp
Post by Terry O'Brien
There's an old anime series called "Fist of the North Star" where one
of the female characters had a set of killer yo-yos, which sprouted a
series of
blades as they spun. She was quite proficient in slicing and dicing
her opponents with them.
Some people don't know it, but the yo-yo TOY was derived from an
actual weapon.
I always explain it as a primitive epiphany. "I want to throw a rock
at that guy. But then I have no rock... I'll make a returning rock!" :)
--
Tetsubo
My page: http://home.comcast.net/~tetsubo/
--------------------------------------
If fifty million people say a foolish thing, it is still a foolish thing.
-- Anatole France
Jasin Zujovic
2005-08-12 19:44:09 UTC
Permalink
In article <-vWdnUttWcJxRmHfRVn-***@comcast.com>, ***@comcast.net
says...
Post by Tetsubo
Post by Sea Wasp
Post by Terry O'Brien
There's an old anime series called "Fist of the North Star" where one
of the female characters had a set of killer yo-yos, which sprouted a
series of
blades as they spun. She was quite proficient in slicing and dicing
her opponents with them.
Some people don't know it, but the yo-yo TOY was derived from an
actual weapon.
I always explain it as a primitive epiphany. "I want to throw a rock
at that guy. But then I have no rock... I'll make a returning rock!" :)
Cheapest magic weapon evar. :)
--
Jasin Zujovic
***@inet.hr
Dragonkat
2005-08-11 20:18:37 UTC
Permalink
How about a scythe-like double blade on a spiked chain?
A huge club for a large-sized half-ogre?
A kusari-gama with a quarterstaff-sized handle?
Dragonkat
Dragonkat
2005-08-11 20:24:16 UTC
Permalink
Yo-yos? Neat
drow
2005-08-11 21:09:16 UTC
Permalink
Post by s***@hotmail.com
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
adamantine knuckles (allows a monk to bypass hardness)
auto-bow (as shortbow, but may be used one-handed)
death's dire scythe (double weapon)
shield-on-a-stick (shield bashing with reach)
snake sword (switch between longsword and spiked chain as a swift action)
spiked chain of love (each link is shaped like a heart)
spiked hula hoop (1d4 hp damage, no strength or precision bonus to damage,
grants ability to make whirlwind attacks)
too-big sword of anime (as greatsword, +4 equipment bonus to intimidate)
--
\^\ // ***@bin.sh (CARRIER LOST) <http://www.bin.sh/>
\ // - - - - - - - - - - - - - - - - - - - - - - -
// \ X-Windows: More than enough rope
// \_\ -- Dude from DPAK
Argentium Helm
2005-08-12 04:08:52 UTC
Permalink
Post by drow
shield-on-a-stick (shield bashing with reach)
LOL!
Post by drow
spiked hula hoop (1d4 hp damage, no strength or precision bonus to damage,
grants ability to make whirlwind attacks)
Hey, this one's *really* cool. There should also be some sort of
effect on AoOs, both those given and received, and anyone entering the
"hula-ing" character's space would risk damage (e.g. from attempting to
grapple).
--
Argentium Helm
Tetsubo
2005-08-11 21:44:29 UTC
Permalink
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
They can be normal weapons with unusual characteristics (e.g., a flint
knife), or they can be totally bizarre weapons in their own right
(porcupine quills?). They could be odd by their context (a human
specializing in the dwarven urgosh) or ordinary items not meant for
combat (a xbow bolt used for melee, perhaps, or a scalpel out of a
healing kit).
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Bladed Boomerang.
Combat Cleaver.
Combat Crowbar.
Dwarven Combat Spade.
Dragon Tooth Pick.
Spiked Throwing Hammer (as in the Olympic style throwing hammer).
Orc Gutblade (based on an agricultural tool).
Dwarven Tunnel Blade.
Hurlbat (actual European throwing weapon).
War Goad.
Orc Bladed Bow.
Dwarven Battle Pick (bladed).
Combat Shears.
Halfling Throwing "Hand".
Shark Tooth Club.
Riflestock War Club.
Combat Wrench.
Gnomish War Pepper Mill.
Dwarven All-thing (double weapon that has Blunt, Piercing and
Slashing elements).
Double Glaive.
Double Halberd.
Double Scythe.
Double Scimitar.
Double Monkey Paw Staff.
Wizard's Combat Staff (tool/weapon design for Mages).
Warhook (based off od a bushhook).
Dwarven Tunnel Spear (all metal design).
Elven Nagamaki.
Githyanki Katana.
Halfling Ankle Sword.
Elven Boarding Axe.
Dwarven Pipe Axe (peace pipe design).
Axe of Sorrow (multi-pointed axe based on a Native American design).
Modular Maul Weapon System.

Contact me if you would like to see illustrations of any of these
designs.
--
Tetsubo
My page: http://home.comcast.net/~tetsubo/
--------------------------------------
If fifty million people say a foolish thing, it is still a foolish thing.
-- Anatole France
Justisaur
2005-08-12 16:29:22 UTC
Permalink
Post by Tetsubo
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
They can be normal weapons with unusual characteristics (e.g., a flint
knife), or they can be totally bizarre weapons in their own right
(porcupine quills?). They could be odd by their context (a human
specializing in the dwarven urgosh) or ordinary items not meant for
combat (a xbow bolt used for melee, perhaps, or a scalpel out of a
healing kit).
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Combat Cleaver.
A cleaver makes a pretty good weapon anyway. I'd probably just stat it
as a hand axe though.
Post by Tetsubo
Combat Crowbar.
Some bonus to sundering armor?
Post by Tetsubo
Dwarven Combat Spade.
Ooh! I love beating up zombies with a shovel in Fistfull of Boomstick.
Poping thier heads off with the underhand swing is fun!
Post by Tetsubo
Dragon Tooth Pick.
Interesting idea. I've had people use dragon teeth as daggers or
swords before.
Post by Tetsubo
Orc Gutblade (based on an agricultural tool).
Dwarven Tunnel Blade.
Hurlbat (actual European throwing weapon).
War Goad.
Orc Bladed Bow.
Not sure what any of these would be
Post by Tetsubo
Combat Shears.
Probably terribly unwieldy, but I think "Devil May Cry"
Post by Tetsubo
Halfling Throwing "Hand".
Eh what?
Post by Tetsubo
Shark Tooth Club.
Riflestock War Club.
Combat Wrench.
Another good tool, probably just stated as a mace, although you could
concievably disarm better with it.
Post by Tetsubo
Gnomish War Pepper Mill.
LOL! That might actually be effective, make it like a morning star on
the bottom and sprinkle pepper on your enemies at the same time. Of
course like most Techno-Gnome inventions it could easily backfire,
getting pepper in your own eyes, and making you sneeze a lot.
Post by Tetsubo
Dwarven All-thing (double weapon that has Blunt, Piercing and
Slashing elements).
Morning Star on one end, Halberd head on the other?
Post by Tetsubo
Halfling Ankle Sword.
Elven Boarding Axe.
Dwarven Pipe Axe (peace pipe design).
Axe of Sorrow (multi-pointed axe based on a Native American design).
Modular Maul Weapon System.
Er, what again on all of these.
Post by Tetsubo
Contact me if you would like to see illustrations of any of these
designs.
That would be cool.

- Justisaur
Jasin Zujovic
2005-08-12 17:34:18 UTC
Permalink
Post by Justisaur
Post by Tetsubo
Dragon Tooth Pick.
Interesting idea. I've had people use dragon teeth as daggers or
swords before.
But is it a dragontooth pick or a dragon toothpick? Both could
concievably be weapons...
Post by Justisaur
Post by Tetsubo
Contact me if you would like to see illustrations of any of these
designs.
That would be cool.
I second that.
--
Jasin Zujovic
***@inet.hr
Tetsubo
2005-08-13 00:51:27 UTC
Permalink
Post by Jasin Zujovic
Post by Justisaur
Post by Tetsubo
Dragon Tooth Pick.
Interesting idea. I've had people use dragon teeth as daggers or
swords before.
But is it a dragontooth pick or a dragon toothpick? Both could
concievably be weapons...
A pick made from a dragon tooth. :)
Post by Jasin Zujovic
Post by Justisaur
Post by Tetsubo
Contact me if you would like to see illustrations of any of these
designs.
That would be cool.
I second that.
--
Tetsubo
My page: http://home.comcast.net/~tetsubo/
--------------------------------------
If fifty million people say a foolish thing, it is still a foolish thing.
-- Anatole France
Tetsubo
2005-08-12 17:36:29 UTC
Permalink
Post by Justisaur
Post by Tetsubo
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
They can be normal weapons with unusual characteristics (e.g., a flint
knife), or they can be totally bizarre weapons in their own right
(porcupine quills?). They could be odd by their context (a human
specializing in the dwarven urgosh) or ordinary items not meant for
combat (a xbow bolt used for melee, perhaps, or a scalpel out of a
healing kit).
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Combat Cleaver.
A cleaver makes a pretty good weapon anyway. I'd probably just stat it
as a hand axe though.
I drew it for a player that had a rogue that had a signature cleaver
as a weapon.
Post by Justisaur
Post by Tetsubo
Combat Crowbar.
Some bonus to sundering armor?
A tool that could double as a weapon. Again drawn for a player of a
rogue.
Post by Justisaur
Post by Tetsubo
Dwarven Combat Spade.
Ooh! I love beating up zombies with a shovel in Fistfull of Boomstick.
Poping thier heads off with the underhand swing is fun!
Post by Tetsubo
Dragon Tooth Pick.
Interesting idea. I've had people use dragon teeth as daggers or
swords before.
Post by Tetsubo
Orc Gutblade (based on an agricultural tool).
Large bladed two-handed weapon with a nasty, signature hook on one
side.
Post by Justisaur
Post by Tetsubo
Dwarven Tunnel Blade.
Think of a double bitted axe that you slip your arm into.
Essentially you become the weapons shaft.
Post by Justisaur
Post by Tetsubo
Hurlbat (actual European throwing weapon).
A throwing weapon designed so that any way you throw it, at least
one point hits.
Post by Justisaur
Post by Tetsubo
War Goad.
Based on an elephant goad.
Post by Justisaur
Post by Tetsubo
Orc Bladed Bow.
Bow with bladed tips and a hand guard.
Post by Justisaur
Not sure what any of these would be
Post by Tetsubo
Combat Shears.
Probably terribly unwieldy, but I think "Devil May Cry"
I don't know the reference. But it is a set of large pincing shears
that is mostly used to intimidate.
Post by Justisaur
Post by Tetsubo
Halfling Throwing "Hand".
Eh what?
Think of a very large five-pointed shurikin. The five points give it
the "hand" appearance.
Post by Justisaur
Post by Tetsubo
Shark Tooth Club.
Riflestock War Club.
Combat Wrench.
Another good tool, probably just stated as a mace, although you could
concievably disarm better with it.
The sort of thing carried by an artificer.
Post by Justisaur
Post by Tetsubo
Gnomish War Pepper Mill.
LOL! That might actually be effective, make it like a morning star on
the bottom and sprinkle pepper on your enemies at the same time. Of
course like most Techno-Gnome inventions it could easily backfire,
getting pepper in your own eyes, and making you sneeze a lot.
Yep. Drawn for a player with a Gnome adventurer character.
Post by Justisaur
Post by Tetsubo
Dwarven All-thing (double weapon that has Blunt, Piercing and
Slashing elements).
Morning Star on one end, Halberd head on the other?
Spear point on one end, weighted Axe on the other.
Post by Justisaur
Post by Tetsubo
Halfling Ankle Sword.
A curved two-handed Small weapon designed to hamstring Large foes.
Post by Justisaur
Post by Tetsubo
Elven Boarding Axe.
Boarding axe with a decidedly Elven flair.
Post by Justisaur
Post by Tetsubo
Dwarven Pipe Axe (peace pipe design).
An axe with a pipe built into it that has that Dwarven look.
Post by Justisaur
Post by Tetsubo
Axe of Sorrow (multi-pointed axe based on a Native American design).
This one you have to see... :)
Post by Justisaur
Post by Tetsubo
Modular Maul Weapon System.
A Maul that has multiple, replaceable striking heads. One for
attacking unarmoured foes, one for armour penetration and one for
general labor.
Post by Justisaur
Er, what again on all of these.
Post by Tetsubo
Contact me if you would like to see illustrations of any of these
designs.
That would be cool.
- Justisaur
Feel free to email me. I could throw together a zipped file if you
have a decent connection. Or send individual files if you desire.
--
Tetsubo
My page: http://home.comcast.net/~tetsubo/
--------------------------------------
If fifty million people say a foolish thing, it is still a foolish thing.
-- Anatole France
Keith Davies
2005-08-12 23:45:29 UTC
Permalink
Post by Justisaur
Post by Tetsubo
Dwarven Combat Spade.
Ooh! I love beating up zombies with a shovel in Fistfull of Boomstick.
Poping thier heads off with the underhand swing is fun!
Entrenching tools make really vicious weapons in close fighting. There
are certainly better, but you can do a lot of damage with one, quickly,
if you know how.
Post by Justisaur
Post by Tetsubo
Combat Wrench.
Another good tool, probably just stated as a mace, although you could
concievably disarm better with it.
I don't see why. While it may have prongs on the end (used to hold the
nut or bolt) they wouldn't be terribly practical to try to trap a weapon
with. I'd go with club, or maybe mace. It'd take a damn big wrench to
be used as a mace, though -- the mass distribution is closer to that of
a club.


Keith
--
Keith Davies "Trying to sway him from his current kook-
***@kjdavies.org rant with facts is like trying to create
***@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Madkaugh
2005-08-11 23:05:19 UTC
Permalink
Post by s***@hotmail.com
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Juggler's Clubs
Hard Leather Ball
Oar
Holy Water Super Soaker
Acid Super Soaker


MadKaugh
decalod85
2005-08-12 01:23:21 UTC
Permalink
How about a long, hollow stick, with a small net on one end,
and a drawstring on other that can be used to draw the net
tight.

Globes of alchemists fire, holy water, or acid could be placed
in the net.

Upon hitting an opponent with a melee touch attack, the attacker
delivers fire, holy water or acid damage.

Perhaps the net is made out of steel (like chain mail) so it
is more durable.

It takes a full round action to reload the net.
Peter Meilinger
2005-08-12 13:22:45 UTC
Permalink
Two come to mind.

In the Brian Daley novel The Doomfarers of Coramonde, a very minor
character fancies himself something of a duellist. He fights with
two swords, and has had them custom made so they fit in a single
scabbard. One side of each hilt is flattened so they can fit
together. Impractical, I'm sure, but he wasn't the most practical
character in the world anyway.

Doomfarers also had a couple of cool magical swords. The less
flashy one is the one I preferred. Called Bar or Neverdull,
I believe, it's only real enchantment was durability - it
wouldn't break or dull, and that was pretty much it. It had
something of a reputation because its wielders tended to
do very brave things without receiving much acclaim.

My other example comes from my pal Bill Svitavsky. He told
me about an old AD&D game in which a barbarian or fighter
character kept getting chained up in various dungeons. Having
an 18/00 strength, he invariably broke the chains. Then he
always had to beat a bunch of guards to death with the
remnants of the chains around his wrists before he could
find his gear. This got to be so common that eventually he
just gave in and took Weapon Proficiency - Manacles.

Pete
Sea Wasp
2005-08-12 21:32:49 UTC
Permalink
Post by Peter Meilinger
Two come to mind.
In the Brian Daley novel The Doomfarers of Coramonde, a very minor
character fancies himself something of a duellist. He fights with
two swords, and has had them custom made so they fit in a single
scabbard. One side of each hilt is flattened so they can fit
together. Impractical, I'm sure, but he wasn't the most practical
character in the world anyway.
Doomfarers also had a couple of cool magical swords. The less
flashy one is the one I preferred. Called Bar or Neverdull,
I believe, it's only real enchantment was durability - it
wouldn't break or dull, and that was pretty much it. It had
something of a reputation because its wielders tended to
do very brave things without receiving much acclaim.
Not quite. Bar or "Never Blunted", wasn't just durable, it was
supernaturally sharp. It cut through heavy armor like cheese. Bar was
a Sword of Sharpness.

I love that series. It also featured the Lord of the Just and Sudden
Reach, "Reacher", who fought with cestus and clawed glove, the mystic
gem Calundronius, which negated magic in its vicinity, the flaming
sword Flarecore, AKA Blazetongue, and a battle between a
fire-breathing dragon and a Vietnam-era Armored Personnel Carrier.

One of my characters used to use the Anai-K'ota, a stafflike weapon
with two crescent-shaped blades (one on each end) which could break
apart at the ends to be a sort of entangling bladed staff.
--
Sea Wasp
/^\
;;;
Live Journal: http://www.livejournal.com/users/seawasp/
Peter Meilinger
2005-08-13 14:43:07 UTC
Permalink
Post by Sea Wasp
Post by Peter Meilinger
Doomfarers also had a couple of cool magical swords. The less
flashy one is the one I preferred. Called Bar or Neverdull,
I believe, it's only real enchantment was durability - it
wouldn't break or dull, and that was pretty much it. It had
something of a reputation because its wielders tended to
do very brave things without receiving much acclaim.
Not quite. Bar or "Never Blunted", wasn't just durable, it was
supernaturally sharp. It cut through heavy armor like cheese. Bar was
a Sword of Sharpness.
You're right that it was super sharp, but was it a true Sword
of Sharpness? I thought the SoS gave wounds that couldn't heal?
If I'm remembering correctly, the evil wizard in Doomfarers had
a sword like that. Someone did, anyway. I remember the race to
the magical healing spring or some such.

Clearly, it's been too long since I read the books.

Pete
Sea Wasp
2005-08-13 21:20:22 UTC
Permalink
Post by Peter Meilinger
Post by Sea Wasp
Post by Peter Meilinger
Doomfarers also had a couple of cool magical swords. The less
flashy one is the one I preferred. Called Bar or Neverdull,
I believe, it's only real enchantment was durability - it
wouldn't break or dull, and that was pretty much it. It had
something of a reputation because its wielders tended to
do very brave things without receiving much acclaim.
Not quite. Bar or "Never Blunted", wasn't just durable, it was
supernaturally sharp. It cut through heavy armor like cheese. Bar was
a Sword of Sharpness.
You're right that it was super sharp, but was it a true Sword
of Sharpness? I thought the SoS gave wounds that couldn't heal?
We never got a chance to see if they would heal. You could call it a
Vorpal Blade, then. It cut heads, legs, and bodies easily.
Post by Peter Meilinger
If I'm remembering correctly, the evil wizard in Doomfarers had
a sword like that. Someone did, anyway. I remember the race to
the magical healing spring or some such.
Yardiff Bey's sword Dirge, unmaker of many things including Acre-Fin
and Evergray.
--
Sea Wasp
/^\
;;;
Live Journal: http://www.livejournal.com/users/seawasp/
Madkaugh
2005-08-12 16:23:45 UTC
Permalink
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
They can be normal weapons with unusual characteristics (e.g., a flint
knife), or they can be totally bizarre weapons in their own right
(porcupine quills?). They could be odd by their context (a human
specializing in the dwarven urgosh) or ordinary items not meant for
combat (a xbow bolt used for melee, perhaps, or a scalpel out of a
healing kit).
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Jade:

http://www.gemstone.org/gem-by-gem/english/jade.html

http://www.travelchinaguide.com/intro/arts/jade.htm

hardness 6.5-7

Not an ideal weapon material, but it has been used and is distinctive.
Performance should be like flint, but a bit better.

In order of suitability:

obsidian (glass) - not crystaline - brittle

flint (or agate) - cryptocrystaline (interlocked microcrystaline) -
tough, for a rock

jade - two minerals, one cryptocrystaline, one with fiberous,
intertwined crystals - very tough, for a rock

None of these will hold up as well as bronze, iron, or steel over time;
mainly because the metals can be sharpened in the field.


MadKaugh
Madkaugh
2005-08-12 17:42:10 UTC
Permalink
Post by Madkaugh
obsidian (glass) - not crystaline - brittle
flint (or agate) - cryptocrystaline (interlocked microcrystaline) -
tough, for a rock
jade - two minerals, one cryptocrystaline, one with fiberous,
intertwined crystals - very tough, for a rock
None of these will hold up as well as bronze, iron, or steel over time;
mainly because the metals can be sharpened in the field.
MadKaugh
Sorry, I realized that I got that order of suitability backwards.

Add to that, jade is scarce enough to be considered a gemstone. A jade
weapon should be valuable in it's own right.

Flint is fairly common, and is found worldwide. Characters may have a
piece for starting fires. The working characteristics are good, too,
once you have the technique - the rapid one is a strike and cleave,
like gem cutting. Flint nodules should have good trade value to
flint-based economies.

Obsidian is scarcer than flint, tends to be volcanic. Glass is neither
plentiful nor cheap in real-world medieval times.


MadKaugh
tussock
2005-08-16 09:05:53 UTC
Permalink
Post by Madkaugh
obsidian (glass) - not crystaline - brittle
Bound onto wood wasn't it, same principle as the shark-tooth
swords? Very difficult method of making a slashing weapon in the absence
of metallurgical knowledge.
Post by Madkaugh
flint (or agate) - cryptocrystaline (interlocked microcrystaline) -
tough, for a rock
Very sharp too, for anything. IIRC, flint arrowheads penetrate
slightly better than steel ones, they're just a trickier to make. It's
main problem is in being unsuitable for anything longer than a short
knife or small axehead.
Post by Madkaugh
jade - two minerals, one cryptocrystaline, one with fiberous,
intertwined crystals - very tough, for a rock
Makes for an effective, say, light mace equivilent. Supports
decorative shaping and can even support weapon-catching grooves.
Takes forever to work it into shape without modern tools.
Post by Madkaugh
None of these will hold up as well as bronze, iron, or steel over time;
mainly because the metals can be sharpened in the field.
Early metal weapons were just clubs that could cut on the first
hit. All of the materials noted are probably better, but very expensive
in comparison (even without the rarity value of the Jade) and all pretty
easy to break and imossible to repair.
--
tussock

Aspie at work, sorry in advance.
Rupert Boleyn
2005-08-16 12:07:14 UTC
Permalink
Post by tussock
Post by Madkaugh
obsidian (glass) - not crystaline - brittle
Bound onto wood wasn't it, same principle as the shark-tooth
swords? Very difficult method of making a slashing weapon in the absence
of metallurgical knowledge.
Post by Madkaugh
flint (or agate) - cryptocrystaline (interlocked microcrystaline) -
tough, for a rock
Very sharp too, for anything. IIRC, flint arrowheads penetrate
slightly better than steel ones, they're just a trickier to make. It's
main problem is in being unsuitable for anything longer than a short
knife or small axehead.
It's somewhat brittle, too - thus arrows penetrate softish things well
(like flesh, leather, or cloth), but not plate.
Post by tussock
Makes for an effective, say, light mace equivilent. Supports
decorative shaping and can even support weapon-catching grooves.
Takes forever to work it into shape without modern tools.
Makes very nice axes and adzes, too.
Post by tussock
Early metal weapons were just clubs that could cut on the first
hit. All of the materials noted are probably better, but very expensive
in comparison (even without the rarity value of the Jade) and all pretty
easy to break and imossible to repair.
Bronze makes very good shortswords (that actually aren't that short),
and despite all that crap that's often spouted they'll stay sharp
quite nicely. Bronze is better than most wrought iron, and definately
better than the contemporary iron (and that applies for just about
every use, too). The down side is that it's expensive and iron, once
you know the secret of extracting it, is cheap.
--
Rupert Boleyn <***@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
Keith Davies
2005-08-16 20:56:53 UTC
Permalink
Post by Rupert Boleyn
Post by tussock
Early metal weapons were just clubs that could cut on the first
hit. All of the materials noted are probably better, but very expensive
in comparison (even without the rarity value of the Jade) and all pretty
easy to break and imossible to repair.
Bronze makes very good shortswords (that actually aren't that short),
and despite all that crap that's often spouted they'll stay sharp
quite nicely. Bronze is better than most wrought iron, and definately
better than the contemporary iron (and that applies for just about
every use, too). The down side is that it's expensive and iron, once
you know the secret of extracting it, is cheap.
Also, IIRC, bronze is harder to fix. Easier to work and form, and I've
read that it can take a better edge than (some alloys of) steel, but
I've read that if it breaks or even bends too much it's hard to get back
to fighting shape. Iron and steel are *tough* and stand up to abuse
better, and are more easily repaired.


Keith
--
Keith Davies "Trying to sway him from his current kook-
***@kjdavies.org rant with facts is like trying to create
***@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Rupert Boleyn
2005-08-16 21:11:12 UTC
Permalink
On Tue, 16 Aug 2005 20:56:53 GMT, Keith Davies
Post by Keith Davies
Also, IIRC, bronze is harder to fix. Easier to work and form, and I've
read that it can take a better edge than (some alloys of) steel, but
I've read that if it breaks or even bends too much it's hard to get back
to fighting shape. Iron and steel are *tough* and stand up to abuse
better, and are more easily repaired.
This is all true of good steel. Low grade steel or iron can
theoretically be banged back into shape after it's been bent, but the
inclusions and other flaws mean it'll get weaker quickly. Besides,
broken bronze objects can be readily recast into a whole new object,
which you can't do with iron until the renaissance or later.

Besides, you can make broze/brass that's tough rather than hard, but
there's not much point for weapons and armour - hard is definately
better.
--
Rupert Boleyn <***@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
Keith Davies
2005-08-16 20:53:40 UTC
Permalink
Post by tussock
Post by Madkaugh
obsidian (glass) - not crystaline - brittle
Bound onto wood wasn't it, same principle as the shark-tooth
swords? Very difficult method of making a slashing weapon in the absence
of metallurgical knowledge.
Post by Madkaugh
flint (or agate) - cryptocrystaline (interlocked microcrystaline) -
tough, for a rock
Very sharp too, for anything. IIRC, flint arrowheads penetrate
slightly better than steel ones, they're just a trickier to make. It's
main problem is in being unsuitable for anything longer than a short
knife or small axehead.
They also break much more easily -- steel points are tougher. Not
sharper -- obsidian or flint can take much sharper points, but they're
relatively fragile.


Keith
--
Keith Davies "Trying to sway him from his current kook-
***@kjdavies.org rant with facts is like trying to create
***@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Madkaugh
2005-08-12 17:21:25 UTC
Permalink
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Having just watched "Merlin" last night; "The Singing Sword"

The "Singing" refers to a distinctive twang, but D&D being what it is;

The Singing Sword that sings:

"Achy, Breaky Heart" ... heart seeking

"Sesame Street" ... +1 to knowledge, local navigation

... off key, always. -4 to friend and foe concentration checks

... like Slim Whitman. Make fortitude save or stun one round. Martian
heads explode.

"Indiana Jones Theme" ... +1 luck bonus, all saves.


MadKaugh
Jerry Chesko
2005-08-13 15:37:42 UTC
Permalink
Post by Madkaugh
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Having just watched "Merlin" last night; "The Singing Sword"
The "Singing" refers to a distinctive twang, but D&D being what it is;
"Achy, Breaky Heart" ... heart seeking
"Sesame Street" ... +1 to knowledge, local navigation
... off key, always. -4 to friend and foe concentration checks
... like Slim Whitman. Make fortitude save or stun one round. Martian
heads explode.
"Indiana Jones Theme" ... +1 luck bonus, all saves.
Adding to this one:

"Imperial March" from Star Wars, Good-aligned creatures are at -3 to morale
checks

"Jaws Theme" Activates in or near bodies of salt water, acts as the spell
'Fear'

"ET Theme" On a random encounter check (D% 90-100) an outsider teleports to
eat all of your Reeeeses Pieeeces and skitter off to pound the beer in the
fridge, also grants a telepathic/empathic link to wielder.

"Star Trek Theme", referencing TV series in either case
Effect only happens if wielded by the party leader, as a cursed item
(Shatner Version) Causes a personaity shift in the party leader resulting in
all negotiation senarios becoming a 'Let God sort 'em out' shoot out, also
causes the leader to hate heavily wrinkled foreheads
(Stewart Version) Personality shift makes party leader talk all adversaries
to death, also has a facination for ordering his/her tea "Tea, Earl Grey,
Hot"

-==-
Jerry Chesko
Madkaugh
2005-08-15 16:09:00 UTC
Permalink
Post by Jerry Chesko
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons ... invite you to let your imaginations run wild.
"Imperial March" from Star Wars, Good-aligned creatures are at -3 to morale
checks
Maybe Chaotic-aligned creatures are at -3; Imperial implies lawful, not
evil.
Post by Jerry Chesko
"Jaws Theme" Activates in or near bodies of salt water, acts as the spell
'Fear'
How about "Jaws Theme" plays whenever a single large monster is
approaching the wielder?


MadKaugh
Jeremiah
2005-08-12 19:56:21 UTC
Permalink
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
They can be normal weapons with unusual characteristics (e.g., a flint
knife), or they can be totally bizarre weapons in their own right
(porcupine quills?). They could be odd by their context (a human
specializing in the dwarven urgosh) or ordinary items not meant for
combat (a xbow bolt used for melee, perhaps, or a scalpel out of a
healing kit).
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
In one of the games I a war wizard had a staff wich had three
hidden blades pop out at will on each end.
In Sigil a thrikreen war engineer designed many unique war machines
such as a huge sidwinding catapault wich send a large flying blade of
strange metal/crystal to sweep above the ground a large area, it could
be propelled to throw blades which sweep in a curve .
In a goblin campain there is a class of weapons called stigimata
wich was a real nasty object to be stabbed by with multiple points and
barbs projecting out in a nasty looking way the weapon was generally
left in the wound after use causing additional damage per round or if
removed uncarefully. The blades were often poisoned,contaminated and
sometimes mounted on shafts for spears and javelines, one goblin
attached one to his helmet,to disasterous effect as he was stuck in a
most nasty creature . and seriously beaten the tar out of though he did
cause his damage per round, and stop the creature from attacking the
rest of the party for valuable rounds.
A 2 handed weapon that giants coud weild was a tree with sharpend
roots forming a large area of point pointing outwards in a fan like
area. they are used against them creatures who get -4 ac against giants
these weapons would cut the penalty in half as they attack a general
area and where used to skewer and trap the quick little fellows and
could sometimes attack more than one at a time.
jEr
Madkaugh
2005-08-12 20:59:13 UTC
Permalink
Post by s***@hotmail.com
Signature weapons
Ghost Blade - ethereal blade - appears to be only a hilt.

Cattle Prod - powered by "Spark" level zero spell, unlimited pokes.

Suction Cup Arrows of Annoyance. - counts as a taunt or goad.


Word Eater Silence Blade - Sucks the very sound out of the air. Can
repeat back (once) every sound that was absorbed. No control,
everything is repeated. Can prevent a spell by absorbing the
incantation, but the incantation is stored in the blade, and if
repeated by the blade, will be cast (if it was originally completed).
... or might be cast, depending on other sounds absorbed.


Darkblade, the Light Sucker - Sucks the light out of a very small area.
Not enough to hide; in fact the effect is noticeable and disconcerting.

-2 to hide, unless in shadow or better, but anyone spotting rolls a
will or discipline save (not int) to avoid one round of confusion. Any
spotter currently vulnerable to a concentration check is forced to make
one as well.

The appearance of the Darkblade is a very dark bladeshaped blackness,
surrounded by an aura of dimming. The hilt is normal. Does +1 cold
damage.


You could do the Zorro thing and use a called shot to carve your
initial. Technically, three called shots for the "Z", but DM mercy
could allow one called shot, since there is no bonus to the carver.

How about five called shots to sign your name,
and with a low IQ ...
"Damn, mispelled it!, gotta do it over,"
"Damn, mispelled it!, gotta do it over,"
"Damn, mispelled it!, gotta do it over,"
"Damn, mispelled it!, gotta do it over,"
"Damn, mispelled it!, gotta do it over," ...
<opponent, pulls out dagger> "Never mind;
just tell me what you want it to say. ..."


Can of Mace - Gnomish invention, sprays lead pellets for 1d6 blugeoning
damage, one shot.


A box with a crank - when the crank is turned, a short tune plays, then
a mailed fist pops out on a spring. The device can be reloaded by
compessing the spring and shutting the lid.


Hickory nuts as sling bullets - 1d2 damage for medium creature, 1d1 = 1
for halfling or gnome; (-2 from lead bullet, -1 from stone). If you've
ever seen these, they are the right size and shape, but a bit
lightweight (not too), easy to harvest. They can dent a car roof just
from falling; I've had it happen. Not a big dent, but noticeable. It
seems very halfling to use these; I'd give them 1d2 damage, slung or
thrown.


Gnomish Vacuum Cleaner (cranked or pedaled) - effective against air
elementals. Traps small ones; large ones can get pulled in and try to
destroy from inside, or can fight and may get pieces torn off.


The Sponge - literally, a sponge - vampiric against water elementals -
wielder does not gain, but target looses material to the sponge - hence
health, levels. Quickly saturates and does no furthur damage, unless
wrung out.


Gnomish Fire Extinguisher - effective against fire elementals -
effectiveness varies by fire damping mechanism vs source of elemental's
heat.


Rust Whip - made by an arcane method of preserving rust monster
antennae (arcane, because the function is preserved) and then
fashioning them onto the end of a whip. Wielder hass liability for
destruction of property in civilised settings.


The Shield of the Basilisk's Eye - a basilisk's eye is preserved by an
arcane method (arcane, because the function is preserved) and then is
incorporated into the graphic design of the shield. The function of the
eye can be destroyed by destroying the eye. Wielder has liability for
loss of life and propery (livestock) in civilized settings. Any sane
culture will prohibit it's open display. Spot bonus +1 for the wielder.


The Shield of the Dragon's Eye - a dragon's eye is preserved by an
arcane method (arcane, because the function is preserved) and then is
incorporated into the graphic design of the shield. The eye has no
damage function, but it is rather disconcerting. Anyone spotting the
moving eye for the first time rolls a will or discipline save to avoid
one round of confusion, and then if the spotter is currently vulnerable
to a concentration check he or she is forced to make one as well.
Thereafter, any time the eye focuses on the spotter, the check must be
repeated. No effect on creatures immune to fear. -1 charisma dealing
with nominally friendly dragons, -2 dealing with nominally hostile
dragons, -4 dealing with dragons of the same species as the eye, but +2
to taunt and goad any dragon. Good luck with that. Spot bonus +2 for
the wielder. (Dragons are alert and intelligent) Can keep watch and
alert the owner, but if not commanded to do so, there is chance (50%)
it woll sleep.


The Shield of a Thousand Eyes - many eyes are preserved by an arcane
method (arcane, because the function is preserved) and then is
incorporated into the graphic design of the shield - many is one or two
dozen, not nearly a thousand - chalk it up to marketing hype. Anyone
spotting the shield for the first time rolls a will or discipline save
to avoid being confused, and then if the spotter is currently
vulnerable to a concentration check he or she is forced to make one as
well. If confused, the confused creature rolls the same check each
round to break the confusion. If the concentration check is blown, the
concentration check is made again each round until it succeeds, or the
activity requiring the concentration check can be dropped. The Shield
of a Thousand Eyes will only be disconcerting to a creature the first
time it sees it; on a subsequent encounter, it will no longer affect a
creature that has previously spotted it. Spot bonus +4 for the wielder.
Can keep watch and alert the owner. Sometimes seen hanging in a tavern
near the till. Each is a unique design, and having spotted one will not
help with the next. (game mechanics would get ugly)


The Round Yellow Shield with the Smiley Face
The Round Blue Furry Shield with Cookie Monster's Face
The Round Shield Covered with Pink Flamingo Feathers
and a Flamingo's Beak Sticking out of it
The Round Shield of the Furious White Pullet
The Round Shield ot the Angry Duck
- normal shields, but opponents must make will or discipline check or
snicker uncontrollably for one round.


Mosaic Shield - Wooden shield covered in thin tiles and or stone,
graphic is mosaic rather than painted. +1 against fire. Weight x 150%.


Magnetic Shield - Any steel weapon that strikes the shield sticks to
it; the wielder of the weapon must make a DC 10 Str check to free the
weapon. The shield wielder has no similar penalty, but weapons
abandoned on the shield add to his or her encumberance.


White Bunny Ear Jammies - AC 0; opponents must make will or discipline
check or snicker uncontrollably for 1d4 rounds. Listening + 2.


Gnomish Paintball Gun

Garden Weasel Pole Arm

Feather Masks - goggle slot
Owl - low light vision
Hawk - +2 to spot
Parrot - +2 to diplomacy
Raven - +2 to hide in shadows


MadKaugh
Auric__
2005-08-12 21:38:42 UTC
Permalink
Post by Madkaugh
Can of Mace - Gnomish invention, sprays lead pellets for 1d6 blugeoning
damage, one shot.
Why not just have it spray a literal mace? <g>
[squirt] >>THUNK<< "ow!"
Post by Madkaugh
The Sponge - literally, a sponge - vampiric against water elementals -
wielder does not gain, but target looses material to the sponge - hence
health, levels. Quickly saturates and does no furthur damage, unless
wrung out.
If wrung out, it should create a new, tiny water elemental (with however
many HP it sucked up from the original elemental) - not necessarily
under anybody's control.
Post by Madkaugh
The Round Blue Furry Shield with Cookie Monster's Face
I like the concept of a Cookie Monster Shield, complete with googly
eyes. For optimal effect, it should have a permanent magic mouth cast on
it, and every time it takes a hit, it should shout "ME WANT COOKIE!"
Post by Madkaugh
Magnetic Shield - Any steel weapon that strikes the shield sticks to
it; the wielder of the weapon must make a DC 10 Str check to free the
weapon. The shield wielder has no similar penalty, but weapons
abandoned on the shield add to his or her encumberance.
Eh... I'd have to call that magic; magnetism is non-directional.
Post by Madkaugh
Feather Masks - goggle slot
Owl - low light vision
Hawk - +2 to spot
I like those two...
Post by Madkaugh
Parrot - +2 to diplomacy
Raven - +2 to hide in shadows
...but not so much those two.
--
auric dot auric at gmail dot com
*****
If my grandmother had wheels, she'd be a streetcar.
Madkaugh
2005-08-12 23:14:15 UTC
Permalink
Post by Auric__
Post by Madkaugh
Can of Mace - Gnomish invention, sprays lead pellets for 1d6 blugeoning
damage, one shot.
Why not just have it spray a literal mace? <g>
[squirt] >>THUNK<< "ow!"
Personal preference.
Post by Auric__
Post by Madkaugh
The Sponge - literally, a sponge - vampiric against water elementals -
wielder does not gain, but target looses material to the sponge - hence
health, levels. Quickly saturates and does no furthur damage, unless
wrung out.
If wrung out, it should create a new, tiny water elemental (with however
many HP it sucked up from the original elemental) - not necessarily
under anybody's control.
That's cool. I like the idea of an tiny water elemental following a
character around saying, "Mommy!"
Post by Auric__
Post by Madkaugh
Magnetic Shield - Any steel weapon that strikes the shield sticks to
it; the wielder of the weapon must make a DC 10 Str check to free the
weapon. The shield wielder has no similar penalty, but weapons
abandoned on the shield add to his or her encumberance.
Eh... I'd have to call that magic; magnetism is non-directional.
Well, it is a fantasy setting. For a real world counterpart, get a
bazillion small diameter magnets, and arrange them head/tail on a steel
sheet (not non-magnetic) in a rectangular grid. You will have a weak
set of small fields on the steel plate side, and a stronger set of
small fields on the bare side. If you use a plate even a quarter of an
inch thick, you probably won't be able to observe any field on the
plate side.

Magnetism is directional in the sense that it can be easily ducted
through materials that have an affinity for magnetism. Motors would not
work if this were not true. (You can build a motor with no iron (or
equivalent) cores, but it is not practical; the output torque and power
are too low.) Ditto power transformers.
Post by Auric__
Post by Madkaugh
Feather Masks - goggle slot
Owl - low light vision
Hawk - +2 to spot
I like those two...
Post by Madkaugh
Parrot - +2 to diplomacy
Raven - +2 to hide in shadows
...but not so much those two.
Nevermore.


MadKaugh
Auric__
2005-08-13 00:23:29 UTC
Permalink
Post by Madkaugh
Post by Auric__
Post by Madkaugh
The Sponge - literally, a sponge - vampiric against water elementals -
wielder does not gain, but target looses material to the sponge - hence
health, levels. Quickly saturates and does no furthur damage, unless
wrung out.
If wrung out, it should create a new, tiny water elemental (with however
many HP it sucked up from the original elemental) - not necessarily
under anybody's control.
That's cool. I like the idea of an tiny water elemental following a
character around saying, "Mommy!"
I hadn't thought of it *that* way, but yours is much funnier than mine.
<g>
Post by Madkaugh
Post by Auric__
Post by Madkaugh
Magnetic Shield - Any steel weapon that strikes the shield sticks to
it; the wielder of the weapon must make a DC 10 Str check to free the
weapon. The shield wielder has no similar penalty, but weapons
abandoned on the shield add to his or her encumberance.
Eh... I'd have to call that magic; magnetism is non-directional.
Well, it is a fantasy setting. For a real world counterpart, get a
bazillion small diameter magnets, and arrange them head/tail on a steel
sheet (not non-magnetic) in a rectangular grid. You will have a weak
set of small fields on the steel plate side, and a stronger set of
small fields on the bare side. If you use a plate even a quarter of an
inch thick, you probably won't be able to observe any field on the
plate side.
Magnetism is directional in the sense that it can be easily ducted
through materials that have an affinity for magnetism. Motors would not
work if this were not true. (You can build a motor with no iron (or
equivalent) cores, but it is not practical; the output torque and power
are too low.) Ditto power transformers.
Right; I hadn't thought it through.
--
auric dot auric at gmail dot com
*****
- I'm leaving.
- Not fast enough.
Justisaur
2005-08-13 00:02:39 UTC
Permalink
Post by Auric__
Post by Madkaugh
Can of Mace - Gnomish invention, sprays lead pellets for 1d6 blugeoning
damage, one shot.
Why not just have it spray a literal mace? <g>
[squirt] >>THUNK<< "ow!"
I like both these. I swear I've heard of the can of mace which flings
a mace when used before.

It reminds me of a favorite "artifact" I had back in 2e days. It was a
buzz mace. You threw it like a club, and it took off like a wire
guided rocket at whoever you targeted, had a firey explosion when it
hit (something like an extra 3d6 damage in 5'r), then returned. It did
have a drawback in that it made a very loud buzzing noise whenever you
used it, and you didn't really want to use it in hand to hand.

- Justisaur
Auric__
2005-08-13 00:24:12 UTC
Permalink
Post by Justisaur
Post by Auric__
Post by Madkaugh
Can of Mace - Gnomish invention, sprays lead pellets for 1d6 blugeoning
damage, one shot.
Why not just have it spray a literal mace? <g>
[squirt] >>THUNK<< "ow!"
I like both these. I swear I've heard of the can of mace which flings
a mace when used before.
I'd've been surprised if nobody else thought of it before.
--
auric dot auric at gmail dot com
*****
The First Myth of Management: It exists.
L***@gmx.de
2005-08-14 19:06:03 UTC
Permalink
Post by Auric__
Post by Justisaur
Post by Auric__
Post by Madkaugh
Can of Mace - Gnomish invention, sprays lead pellets for 1d6 blugeoning
damage, one shot.
Why not just have it spray a literal mace? <g>
[squirt] >>THUNK<< "ow!"
I like both these. I swear I've heard of the can of mace which flings
a mace when used before.
I'd've been surprised if nobody else thought of it before.
A german folk tale features a similar item named "Knüppel aus dem
Sack",
("Cudgel out of the Sack"). The name is the command phrase too; when
spoken the cudgel jumps out and beats the victim at which the
user points.

LL
Auric__
2005-08-14 19:46:50 UTC
Permalink
Post by L***@gmx.de
Post by Auric__
Post by Justisaur
Post by Auric__
Post by Madkaugh
Can of Mace - Gnomish invention, sprays lead pellets for 1d6 blugeoning
damage, one shot.
Why not just have it spray a literal mace? <g>
[squirt] >>THUNK<< "ow!"
I like both these. I swear I've heard of the can of mace which flings
a mace when used before.
I'd've been surprised if nobody else thought of it before.
A german folk tale features a similar item named "Knüppel aus dem
Sack",
("Cudgel out of the Sack"). The name is the command phrase too; when
spoken the cudgel jumps out and beats the victim at which the
user points.
I like that. <g>
--
auric dot auric at gmail dot com
*****
Before the internet, the village idiot would stay in his own village.
Madkaugh
2005-08-15 16:02:16 UTC
Permalink
Post by Madkaugh
Post by s***@hotmail.com
Signature weapons
Hickory nuts as sling bullets - 1d2 damage for medium creature, 1d1 = 1
for halfling or gnome; (-2 from lead bullet, -1 from stone). If you've
ever seen these, they are the right size and shape, but a bit
lightweight (not too), easy to harvest. They can dent a car roof just
from falling; I've had it happen. Not a big dent, but noticeable. It
seems very halfling to use these; I'd give them 1d2 damage, slung or
thrown.
IRL, these would make lousy sling loads. The nut as it falls is covered
with a hard husk; so far so good. But the end of the husk splits open
in an X pattern, and the four corners bend out a bit. The corners are
not at all balanced. A slung nut would spin, and a spinning nut would
curve. I've never tried these so I am guessing, but I WAG -1 per range
increment to hit. They can be thrown accurately at close range.
Post by Madkaugh
White Bunny Ear Jammies - AC 0; opponents must make will or discipline
check or snicker uncontrollably for 1d4 rounds. Listening + 2.
- 10 to intimidate. - 2 charisma otherwise. DM can rule that cuteness
is appropriate to the situation and eliminate the penalty or grant a +2
to charisma for the circumstances.


MadKaugh
D.J.
2005-08-13 16:02:44 UTC
Permalink
***@hotmail.com wrote:
] I'll keep this short and sweet.
]
] Signature weapons have always had a special place in my heart for me.
] Therefore, I am trying to think of odd, unusual weapons (or other
] items, if you have any ideas). And for this, I'd like to ask if you
] have any ideas.

A dagger that can cast a fireball with the push of a button on the
hilt. 5 charges, holder of the dagger can designate where the
fireball goes. And any class can use it. Has to be recharged by the
appropriate character class.

JimP.
--
http://www.linuxgazette.net/ Linux Gazette
http://crestar.drivein-jim.net/ July 23, 2005
http://www.drivein-jim.net/ July 31, 2005: Drive-In movie theatres
http://poetry.drivein-jim.net/ poetry blog March 12, 2005
Peter Meilinger
2005-08-13 18:17:24 UTC
Permalink
Post by D.J.
A dagger that can cast a fireball with the push of a button on the
hilt. 5 charges, holder of the dagger can designate where the
fireball goes. And any class can use it. Has to be recharged by the
appropriate character class.
I think it'd be more interesting if the fireball had no range.
Great for high level characters up against hordes of kobolds.

Pete
decalod85
2005-08-13 18:32:35 UTC
Permalink
Post by Peter Meilinger
Post by D.J.
A dagger that can cast a fireball with the push of a button on the
hilt. 5 charges, holder of the dagger can designate where the
fireball goes. And any class can use it. Has to be recharged by the
appropriate character class.
I think it'd be more interesting if the fireball had no range.
Great for high level characters up against hordes of kobolds.
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.

How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Auric__
2005-08-13 18:54:23 UTC
Permalink
Post by decalod85
Post by Peter Meilinger
Post by D.J.
A dagger that can cast a fireball with the push of a button on the
hilt. 5 charges, holder of the dagger can designate where the
fireball goes. And any class can use it. Has to be recharged by the
appropriate character class.
I think it'd be more interesting if the fireball had no range.
Great for high level characters up against hordes of kobolds.
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.
How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Small cumulative chance per shot - say 5% - of a "misfire" - the spell
affects the shooter instead of the target, or the spells fizzles, or
perhaps some semi-random effect.
--
auric dot auric at gmail dot com
*****
Behind every great man is an amazed mother-in-law.
Rick Pikul
2005-08-14 07:58:45 UTC
Permalink
Post by Auric__
Post by decalod85
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.
How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Small cumulative chance per shot - say 5% - of a "misfire" - the spell
affects the shooter instead of the target, or the spells fizzles, or
perhaps some semi-random effect.
Another limitation might be to limit the accuracy of the 'wandbow':

At a first blush, ranged touch for targeted spells, while AE spells
scatter.
--
Phoenix
Auric__
2005-08-14 17:44:09 UTC
Permalink
Post by Rick Pikul
Post by Auric__
Post by decalod85
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.
How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Small cumulative chance per shot - say 5% - of a "misfire" - the spell
affects the shooter instead of the target, or the spells fizzles, or
perhaps some semi-random effect.
At a first blush, ranged touch for targeted spells, while AE spells
scatter.
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
--
auric dot auric at gmail dot com
*****
You haven't done anything that could be called decent in your twenty-seven
years of life. What's going to be so magical about the next seven hours?
Keith Davies
2005-08-14 18:37:51 UTC
Permalink
Post by Auric__
Post by Rick Pikul
Post by Auric__
Post by decalod85
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.
How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Small cumulative chance per shot - say 5% - of a "misfire" - the
spell affects the shooter instead of the target, or the spells
fizzles, or perhaps some semi-random effect.
Another limitation might be to limit the accuracy of the
At a first blush, ranged touch for targeted spells, while AE
spells scatter.
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"

You could price such an item in a couple of ways that come to mind.

. big bonus to Use Magic Device (+ allows use untrained)

. if you posit a feat 'Wand User'[1], and an item granting access to a
feat being worth (IIRC) 5000gp, then as a 5000gp weapon adder you
could make a crossbow a wandbow -- and in fact, it might be better to
make it a specific weapon (like the luckblade).

[1] Wand User
Prereq : ?
Benefit: Choose one spell list. You may activate spell trigger
items that use spells from this list.

Note: I have just made this up as an illustration; it feels like it
has some pretty broad ramifications, but I haven't put much thought
into what they are.


Keith
--
Keith Davies "Trying to sway him from his current kook-
***@kjdavies.org rant with facts is like trying to create
***@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Chipacabra
2005-08-14 19:31:44 UTC
Permalink
Post by Keith Davies
Post by Auric__
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
There's an idea, though. A crossbow designed to actually launch the wand,
and all charges are immediately expended on whatever the wand hits. Don't
miss.
Keith Davies
2005-08-14 20:15:58 UTC
Permalink
Post by Chipacabra
Post by Keith Davies
Post by Auric__
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
There's an idea, though. A crossbow designed to actually launch the
wand, and all charges are immediately expended on whatever the wand
hits. Don't miss.
*killer* effect -- anything you hit with a wand of /fireball/, that
isn't immune to fire, is *hosed*. 50 * 5d6 is >850 points of damage...
even if they get (and make) the save, that's still >425 points of
damage. This qualifies as 'Massive Damage', I'd think, and the Fort
save would be hard to make.

It's probably reasonable to take away the save of the creature you hit;
it is clearly established that it is at ground zero. Any creature that
wasn't hit (i.e. anything near the target, or the target if you missed)
wouldn't lose the save.

Of course, it *is* an expensive shot. (750 * 3 * 5 ==) 11,250gp is a
lot to spend on something like this. OTOH, being able to do damage
equivalent to a *250d6* fireball should not be cheap.

Energy resistance isn't much help here. Of course, by the time this
might be considered a viable tactic on a regular basis (as opposed to
emergency), fire immunity isn't that hard to come by... and evasion is
only a second-level Rogue ability (i.e. easy to get).


Keith
--
Keith Davies "Trying to sway him from his current kook-
***@kjdavies.org rant with facts is like trying to create
***@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Matt Frisch
2005-08-14 20:48:58 UTC
Permalink
Post by Keith Davies
Post by Chipacabra
Post by Keith Davies
Post by Auric__
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
There's an idea, though. A crossbow designed to actually launch the
wand, and all charges are immediately expended on whatever the wand
hits. Don't miss.
*killer* effect -- anything you hit with a wand of /fireball/, that
isn't immune to fire, is *hosed*. 50 * 5d6 is >850 points of damage...
even if they get (and make) the save, that's still >425 points of
damage. This qualifies as 'Massive Damage', I'd think, and the Fort
save would be hard to make.
It's probably reasonable to take away the save of the creature you hit;
it is clearly established that it is at ground zero. Any creature that
wasn't hit (i.e. anything near the target, or the target if you missed)
wouldn't lose the save.
Of course, it *is* an expensive shot. (750 * 3 * 5 ==) 11,250gp is a
lot to spend on something like this. OTOH, being able to do damage
equivalent to a *250d6* fireball should not be cheap.
Energy resistance isn't much help here. Of course, by the time this
might be considered a viable tactic on a regular basis (as opposed to
emergency), fire immunity isn't that hard to come by... and evasion is
only a second-level Rogue ability (i.e. easy to get).
Imagine it as a seige weapon.

With a fully loaded wand of Shatter.
Madkaugh
2005-08-15 16:15:23 UTC
Permalink
Post by Keith Davies
Post by Chipacabra
Post by Keith Davies
Post by Auric__
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
There's an idea, though. A crossbow designed to actually launch the
wand, and all charges are immediately expended on whatever the wand
hits. Don't miss.
*killer* effect -- anything you hit with a wand of /fireball/, that
isn't immune to fire, is *hosed*. 50 * 5d6 is >850 points of damage...
even if they get (and make) the save, that's still >425 points of
damage. This qualifies as 'Massive Damage', I'd think, and the Fort
save would be hard to make.
It's probably reasonable to take away the save of the creature you hit;
it is clearly established that it is at ground zero. Any creature that
wasn't hit (i.e. anything near the target, or the target if you missed)
wouldn't lose the save.
Of course, it *is* an expensive shot. (750 * 3 * 5 ==) 11,250gp is a
lot to spend on something like this. OTOH, being able to do damage
equivalent to a *250d6* fireball should not be cheap.
Energy resistance isn't much help here. Of course, by the time this
might be considered a viable tactic on a regular basis (as opposed to
emergency), fire immunity isn't that hard to come by... and evasion is
only a second-level Rogue ability (i.e. easy to get).
Keith
--
Keith Davies "Trying to sway him from his current kook-
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
There may be blast radius issues here. How big is a 250d6 fireball? It
seems a bit like the early Soviet tac nukes, where the blast radius was
greater than the range of the cannon.


MadKaugh
Keith Davies
2005-08-15 16:42:26 UTC
Permalink
Post by Madkaugh
Post by Keith Davies
*killer* effect -- anything you hit with a wand of /fireball/, that
isn't immune to fire, is *hosed*. 50 * 5d6 is >850 points of damage...
even if they get (and make) the save, that's still >425 points of
damage. This qualifies as 'Massive Damage', I'd think, and the Fort
save would be hard to make.
It's probably reasonable to take away the save of the creature you hit;
it is clearly established that it is at ground zero. Any creature that
wasn't hit (i.e. anything near the target, or the target if you missed)
wouldn't lose the save.
Of course, it *is* an expensive shot. (750 * 3 * 5 ==) 11,250gp is a
lot to spend on something like this. OTOH, being able to do damage
equivalent to a *250d6* fireball should not be cheap.
Energy resistance isn't much help here. Of course, by the time this
might be considered a viable tactic on a regular basis (as opposed to
emergency), fire immunity isn't that hard to come by... and evasion is
only a second-level Rogue ability (i.e. easy to get).
There may be blast radius issues here. How big is a 250d6 fireball? It
seems a bit like the early Soviet tac nukes, where the blast radius was
greater than the range of the cannon.
20' radius, same as usual.

and the tac nuke blast radius... that would suck if you had to find that
out in live testing. It's one thing if you set it off by remote control
from a safe distance, another if it's *fire* *vaporize*.

OTOH, I guess it doesn't hurt for long. Probably a whole bunch, but not
long.


Keith
--
Keith Davies "Trying to sway him from his current kook-
***@kjdavies.org rant with facts is like trying to create
***@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Madkaugh
2005-08-15 21:09:24 UTC
Permalink
Post by Keith Davies
Post by Madkaugh
Post by Keith Davies
*killer* effect -- anything you hit with a wand of /fireball/, that
isn't immune to fire, is *hosed*. 50 * 5d6 is >850 points of damage...
even if they get (and make) the save, that's still >425 points of
damage. This qualifies as 'Massive Damage', I'd think, and the Fort
save would be hard to make.
It's probably reasonable to take away the save of the creature you hit;
it is clearly established that it is at ground zero. Any creature that
wasn't hit (i.e. anything near the target, or the target if you missed)
wouldn't lose the save.
Of course, it *is* an expensive shot. (750 * 3 * 5 ==) 11,250gp is a
lot to spend on something like this. OTOH, being able to do damage
equivalent to a *250d6* fireball should not be cheap.
Energy resistance isn't much help here. Of course, by the time this
might be considered a viable tactic on a regular basis (as opposed to
emergency), fire immunity isn't that hard to come by... and evasion is
only a second-level Rogue ability (i.e. easy to get).
There may be blast radius issues here. How big is a 250d6 fireball? It
seems a bit like the early Soviet tac nukes, where the blast radius was
greater than the range of the cannon.
20' radius, same as usual.
That's kind of sad, really. A big blast should be BIG. Besides, if it
is more intense, the radius of lethality should be larger. Rules are
rules, though.
Post by Keith Davies
and the tac nuke blast radius... that would suck if you had to find that
out in live testing. It's one thing if you set it off by remote control
from a safe distance, another if it's *fire* *vaporize*.
OTOH, I guess it doesn't hurt for long. Probably a whole bunch, but not
long.
Keith
Numbers from Jane's, long, long ago. It was a manually fired round,
crew of several. (If I'm remembering correctly, it was a listing for an
artillery piece, and the tac nuke was a round listed by stats.) Blast
radius, don't know how that is defined, not fireball radius. I still
wouldn't want to be there.

The US has gone through its fair share of live grunt Guinea pigs, too.
Check out early atomic testing, Agent Orange, and Gulf War Syndrome. It
is more boneheaded than malicious.


MadKaugh
Rupert Boleyn
2005-08-16 12:08:42 UTC
Permalink
Post by Madkaugh
There may be blast radius issues here. How big is a 250d6 fireball? It
seems a bit like the early Soviet tac nukes, where the blast radius was
greater than the range of the cannon.
That wasn't a problem limited to Soviet designs (in fact I've never
heard it linked to Soviet tac nukes). Read up on the Davy Crocket
sometime.
--
Rupert Boleyn <***@paradise.net.nz>
"Just because the truth will set you free doesn't mean the truth itself
should be free."
Donald Tsang
2005-08-15 21:34:56 UTC
Permalink
Post by Keith Davies
Post by Chipacabra
There's an idea, though. A crossbow designed to actually launch the
wand, and all charges are immediately expended on whatever the wand
hits. Don't miss.
*killer* effect -- anything you hit with a wand of /fireball/, that
isn't immune to fire, is *hosed*. 50 * 5d6 is >850 points of damage...
even if they get (and make) the save, that's still >425 points of
damage. This qualifies as 'Massive Damage', I'd think, and the Fort
save would be hard to make.
It's probably reasonable to take away the save of the creature you hit;
it is clearly established that it is at ground zero. Any creature that
wasn't hit (i.e. anything near the target, or the target if you missed)
wouldn't lose the save.
I think you're thinking of Meteor Swarm here.
Post by Keith Davies
Of course, it *is* an expensive shot. (750 * 3 * 5 ==) 11,250gp is a
lot to spend on something like this. OTOH, being able to do damage
equivalent to a *250d6* fireball should not be cheap.
Energy resistance isn't much help here.
Au contraire... it's still fifty 5d6 fireballs, applied separately
to defenses. Fire Resistance 30 will let you completely ignore it
(in all likelihood, you'll be able to survive with Fire Resistance 20,
or Fire Resistance 10 and a decent reflex save)

Donald
Keith Davies
2005-08-16 00:47:19 UTC
Permalink
Post by Donald Tsang
Post by Keith Davies
Post by Chipacabra
There's an idea, though. A crossbow designed to actually launch the
wand, and all charges are immediately expended on whatever the wand
hits. Don't miss.
*killer* effect -- anything you hit with a wand of /fireball/, that
isn't immune to fire, is *hosed*. 50 * 5d6 is >850 points of damage...
even if they get (and make) the save, that's still >425 points of
damage. This qualifies as 'Massive Damage', I'd think, and the Fort
save would be hard to make.
It's probably reasonable to take away the save of the creature you hit;
it is clearly established that it is at ground zero. Any creature that
wasn't hit (i.e. anything near the target, or the target if you missed)
wouldn't lose the save.
I think you're thinking of Meteor Swarm here.
Nope, meteor swarm explicitly works this way. I'm considering how the
difference in application of the effect would change things. I am using
meteor swarm as some precedent, though.


Most things get either a (touch) attack roll or a save. If you have to
make an attack roll -- and succeed -- you've established that the thing
*did* in fact hit him and he's at ground zero. The fireball is
happening *on him*.

Normally with a fireball you send it to a 'place'. You might define
that place as the location where a particular creature is, but he may be
able to see it coming, there's a decent chance he's moving, and so on.
IOW, he has the chance to avoid not being hit by it directly. If you
*hit him*, it is established that he did not do so.

Considering those two points -- that few things are hit roll *and*
Reflex save, and that you've established that the effect is happening on
him and would therefore be terribly difficult to dodge -- I don't see a
particular problem with denying the Reflex save.

You're (presumably; we never settled a price) paying a significant cost
to be able to do this at all (the weapon price) and possibly painfully
expensive to use it (wand price). I don't mind giving letting it be
more useful.


... This does raise the question of being able to specifically target
spells (in general) using touch attacks rather than Reflex saves. At
this point I don't see a downside to aiming.

Well, maybe I do. If you use the scatter rules on a miss, a spell with
Long or even Medium range stands a decent chance of not affecting the
target at all, and hitting something entirely unintended. In a case
where this is bad (i.e. not targeting the chieftain of the orc horde,
surrounded by his troops) you wouldn't take this option. It'd make a
handy rogue killer (no Reflex save == no evasion, but they do tend to
have a decent touch AC... quite possibly enough to make a wizard
unlikely to hit).


I don't think I'd allow it as a general ability. Maybe (and you saw
this coming, didn't you?) a feat.
Post by Donald Tsang
Post by Keith Davies
Of course, it *is* an expensive shot. (750 * 3 * 5 ==) 11,250gp is a
lot to spend on something like this. OTOH, being able to do damage
equivalent to a *250d6* fireball should not be cheap.
Energy resistance isn't much help here.
Au contraire... it's still fifty 5d6 fireballs, applied separately
to defenses. Fire Resistance 30 will let you completely ignore it
(in all likelihood, you'll be able to survive with Fire Resistance 20,
or Fire Resistance 10 and a decent reflex save)
Man, I'd ban it on that alone. Playing that out would be *tedious*.
Unless you went with statistical methods, but I don't want to have to
figure that out during play either.

But yes, you are correct. Energy resistance should chew up the expected
benefits really fast.

Rendering this an even *less* useful option.


Keith
--
Keith Davies "Trying to sway him from his current kook-
***@kjdavies.org rant with facts is like trying to create
***@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Jim Davies
2005-08-19 19:08:03 UTC
Permalink
Post by Keith Davies
Post by Chipacabra
There's an idea, though. A crossbow designed to actually launch the
wand, and all charges are immediately expended on whatever the wand
hits. Don't miss.
*killer* effect -- anything you hit with a wand of /fireball/, that
isn't immune to fire, is *hosed*. 50 * 5d6 is >850 points of damage...
even if they get (and make) the save, that's still >425 points of
damage. This qualifies as 'Massive Damage', I'd think, and the Fort
save would be hard to make.
It's probably reasonable to take away the save of the creature you hit;
it is clearly established that it is at ground zero. Any creature that
wasn't hit (i.e. anything near the target, or the target if you missed)
wouldn't lose the save.
Of course, it *is* an expensive shot. (750 * 3 * 5 ==) 11,250gp is a
lot to spend on something like this. OTOH, being able to do damage
equivalent to a *250d6* fireball should not be cheap.
Energy resistance isn't much help here. Of course, by the time this
might be considered a viable tactic on a regular basis (as opposed to
emergency), fire immunity isn't that hard to come by... and evasion is
only a second-level Rogue ability (i.e. easy to get).
Wrong spell. Try Inflict Light Wounds. Only 1d8+1 damage per charge,
but evasion doesn't help, immunity is very rare (use CLW vs undead)
and it's much cheaper at 275 damage for 750gp. Alternatively Shocking
Grasp for 1d6 per level (ie, up to 250d6 at 15gp/d6) with a possible
+3 to hit and no save.

Cheapest damage per gp is Disrupt Undead, at 375 gp for 175 damage no
save, or Ray of Frost for 100 damage no save.

I'm wondering what this would do with Summon Monster 1. Bury the
target under a heap of celestial badgers for 1 round?

--
Jim or Sarah Davies, but probably Jim

D&D and Star Fleet Battles stuff on http://www.aaargh.org
Some Guy
2005-08-14 20:30:00 UTC
Permalink
Post by Chipacabra
Post by Keith Davies
Post by Auric__
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
There's an idea, though. A crossbow designed to actually launch the wand,
and all charges are immediately expended on whatever the wand hits. Don't
miss.
Then there was the player who wanted his character to have a crossbow
with six wands
instead of a bowstring across the bow iron and be able to pull a trigger
and fire all of them
simultaneously.
Matt Frisch
2005-08-14 20:46:18 UTC
Permalink
Post by Chipacabra
Post by Keith Davies
Post by Auric__
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
There's an idea, though. A crossbow designed to actually launch the wand,
and all charges are immediately expended on whatever the wand hits. Don't
miss.
That would have some very bizarre effects. Like Keith mentioned, it turns a
wand of fireballs into a weapon of ultimate doom...

But what happens if you launch a wand of polymorph other with 10 charges?
Wildwood
2005-08-14 21:30:15 UTC
Permalink
On Sun, 14 Aug 2005 20:46:18 GMT, in rec.games.frp.dnd Matt Frisch
Post by Matt Frisch
Post by Chipacabra
Post by Keith Davies
Post by Auric__
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
There's an idea, though. A crossbow designed to actually launch the wand,
and all charges are immediately expended on whatever the wand hits. Don't
miss.
That would have some very bizarre effects. Like Keith mentioned, it turns a
wand of fireballs into a weapon of ultimate doom...
But what happens if you launch a wand of polymorph other with 10 charges?
The target gains 9 sock puppets?

Bill
--
By working faithfully eight hours a day, you may eventually
get to be boss and work twelve hours a day. - Robert Frost
Matt Frisch
2005-08-15 09:37:31 UTC
Permalink
On Sun, 14 Aug 2005 21:30:15 GMT, Wildwood
Post by Wildwood
On Sun, 14 Aug 2005 20:46:18 GMT, in rec.games.frp.dnd Matt Frisch
Post by Matt Frisch
Post by Chipacabra
Post by Keith Davies
Post by Auric__
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
There's an idea, though. A crossbow designed to actually launch the wand,
and all charges are immediately expended on whatever the wand hits. Don't
miss.
That would have some very bizarre effects. Like Keith mentioned, it turns a
wand of fireballs into a weapon of ultimate doom...
But what happens if you launch a wand of polymorph other with 10 charges?
The target gains 9 sock puppets?
That would be the wand of Clone...
Auric__
2005-08-14 19:47:43 UTC
Permalink
Post by Keith Davies
Post by Auric__
Post by Rick Pikul
Post by Auric__
Post by decalod85
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.
How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Small cumulative chance per shot - say 5% - of a "misfire" - the
spell affects the shooter instead of the target, or the spells
fizzles, or perhaps some semi-random effect.
Another limitation might be to limit the accuracy of the
At a first blush, ranged touch for targeted spells, while AE
spells scatter.
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
"the spell in the wand is triggered", not "the wand is launched"
Arf, sorry, my brain associated the two.
--
auric dot auric at gmail dot com
*****
Great, my two least favorite things - flesh-rending monsters, and bad
spelling.
Matt Frisch
2005-08-14 20:43:01 UTC
Permalink
Post by Auric__
Post by Rick Pikul
Post by Auric__
Post by decalod85
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.
How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Small cumulative chance per shot - say 5% - of a "misfire" - the spell
affects the shooter instead of the target, or the spells fizzles, or
perhaps some semi-random effect.
At a first blush, ranged touch for targeted spells, while AE spells
scatter.
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
Err...if the wand got shot out, that would make this crossbow very useless.
You'd only want to use it on the last charge of the wand, otherwise you are
handing your enemy a not inconsiderable weapon while losing one of your
own.

Shoot crossbow = triggering wand. Not launch wand.
Auric__
2005-08-15 00:18:10 UTC
Permalink
Post by Matt Frisch
Post by Auric__
Post by Rick Pikul
Post by Auric__
Post by decalod85
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.
How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Small cumulative chance per shot - say 5% - of a "misfire" - the spell
affects the shooter instead of the target, or the spells fizzles, or
perhaps some semi-random effect.
At a first blush, ranged touch for targeted spells, while AE spells
scatter.
Here's a thought: no unusual limitations to the crossbow - but if the
target survives the shot, they can take the wand (assuming it has
charges left and wasn't destroyed in the shot) and turn it against you.
Err...if the wand got shot out, that would make this crossbow very useless.
You'd only want to use it on the last charge of the wand, otherwise you are
handing your enemy a not inconsiderable weapon while losing one of your
own.
Shoot crossbow = triggering wand. Not launch wand.
As I said, my wires got crossed.
--
auric dot auric at gmail dot com
*****
We need to be going in the general direction of away, now.
Madkaugh
2005-08-15 16:37:08 UTC
Permalink
Post by Matt Frisch
Post by decalod85
How about a magic crossbow that can be loaded with
a wand. When the trigger is pulled, the spell in
the wand is triggered. I am blatantly stealing this
from a old issue of Dungeon mag.
How would you balance this out so it would not become
overpowering? It gives a limited spellcasting ability
to players that could otherwise not cast spells.
Err...if the wand got shot out, that would make this crossbow very useless.
You'd only want to use it on the last charge of the wand, otherwise you are
handing your enemy a not inconsiderable weapon while losing one of your
own.
How about glass wands designed to shatter and release all charges?
Post by Matt Frisch
Shoot crossbow = triggering wand. Not launch wand.
How about a "Glove of Wizardry" that would allow the wearer to use
arcane wands - that is its only function. Feels like a wizard to the
wand, per "Use Magic" skill.


MadKaugh
Matt Frisch
2005-08-13 23:16:53 UTC
Permalink
Post by D.J.
] I'll keep this short and sweet.
]
] Signature weapons have always had a special place in my heart for me.
] Therefore, I am trying to think of odd, unusual weapons (or other
] items, if you have any ideas). And for this, I'd like to ask if you
] have any ideas.
A dagger that can cast a fireball with the push of a button on the
hilt. 5 charges, holder of the dagger can designate where the
fireball goes. And any class can use it. Has to be recharged by the
appropriate character class.
Even better: Weapon that casts fireball on a critical hit. Best used with a
ring of fire resistance, and while not in proximity to teammates.
Jim Davies
2005-08-19 19:08:05 UTC
Permalink
Post by Matt Frisch
Even better: Weapon that casts fireball on a critical hit. Best used with a
ring of fire resistance, and while not in proximity to teammates.
This is what happens when you put too much chilli in the recipe for a
Flaming Burst weapon.

My only printed contribution to White Dwarf (#36) was Arrows or
Hellfire. They explode as a 6d6 fireball when they land, but are
rather sensitive to flame (cf Necklace of Missiles).

--
Jim or Sarah Davies, but probably Jim

D&D and Star Fleet Battles stuff on http://www.aaargh.org
L***@gmx.de
2005-08-14 20:58:42 UTC
Permalink
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
They can be normal weapons with unusual characteristics (e.g., a flint
knife), or they can be totally bizarre weapons in their own right
(porcupine quills?). They could be odd by their context (a human
specializing in the dwarven urgosh) or ordinary items not meant for
combat (a xbow bolt used for melee, perhaps, or a scalpel out of a
healing kit).
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
The Jester's Sceptre [Rod]
Made of wood and painted, it looks like a grinning jester's
head on a stick, complete with funny cap of cloth glued to it
with tiny bells at the points etc.

It functions as a club +1 for proficiency purpose,
but does no damage. You have to make touch attacks with it.
On a successful hit you roll 1d4 to see which spell
affects the target:

1 Hideous Laughter (Will, DC 15)
2 Hold Person (Will, DC 16)
3 Slow (Will, DC 17)
4 Deep Slumber (Will, DC 17)

With a standard action you can invoke the spell-like ability
of this rod: Blink as the spell for 3d12 rounds, but the power
cannot be dismissed. The DM rolls the dice, you don't know
how long it'll work.

If intelligent, it will always be chaotic.

--------------------------------------------------------------
Gravebringer [cursed minor artifact]
Bastard sword +2, Keen, Flaming Burst, Intelligent weapon
Made from a black metal only found on an abyssmal outer plane.
Always sheathed in blueish flames when drawn, 10 ft. bright,
plus 20 ft. shadowy illumination. There are no command
words to stop or start the fire.

Alignment: Chaotic Evil
Int: 15, Wis: 15, Cha: 20; EGO: 22 (= Will DC against domination)
Communication: Speech, Telepathy (Common, Abyssal, Draconic)
Senses: 120 ft. darkvision, blindsense, and hearing
Lesser Powers:
1. 'Deathwatch' continually active
2. 10 ranks in Diplomacy (+5 Cha)
3. 10 ranks in Intimidate (+5 Cha)

Once per day, but only after it gained dominance over it's
wielder, Gravebringer may cast a 'Circle of Death' at 12th level.
It will only use this power in crowded places, in the middle
of combat etc without any consideration. The first use should
be a big surprise for everybody including the wielder!
The 'Circle of Death' kills 13d4 HD in 40-ft.-radius burst,
Fort DC 20, but creatures with 9 or more HD can't be affected.

The wielder of Gravebringer is not affected by this power,
but gains as many temporary hit points as the the killed
creatures had for 13 rounds.
On the downside the wielder must roll a Fort saving throw
vs. DC 20 or suffers an ability drain: 1 point from each of
Str, Con, and Cha. These points are immediately lent back
to the character; this power functioning with a range of
10 feet. So the wielder will not notice the change as long
as he keeps the sword within 10 feet.
Gravebringer will want to stay in this range for sure.

When the wielder is drained to an ability of 0 in a score,
Gravebringer will begin to search a new owner sooner or later.
It prefers to abandon the current wielder in deadly peril,
taking away the lent points, dropping the wielder to 0 in
one or more abilities with glee.

--------------------------------------------------------------

LL
Madkaugh
2005-08-15 18:40:42 UTC
Permalink
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Ack, I have a weapon in my heart! Thump.
Post by s***@hotmail.com
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
In invite you to let your imaginations run wild.
Dagger of Dying - When the wielder shouts the command words, "Dye Now!"
and strikes the creature, the creature's skin is dyed a random vivid
color.


The Red Shirt of Doom - cursed item. The wearer will be killed in this
session. (From Star Trek TOS) Makes a great holiday gift for that
"special someone".


Marco Ghroux glasses - fake spectacles with a fake nose and mustache in
the signature style of renowned Gnomish bard Marco Ghroux, +1 to
disguise.


Lyre of the Liar - +2 to bluff when singing the bluff and accompanying
on the lyre, unlimited use.


The Ring of Truth - wearer has a slight extra hint of conviction, +1
to any negotiation skill.


Gnomish Roller Skate Armor


Bug Sprayer


Cloak of Life Masking - invisible to undead that do not have physical
sight.


Moose Horn - Summons 1d4 moose for one random charge each. The moose
are not commandable and will randomly charge one nearby creature,
including summoner. Unlimited use.

Rhino Horn - Similar.


White Fur Robe - mundane hide +10 in snow.


MadKaugh
Auric__
2005-08-15 21:34:21 UTC
Permalink
Post by Madkaugh
Post by s***@hotmail.com
I'll keep this short and sweet.
Signature weapons have always had a special place in my heart for me.
Ack, I have a weapon in my heart! Thump.
Post by s***@hotmail.com
Therefore, I am trying to think of odd, unusual weapons (or other
items, if you have any ideas). And for this, I'd like to ask if you
have any ideas.
In invite you to let your imaginations run wild.
Dagger of Dying - When the wielder shouts the command words, "Dye Now!"
and strikes the creature, the creature's skin is dyed a random vivid
color.
Ooooo...... "pink monkey" attack: when fighting a group of monsters
(with color vision), turn one of them an unusual color and then escape,
let the "normal" monsters kill the funny-colored one, repeat. Handy for
a low-level party fighting a group of tough critters. Alternately, color
them *all* one-by-one and *then* escape, hilarity ensues.
--
auric dot auric at gmail dot com
*****
- What's the Microsoft anti-spyware tool called?
- Fdisk.
Justisaur
2005-08-16 17:34:07 UTC
Permalink
Post by Madkaugh
The Red Shirt of Doom - cursed item. The wearer will be killed in this
session. (From Star Trek TOS) Makes a great holiday gift for that
"special someone".
Just the commoner defect "Tasty" from one of the april issues of
dragon. Makes monsters try to eat him first.

- Justisaur
Madkaugh
2005-08-15 23:46:57 UTC
Permalink
Signature weapons - let your imaginations run wild.
Bad Penny - a copper piece that always returns to the owner, generally,
while he sleeps (hours after using or spending.)


Viper Blade - dagger, +1 to hit, blade is not poisoned, but hit will
poison. Handle hand hilt are fashioned to look like a snake with a
dagger coming out of its mouth; blade forward, crossguards to sides,
neck is handle.


Clock Mace - a mace with six clocks around its head. A tap with the
mace will have a random effect (1d6), roll will save to avoid:

1 - age 1d12 years
2 - youth 1d12 years - half age max, if under 24
3 - transported 1d12 hours into the past (disappears)
(does not know what happened, unless other cues give it away)
4 - transported 1d12 hours into the future (disappears)
(does not know what happened, unless other cues give it away)
5 - frozen in time 1d12 minutes; visible but cannot move
6 - slowed 1d12 rounds

Striking with the mace will damage a clock and remove that effect. Roll
1d6 to see which is damaged. Each strike roll 1d6; a subsequent hit on
the same number is no additional damage, only if a different number is
removed. When all six clocks are destroyed, the mace is no longer
functional, even as a mace.


Fish - wielded as a floppy, disgusting sap or club.


Plush Animal Friend - attacks on command and mostly gets in opponents
way, but might trip them. Possible decoy or gift.


Balloon Animal Friend - attacks on command and pops as soon as struck,
but can be created on the spot. Can probably keep an inebriated orc
distracted.


Origami Animal Friend - see above.


Pack of Slaying Cards - normal set of playing cards with hard sharp
edges that can be thrown like shuriken, as seen in various Honk Kong
martial ares flicks.


Blackboard Erasers of Choking Dust - you've probably experienced these.


Blackboard of Mind Shattering Sonic Disruption - played with chalk or
fingernails; you've probably experienced this as well. I expect that
the sonic disruption feature is why offices have whiteboards, not
blackboards.


Warhorse Barding with Continual Flame Belly, Moonwalker Horse Shoes,
Scooped Mouth Piece, and Exhaust Amplifier - pointless accoutriments
for the paladin with feelings of inadequacy.


I Can't Believe It's Not Chicken - nondescript meat product.
I Can't Believe It's Not Elvin - the goblinoid's version.


The Axe of Questioning - +2 to interrogation and intimidation.


Signet Hammer - for when you want to leave a good impression.


The Pen of Sundering - a goose quill, used as a 2nd weapon to parry; on
each successful parry, roll 20 on 1d20 to sunder the opposing weapon,
because the pen is mightier than the sword.


Monk's Sock Puppets of Annoying Damage - monk may taunt and goad using
the sock puppets as a free action.


Wizard Hat of Amazing Wizardry - wearer (any class) has three zero
level slots, one light, one daze, one flare, cast at Int 10 (not the
wearer's Int.) All armor penalties apply.


Dagger of Healing - heals the damage it deals (as it deals it, will not
put a hurt character under threshold.) There is a use for this ...


Glue Boots - immune to knockdown, permanent slow on wearer for foot
movement, but not firing a bow, for instance. Dodge +1 max, cancels
movement feat, and tumble -10. (It seemed like a good idea at the time
...)


Coin Sling - sling designed to use coins as bullets; spins them as
slung to keep them edge-on.


Stop, Thief! - coin stuns holder for 1d4 rounds on command, "Stop,
Thief!", harmless in container.


Curved Mirror Shield - on successful bluff, convince opponent they've
shrunk.


Earmuffs of Not Hearing - immune to various sound-based attacks,
including spells that require commands be issued, but not immune to
sound attacks that directly damage tissue.


Two things you might want to pass up - Helmet of Ogre Wit and Gauntlets
of Kobold Strength.


Pack of Kudzu Seeds - flick a seed at the soil near your opponent and
watch in amazement as a vine quickly covers them.


The Diabolical Flash Grenade (for those of you who have seen Mom and
Dad Save the Universe) - a fist size device has the words, "Pick me
up", in common. Anyone picking the device up disappears in a flash of
light.


Gnoll Fetch-It Distractor Stick - does not distract gnoll when you
throw stick and yell, "fetch"; in fact pretty much has the opposite
effect.


Holy Water Squirt Flower


Cold Flame Torch - burns icy blue, cools air, if humid, mist forms in
air around tourch and frost forms on torch near flame.


Universal Translators - pair of seashells, each has a translator
variant of comprehend languages cast on it. Two parties hold one up to
one ear each and can converse.


Mage Page - instant copying paper, can copy any mundane writing or
image, or any magic writing up to the level of the Mage Page. Can
cleared and reused or can be made permanent. Can be used as a scroll,
but is then consumed. For game balance, cost per level is greater than
equivalent scroll page cost; x2 sounds right, cost as finished scroll.


MadKaugh
Donald Tsang
2005-08-16 02:32:19 UTC
Permalink
Post by Madkaugh
Dagger of Healing - heals the damage it deals (as it deals it, will not
put a hurt character under threshold.) There is a use for this ...
Like removing nonlethal damage?

Donald
Donald Tsang
2005-08-16 02:33:05 UTC
Permalink
Post by Madkaugh
Dagger of Healing - heals the damage it deals (as it deals it, will not
put a hurt character under threshold.) There is a use for this ...
Ah! Double damage to Undead.

Donald
Tetsubo
2005-08-16 11:51:45 UTC
Permalink
Post by Donald Tsang
Post by Madkaugh
Dagger of Healing - heals the damage it deals (as it deals it, will not
put a hurt character under threshold.) There is a use for this ...
Ah! Double damage to Undead.
Donald
Take a Dagger of Poison, purify it and pore in Holy Water. Undead
hate that...
--
Tetsubo
My page: http://home.comcast.net/~tetsubo/
--------------------------------------
If fifty million people say a foolish thing, it is still a foolish thing.
-- Anatole France
Madkaugh
2005-08-18 23:28:14 UTC
Permalink
Signature weapons - let your imaginations run wild.
Trollbane Blade - alloy additive produces a blade with a slight caustic
effect - the wounds do not regenerate on a troll.

Pain Blade - alloy additive produces a blade with a slight caustic
effect - the wounds are painfully distracting. -2 to hit, reflex saves,
will saves, concentration, for 1d4 rounds. DC 10 fort save to ignore
totally (per wounding hit); then DC 10 discipline save per round to
ignore the -2 to hit, for that round (but not reflex save, will save,
or concentration; they are their own save). Can be extended (more
rounds) on new hit, not reduced, but not additive; just pick the longer
number of rounds, from that point. Multiple hits do not stack; once you
are distracted by the pain, you are distracted.

Leafcutter - +2 against plants, ents, and dryads.

Blade of the senses - alloy additive produces a blase with a slight
hallucinogenic effect. A wound causes any of a flurry of colors, a
flash of light, odd sounds, a smell or taste, odd touching sensations.
Treat as stun for one round.

Bug Biter - chitin looses its natural armor defense.

Rock Blade - normal masterwork blade, can be enchanted, but looks like
granite. (Illusion) The owner might not know it is an illusion ...

Crystal Blade - a non-metallic blade. -1 sundering checks, basically
normal otherwise - normal and masterwork variants, etc. Immune to rust
monsters, acid, and natural corrosion. Not conductive to lightning.

Lift Blade - alloy additive produces a slight antigravity effect.
Billets and finished blades must be contained or they will float away.
Normal materials are used in the hilt. The resulting weapon has neutral
bouyancy at sea level and a disconcerting habit of floating blade up if
allowed to float free. It can easily be blown away by the wind if not
held. Has normal inertia.

Lift Armor - alloy additive produces a slight antigravity effect.
Billets and finished armor pieces must be contained or they will float
away. Some normal steel is used to give the armor weight. The resulting
armor weights one pound at sea level for convenience, so you can set it
down; individual pieces have a portion of the weight, and can be set
down. It can be blown away by the wind. Has normal inertia. Is a bit
brittle, will only last two dozen combats. Can attempt repair to extend
life, roll 1d4 - number of previous repairs, repair fails if 0 or less
(so the first one is automatic, and you can only do four repairs, max),
but repairs are either costly if same material, or add weight. Cannot
reroll; failure indicates the armor is beyond repair.

Illusion Blade - hilt had permanent illusion of a blade cast on it,
including heft. Comes with a scabbard that grips the hilt
appropriately, feels like a real blade. Makes a great gag gift. +2
against illusions.

Bright Blade - blade has a mirror finish. In bright sunlight, the
wielder gains a +1 AC bonus (no type, totally stackable) from flashing
sunlight in his opponent's face, if he knows the trick. DC 12 Int
check, made during combat in bright sunlight, one check per combat.
Make it once and you know the trick. Your buddies can aid to figure it
out after the combat if they were with you - DC 12 Int check to aid,
adds +2 to your roll, if you missed by 1 or 2, now you know it for the
future. (Each party member can roll to aid but only one success can be
used.) Blackening the blade negates until removed, dirt and mud negate
until cleaned, acid etches and negates permanently. Waxing prevents
corrosive degradation. Can be used to peak around corner.

Invisible Armor - passes image of what is on the other side, the armor
and you inside are nominally invisible; except, it is not perfect, any
openings still show you, and your gear is visible. +4 to hide with full
pack, +8 if you ditch your pack, +12 to hide if you carry nothing.

Stench Blade - an alchemic alloy experiment gone bad, the stench blade
really stinks. The scabbard is designed to mitigate the odor. -2
charisma if sheathed, -6 if wielded. DC 14 fort save within 10 feet to
avoid gagging for the round friend and foe, including wielder (cannot
attack nor cast, -4 to defend), recheck per round until fort save is
made. Reduce fort save -2 each new combat for those that made one
previously, you're getting used to it. Sheathing the blade while still
in combat clears the stench in one round, check again if drawn again,
but does not count as a new combat for the "getting used to it"
reduction. (note, DC 14 fits the concept, but may make this too
powerful; I think DC 10 would be a better number in play.)

Bacon Blade - an alchemic alloy experiment gone bad, the bacon blade
smells really yummy. The scabbard is designed to mitigate the odor. The
wielder of the blade with attract any creature (with a sense of smell)
with the Awful Hungry alignment. Sheathed, only creatures with a keen
sense of smell are attracted. It sounds bad, but I can think of two
uses already.


Blades with artistic illusions - appear to be shedding the named item:

Blade of the Butterflies
Blade of the Flowers
Blade of Colors
Blade of Skulls

Flag Blade - a specific flag appears to be waving behind the blade.
Symbol Blade - a holy symbol appears to be waving behind the blade, as
a flag.

The artistic illusion is a minor distraction to those who have never
seen it before; -2 to hit for one round. Specific images may have
furthur in-game effects.


Displacer Blade - multiple images of the wielder appear, per displacer
beast. Each time the blade makes a save vs sundering, it must also save
at DC 10 to retain the displacer property.


Hot Sling - a magic sling that converts motion to heat. The sling feels
awkward; a sling stone feels like it has twice the inertia as normal.
It takes a bit longer to sling stones, but they are red hot. Call it +2
fire damage, +6 if they embed (gelatious cubes, jellies). Loose one
attack if 2 or more, loose attack every third round if only one.


Grey Blade of Apathy - for each hit, the blade makes a DC 14 persuade
check +3 for each previous hit against the same opponent (per combat,
if you face the opponent again, it is a fresh attempt- that eliminates
the need to track who you fought) (so three tries max, at DC14, then
DC17, then DC 20) to convince them that their cause is pointless; the
creature will disengage and withdraw if allowed the option. Once
successful, furthur hits have no apathy causing effect, since the
creature is already apathetic. Effect lasts 1d4 hours, but once
affected, the creature will evaluate its position, and may abandon it
premanently - GM evaluate motivation. Only works against a creature
with an agenda; base motivations, especially hunger, greed, or fear,
are not affected. Henchbeings will question their loyalties, employment
does not count as greed.


Brown Blade of Self-Doubt - for each hit, the blade makes a DC 17
persuade check +3 for each previous hit against the same opponent (per
combat) (so two tries max, at DC17 then DC 20) to undermine their sense
of self worth and confidence. On success, the opponent effectively (but
not in fact) looses a level for the duration of the combat; only one
level. HP lost for level loss are lost - since HP is an abstraction
that accounts for more than just physical damage, but also the ability
to avoid damage. (However, this effect will not drop an opponent below
zero HP nor cause him to become unconcious.) If the opponent is
captured, not slain, then the effect lasts 1d4 hours or until the
opponent is released or left to his own devices.


Black Blade of Blindness - when it hits, the blade makes a DC 20 bluff
check to convince the opponent that he is blind, one attempt per
opponent (per combat). The opponent is not in fact blind, but is for
the purposes of that combat. Effect lasts 2d4 minutes.


Goods from Escher, the Mad - Escher has a small shop in the market
district, no wait, just beyond the market district, no, it appears to
be on the roof of one of the other buildings; anyway as you wander in,
or was that out, you notice on the shelves, er, uhm, floor, um,
ceiling? Never mind. You find various mundane goods; tents, backpacks,
waterskins. Each bears Escher's signature mark; the surface is
tesselated with various figures; birds, fish, lizards, gnomes. Should
you purchase any you will find that they are odd goods indeed. You can
place items inside ... damn. Well that's enough for today. I think I'll
crawl inside my tent ... what am I doing out here?


MadKaugh
Madkaugh
2005-08-19 01:11:20 UTC
Permalink
Post by s***@hotmail.com
Signature weapons
Sap Gloves - saw this on a cop items web site IRL. Leather gloves with
iron pellets in the knuckles. +1 damage for barehanded or treat as sap.

Gloves - no affect on barehanded attack, but allows barehand attacks to
not contact skin poisons and other surface effects.


Mad Escher's Blades - weapons from Escher, the Mad, would appear to be
made of rubber, if rubber exists in your world. They are not made of
rubber, nor do they have a rubber-like consistency. The space around
them has a rubber-like consistency. Escher's Blades feel like a normal
pretending to be a fish. They have a chance of ignoring any barrier and
hitting anyway, even if it requires that they be discontinuous for a
moment. They also have a chance of hitting the wielder. If you're
feeling lucky, punk, wield one and roll a 1d20 for each attempted
strike. Above 10 cannot be parried, above 13 ignores a shield, above 17
ignores armor, including natural armor. A natural 20 ignores protective
magic. (but it is still a non magical strike) Now - below 7 your attack
result applies against you, at your armor class, below 4 you've also
bypassed your own shield, and a 1 ignores your own armor.

So far, pretty useless, but, ah, we have here Mad Escher's Spectacles
of Combat (google slot). They are, how shall I put this, not for the
squeamish. Put them on. You see, everything looks as it does in
Escher's shop. No, don't try to sit down, you'll end up standing on
your head. Now, look at the sword. Yes, it appears straight and normal.
As long as you wear these, you will have a much easier time using
Escher's Blades. You no longer bypass your own shield nor armor, and
self hits occur only when you roll below a 5. What, you can't tell
which blob is which; how will you know who your opponent is? Yes, just
tell your friends to give you wide berth in combat. Oh, and only wear
the glasses in melee, there are some other rather unpleasant affects if
you wear them elsewhere.

I would tell you about putting the Escher weapon back into its
scabbard, but I think this is a good time to get a drink instead. Yeah,
I know I don't drink, but now I have motivation to start. Maybe Bill
can tell you about it; he's been trying to put his away since late
yesterday.


Mad Escher's Gloves - these are rather disturbing gloves, which is to
say these are typical Escher items. They feel like normal gloves. Just
don't look at your hands. ... Calm down. Yes, that is what your hand
looks like, inside out. I agree, I don't think that's possible. No, I
don't think they have any specific effect; they're just gloves ...


Mad Escher's Rope - say, what is wrong with this rope? I just tied it
off, and the knot has come undo.. That's odd, I swear I looped it the
other way.. Escher's rope is difficult to use, but it will do the
impossible. Roll DC 20 for any attempt to use an Escher's rope, but
then you can do any somewhat unreasonable thing you want with it. You
cannot take a 20, and only one roll per task. An Escher rope can span a
gap up to three times as long as the rope. It can go around bends or
hang sideways or straight up. Oh, don't tie someone up with one. +6 to
escape attempts. The knots don't stay where you put them.


MadKaugh
c***@gmail.com
2005-08-19 08:56:42 UTC
Permalink
Post by Madkaugh
Mad Escher's Rope - say, what is wrong with this rope? I just tied it
off, and the knot has come undo.. That's odd, I swear I looped it the
other way.. Escher's rope is difficult to use, but it will do the
impossible. Roll DC 20 for any attempt to use an Escher's rope, but
then you can do any somewhat unreasonable thing you want with it. You
cannot take a 20, and only one roll per task. An Escher rope can span a
gap up to three times as long as the rope. It can go around bends or
hang sideways or straight up. Oh, don't tie someone up with one. +6 to
escape attempts. The knots don't stay where you put them.
However, if the escape attempt fails by 5 or more, the prisoner has
managed to get the rope entangled partly inside himself. No further
escape attempts are possible, and there is no non-magical way to remove
the rope that doesn't end up killing the prisoner.

Laszlo
Madkaugh
2005-08-19 17:33:49 UTC
Permalink
Post by c***@gmail.com
Post by Madkaugh
Mad Escher's Rope - say, what is wrong with this rope? I just tied it
off, and the knot has come undo.. That's odd, I swear I looped it the
other way.. Escher's rope is difficult to use, but it will do the
impossible. Roll DC 20 for any attempt to use an Escher's rope, but
then you can do any somewhat unreasonable thing you want with it. You
cannot take a 20, and only one roll per task. An Escher rope can span a
gap up to three times as long as the rope. It can go around bends or
hang sideways or straight up. Oh, don't tie someone up with one. +6 to
escape attempts. The knots don't stay where you put them.
However, if the escape attempt fails by 5 or more, the prisoner has
managed to get the rope entangled partly inside himself. No further
escape attempts are possible, and there is no non-magical way to remove
the rope that doesn't end up killing the prisoner.
Laszlo
I like it, but I'd make it come out on it's own in 2d4 days.

add:

The rope appears to be 14d6 long, reroll every time you attempt to
determine how long the rope is.

There is a 1 in 20 chance that any time you attempt to tie a knot in
it, that section of the rope will disappear. If that happens to be in
the middle of the rope, it does not appear to affect the rope.

It is possible to tie up separate prisoners in different locations with
the one rope. In fact, you can tie someone up, and still use the other
end for your other ropy needs.

There have been three recorded hangings using Mad Escher's Ropes. In
one case, as the condemned man fell, he shrunk and vanished to a point.
In another case, the rope appeared to pass through the mans neck. He
fell to the ground, and since in that venue, the authorities could only
execute a man once, he was released. Later that day, he fell over dead
as he was sitting in a tavern with his friends. There were rope burns
on neck which had not been there moments before, and no other apparent
cause for his death. The last man turned inside out as he passed
through the trap door in the gallows floor.

Use of Escher ropes on sailing vessels is not recommended; most sea
captains will not allow them aboard. Several vessels that had Escher
ropes on board have sailed off and never been heard from again. One,
and only one was heard from again. It found itself suddenly on a lake
in the mountains (It had been at sea.) (This does not happen unless the
Escher rope is used in the rigging. An Escher rope in the rigging has a
chance of casing the vessel to go somewhere else. Not generally in this
plane of existence.)

An Escher rope tied into a rope doll ... it is a tremendously difficult
task to construct one. Many rope use checks. Anyway, the doll is not
alive, obviously, well, not obviously, but it isn't - it just acts like
it is, sort of. It doesn't really do anything, but it moves around a
lot.

You can enchant the Mad Escher rope doll as a golem. It is not
powerful, but it can pass through barriers and carry small items with
it.

MadKaugh
Pythor
2005-08-19 18:03:16 UTC
Permalink
Not that I'm complaining about the ideas, but the collections fo
Escherisms would have made a great Dragon article.
Madkaugh
2005-08-19 19:41:23 UTC
Permalink
Post by Pythor
Not that I'm complaining about the ideas, but the collections fo
Escherisms would have made a great Dragon article.
I'll take that as encouragement and look into it. Thanks. It is a lot
of fun to write them.

MadKaugh
Madkaugh
2005-08-19 08:20:35 UTC
Permalink
Post by s***@hotmail.com
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Mad Escher's Ladder - damn, how many legs does this thing have? Wait,
there's only two, but ... they keep shifting. You sure this thing is
safe? Well, OK, ... damn, this thing is hard to climb. The rungs look
like spaces, the spaces look like rungs, ... OK, I'm there. Wait, what
are you doing on the wall? Your on the GROUND? What do you mean I'm on
the wall?

Mad Escher's Ladder may be the most dangerous item in his inventory. It
works mostly like a normal ladder, if the ladder was made by a drunken
gnome with a demented pixie apprentice. DC 10 to climb. The ladder
shifts the climbers frame of reference with respect to reality; this is
its most useful and most dangerous feature. The clever will find ways
to use the change to great advantage; but pity the poor fool who fails
to recognize his new referential paradigm, because if you walk off your
new "floor", you are likely to fall off your world. If you are lucky,
you might fall into the 2nd edition and get picked up by a Spelljammer.


Mad Escher's Horses - Escher, the Mad maintains a stable attached to
his shop. He breeds first rate war horses, riding horses, and pack
ponies. He also maintains a few pack donkeys and breeds a few pack
mules. These are fine, robust creatures, but he sells very few. Most
buyers are put off when they glimpse the legs, and realize that it is
not entirely clear how many there are. At any give moment, there appear
to be four, but which four? These behave entirely as a normal animal
except for the legs being weird looking, and they are +2 more
surefooted than a comparable animal.


Mad Escher's Tepee - Escher, the Mad has one unique tent that is
vaguely conical, but it is not a true cone shape, not on the inside. It
is an odd structure that recedes to infinity on the inside, but within
a finite conical exterior. Unlike a normal Tepee, it has no vent. Smoke
rising inside drifts up into the recess, and never comes out the top.
(The volume in the recess is finite, but the recess recedes forever. So
far, it has not filled with smoke.)

The outside looks like an oversize wizard's hat; indigo velour with
gold cord trimmed yellow stars. The observant will note a faint pale
white speckled representation of the Milky Way (or local equivalent)
and various nebulae represented as more violet portion of the fabric.
The very observant, watching over several hours, may notice that the
stars are moving and match the sky overhead, and constellations move to
match the seasons. The local sun is represented by a yellow and gold
point on the Tepee, and the local world by a yellow and gold trim at
the base of the Tepee.

The inside looks just like the night sky. Even in the daytime; it is
the surrounding sky as if the sun was not obscuring them. The sun is
represented as if at a great distance. The local world is not
explicitly represented.

Any nearby objects and events in the heavens; moons, comets, asteroids,
portents, Spelljamming ships, dragons, and so forth; will be
represented both inside and out. Prominent objects will be obvious,
minor ones will be obscure.

Any character that takes a fancy to the Tepee must make one DC 15 will
save to actually use it; on failure, the character gets spooked and
forever refuses to reenter the Tepee. Mad Escher has come to understand
that his Tepee is not for just anyone, and he will accept return of the
Tepee for full refund if it is returned within a few days. So far, he
has sold the Tepee five times.


Mad Escher's Cages - Mad Escher sells a range of extremely well built
but disfunctional cages. The doors swing smoothly on well oiled hinges
and the locks are superb. So far, no creature has managed to break nor
bend the bars of one of Escher's cages. Perhaps it is because they did
not need to. Exactly where the bars connect to the floor, well, the
side that might be a floor, well, the one in the middle, ... , anyway,
it is not certain where the inside and outside are, but it is certain
that the inside at any moment will be outside eventually. The only
other thing certain is that what is on one side of the door is excluded
from what is on the other side of the door, at any moment.


Mad Escher's Mirrors - you don't want to know. No, don't look. You just
had to, huh? Well, how do you like the back of your head? Here, twist
it a bit, that way. That's the inside of your face. Now what did you
do? That's what you will look like in ten years. It looks like you've
been dead for a few years. Bummer. That? hmm. Oh, that's the inside of
your mother's womb. There's the umbilical cord. That? That's what you'd
look like if you were a girl. Here, hold it like this. That's if you
were an orc. Orc boy, orc boy!

You want to see a bigger mirror? I don't see any; they seem to be all
one size. Let's ask ... They UNFOLD? OK, I see, twist the frame just
so, Ah, it's twice as big .. ah, and again, ... and again. How big can
you make this go? What do you mean, "How big do you need?" - the
mirror, frame, actually, will unfold pretty much as big as you want it
to. It is not clear what is happening when you unfold or refold; the
frame always appears to be solid wood. The frame can easily be unfolded
to the cross section of a corridor. Much larger, and it is not self
supporting, it will act like four wooden edges that are hinged together
rather than rigidly attached. If supported, it could cover a much
larger area.

It can also be folded smaller, down to a two inch square with a dot of
mirror in the center, and then on final time into a one inch wooden
cube.

The mirror portion appears to be glass, but if poked, feels like
quicksilver (mercury). It deforms if poked, but the deforation is on
the mirror side only. (You finger can be poked into the mirror and will
not come out the back.) The back is a silver metal and is quite hard,
it does not deform. The mirror and back are only an eighth of an inch
thick altogether. The wooden frame is a quarter inch thick.

No matter what size the mirror is unfolded to and used at, it will
display an assortment of bizarre images. A clever character could use
the mirror for scrying on his own past and future, but should have to
make sanity checks. A WAG at these: DC 15 to find something useful, but
random, DC 25 to find something specifically useful; bump with luck,
Int, Wis, scrying, or spot. On any use, successful or not, roll will
save DC 10, failure loose one Wis and one Int for one day. Yes, they
stack. Randomly staring into the mirror does not incur a check, just
intensive use; you will come across disturbing images.


Mad Escher's Portable Library - the ultimate in portable libraries,
sort of ... Escher, the Mad, is quite well read, and has kept a copy of
every book, document, map, letter, receipt, laundery ticket, and
scribbled calculation on an napkin that he has ever read. When the
collection got unwieldly, Escher copied his copies into one book. He
keeps adding to it.

Escher, the Mad, is a generous soul who is eager to share the wealth of
his knowledge. He devised a means to spawn copies of his book, not
unlike breeding them. He can sell up to five at a time, and always
retains his original. The next day, he will have five more to sell.

Any book a character wants to read is likely to be included in Escher's
book. There is a slight chance that the character can find it. He can
keep trying. He may eventually come across it.

Escher is always adding to his book. Anything he adds is in all copies
of the book. Because they aren't really copies, they are in a sense all
the same book. Anyone can write on one of the randomly appearing blank
pages and all copies will have the page.

If a spawned book is "destroyed", for example, an attempt is made to
burn it, it does not take normal damage; rather it fades out of
existence. No other spawned copies are affected. If Mad Escher's
original is ever destroyed, it is destroyed naturally, and all spawned
copies fade away.


Mad Escher's Spellbooks - Mad Escher also sells blank spellbooks for
wizards. His spellbooks hold as many spells as you want to put into
one. The capacity is literally infinite. Opening one of Escher's
spellbooks will take you to the beginning of a random spell that you
have previously recorded, or to a fresh blank page. Good luck finding
the spell you want to memorize tonight.


MadKaugh
c***@gmail.com
2005-08-19 09:01:56 UTC
Permalink
Post by Madkaugh
Post by s***@hotmail.com
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Mad Escher's Ladder - damn, how many legs does this thing have? Wait,
there's only two, but ... they keep shifting. You sure this thing is
safe? Well, OK, ... damn, this thing is hard to climb. The rungs look
like spaces, the spaces look like rungs, ... OK, I'm there. Wait, what
are you doing on the wall? Your on the GROUND? What do you mean I'm on
the wall?
Mad Escher's Ladder may be the most dangerous item in his inventory. It
works mostly like a normal ladder, if the ladder was made by a drunken
gnome with a demented pixie apprentice. DC 10 to climb. The ladder
shifts the climbers frame of reference with respect to reality; this is
its most useful and most dangerous feature. The clever will find ways
to use the change to great advantage; but pity the poor fool who fails
to recognize his new referential paradigm, because if you walk off your
new "floor", you are likely to fall off your world. If you are lucky,
you might fall into the 2nd edition and get picked up by a Spelljammer.
Heh, excellent! :)

Love this Escher stuff. Will keep these in mind for running goofier
games.

Laszlo
Madkaugh
2005-08-19 19:39:18 UTC
Permalink
Post by s***@hotmail.com
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Mad Escher's Quiver - Escher, the Mad, offers a rather ornate looking
quiver. Now wait a minute, wasn't that facing the other way? It a has a
few (1d4) arrows in it that appear to be of rather good quality. Any
arrow, indeed anything (other than the original arrows), that you put
into the quiver appears to fall right through. The observant viewer
will note that the item comes out reversed - it is not falling through,
it is falling out the bottom in the same way it was put in. The very
observant might note that the item is now a mirror image of itself - or
anyone will figure his out if the change is obvious, as on a coin.

Well, there are a few arrows in the quiver. Pulling one out, the arrow
seems a bit crooked. Looking at it carefully, the workmanship appears
to be masterwork. It is a well made arrow. But it isn't quite right, as
a whole. The head is odd. It is a three sided point, and the three
sides are three different materials. One is alchemic silver, one is
iron, it appears to be cold iron, and one you can't quite identify.

The arrow is -6 to hit, but ignores shields, cover, dodge, dex bonus,
wis bonus, and tumble; basically, any movement based defense, and any
barrier not immediately around the target. This is because, though it
hits in the general vicinity of where it is aimed, how it gets there is
a puzzle. It seems to travel through much of the intervening space in a
convoluted pattern.

The roll to hit always applies to the intended target, but there is a
chance that anyone, friend or foe, within five feet of the line of
sight between the shooter and the target is also hit. Roll a separate
-10 attack for each one.

On a natural 1 on the to hit die, the arrow shot directly backward
toward you. The path is still convoluted, so you get your armor bonus;
it does not shoot right into your eye as you were aiming.

The arrows can hit ethereal targets as normal targets, or any visible
target that is in another plane. They are masterwork for enchantment
purposes. The point acts as silver and as cold iron. The third material
in the point is not from this plane of existance, and seems to give the
arrow much of it's properties.

There is always 1d4 arrows in the quiver. If you pull the last arrow,
it is briefly empty, but 1d4 arrows appear when you blink. It is
totally unclear where they come from. (It is actually the same 1d4
arrows. They are never destroyed in use and can never be found on the
target. If they are magically destroyed, you will have to go to Mad
Escher for replacements. He will sell individual arrows, if you want to
increase the base number available. It is always 1d<base number of
arrows available> or some convienient equivalent)


Mad Escher's Quiver of Bolts - mostly as above, but for crossbow bolts.
Mad Escher's crossbow bolts are much like his arrows.


Mad Escher's Dice - Escher, the Mad, sells individual dice that at a
casual glance might appear to be normal. A simple perusal will reveal
that the number of sides is not constant. An astute perusal will reveal
that the number of sides is often not even possible. To use, roll some
dice, add, that's the number that came up.


Mad Escher's Playing Cards - Escher, the Mad, has a small stack of
packs of playing cards for sale. They come in a rather nice small
velvet sack. Any attempt to use these cards for a normal game is utter
madness. If you count the number of cards in the pack, you will find
14d6 cards. If you count them again, you will find 14d6 cards. If you
deal them out, you may find duplicate cards, you may find cards that
have the colors of the suits reversed, you may find cards that have two
backs, you may find cards that have numbers or faces not in a normal
suit. You may find new suits. How high is a baker of spears? Does it
beat a seventeen of flowers?

You can deal out 20d10 cards before the stack is empty. Or you can
count the cards in the remaining stack (14d6, of course), and deal from
a fresh stack. This works, even if thousands of cards are dealt off the
stack.

The number of cards in a hand is subject to infrequent random
increments and decrements, as are the actual cards; never while a
player is looking right at them.

When the cards are restacked there are once again 14d6 cards.
Destroying cards matters not, unless all of the cards are destroyed.
They may be shuffled, but there is no need to, they are always random.

Any small item placed in the sack with the cards will randomly appear
as a picture on a card. It can be shaken off the card and made real
again. Large quantities of coins can be transported this way, if you
are willing to go through the effort of putting them in the sack a few
at a time and recovering them by randomly dealing them and shaking them
off the card.


MadKaugh
Madkaugh
2005-08-19 20:42:41 UTC
Permalink
Post by s***@hotmail.com
I'll keep this short and sweet.
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Sasic Vosima's Golems - Sasic Vosima is a wizard specializing in the
art of golem construction. He is the originator of Three Laws of
Golemics, published in his seminal work, "I, Golem". He can make a
golem to order. His golems are a bit better than normal - they are
smart. They can act a bit beyond the literal and read intent into a
command, thus are easier to command. They can creatively set about
assigned taskes, details do not need to be spelled out. "Clean up" is
sufficient. They can recognize an obvious foe and respond, but they are
a bit pacifistic, and will only attack if their master, his property,
and those under his care are threatened (unless commanded to do more).


Brother Sonaine Linen - Brother Linen is an ecclesiastical monk (a
commoner, not a combat monk) who manages the harvest at his monestary.
He sells the surplus produce at a small booth in town in the poor
district; it is an outreach program of the monestary. The prices are
very reasonable. Brother Linen has more than a passing interest in
botany, and is eager to trade odd specimens. He will only trade his
exotic botanicals for other exotic botanical speciments.

He currently has some magic beans that he would like to trade. His
beans will grow into a large beanstalk. A very large beanstalk. No,
bigger. It does not reach to the clouds. That's barely getting started.
It reaches to the heavens. For game purposes, a traveler can ride
helically around the beanstalk on horseback into the sky. It is a long
journey. There are beanpods to eat and to use as fodder, and there is
sufficient water trapped in pockets on the leaves to drink. There is
air near the beanstalk for the entire length. The last several hundred
feet of beanstalk are too small to ride around, and must be climbed.
There is nothing special about the end. For most of the length of the
journey, the beanstalk is perpetually sunlit, but the sky around is
inky black cloudless night (you are far above the clouds.) The world
dwindles below.

Brother Linen knows some interesting legends. He can be persuaded to
share them, if he trusts the party. He is very perceptive and is DC 30
to bluff; you'd better be sincere.

One legend is of a group of warriors that wore powerful flying suits of
armor that were each capable of throwing four immense fireballs.
Another was of a planar door to another world. Another was of a
powerful modron who could hurl immense rocks through the heavens.

Brother Linen might share, or a hard knowledge check might reveal that
Brother Linen was once an adventurer monk, and is now retired.


MadKaugh
Auric__
2005-08-19 20:57:07 UTC
Permalink
Post by Madkaugh
They can recognize an obvious foe and respond, but they are
a bit pacifistic, and will only attack if their master, his property,
and those under his care are threatened (unless commanded to do more).
...or if the golem itself is threatened.
--
auric dot auric at gmail dot com
*****
Non-fiction often is more unrealistic than fiction.
Madkaugh
2005-08-19 21:18:05 UTC
Permalink
Post by Auric__
Post by Madkaugh
They can recognize an obvious foe and respond, but they are
a bit pacifistic, and will only attack if their master, his property,
and those under his care are threatened (unless commanded to do more).
...or if the golem itself is threatened.
The golem is property, and so will defend itself.
Post by Auric__
Non-fiction often is more unrealistic than fiction.
"It's got to be true. No one would believe it if we made it up."
Keith Davies
2005-08-19 21:26:02 UTC
Permalink
Post by Madkaugh
Post by Auric__
Post by Madkaugh
They can recognize an obvious foe and respond, but they are
a bit pacifistic, and will only attack if their master, his property,
and those under his care are threatened (unless commanded to do more).
...or if the golem itself is threatened.
The golem is property, and so will defend itself.
Post by Auric__
Non-fiction often is more unrealistic than fiction.
"It's got to be true. No one would believe it if we made it up."
ISTR something about "fiction is limited in its fantasy because it has
to make sense". Nonfiction doesn't have that limitation.


Keith
--
Keith Davies "Trying to sway him from his current kook-
***@kjdavies.org rant with facts is like trying to create
***@gmail.com a vacuum in a room by pushing the air
http://www.kjdavies.org/ out with your hands." -- Matt Frisch
Kaos
2005-08-20 07:54:37 UTC
Permalink
On Fri, 19 Aug 2005 21:26:02 GMT, Keith Davies
Post by Keith Davies
Post by Madkaugh
Post by Auric__
Post by Madkaugh
They can recognize an obvious foe and respond, but they are
a bit pacifistic, and will only attack if their master, his property,
and those under his care are threatened (unless commanded to do more).
...or if the golem itself is threatened.
The golem is property, and so will defend itself.
Post by Auric__
Non-fiction often is more unrealistic than fiction.
"It's got to be true. No one would believe it if we made it up."
ISTR something about "fiction is limited in its fantasy because it has
to make sense". Nonfiction doesn't have that limitation.
Oft attributed to one Samuel Clements.
--
Address no longer works.
try removing all numbers from
***@2allstream3.net

--
Posted via NewsDemon.com - Premium Uncensored Newsgroup Service
------->>>>>>http://www.NewsDemon.com<<<<<<------
Unlimited Access, Anonymous Accounts, Uncensored Broadband Access
Auric__
2005-08-19 21:51:40 UTC
Permalink
Post by Madkaugh
Post by Auric__
Post by Madkaugh
They can recognize an obvious foe and respond, but they are
a bit pacifistic, and will only attack if their master, his property,
and those under his care are threatened (unless commanded to do more).
...or if the golem itself is threatened.
The golem is property, and so will defend itself.
Well, you don't want to give the golem too much free will or else it
might start thinking otherwise.
Post by Madkaugh
Post by Auric__
Non-fiction often is more unrealistic than fiction.
"It's got to be true. No one would believe it if we made it up."
Yup.
--
auric dot auric at gmail dot com
*****
Crappy old OSes have value in the basically negative sense that changing
to new ones makes us wish we'd never been born.
-- Neil Stephenson
Madkaugh
2005-08-20 10:12:55 UTC
Permalink
Post by s***@hotmail.com
Post by s***@hotmail.com
In invite you to let your imaginations run wild. They don't have to be
practical weapons; that's why they'd be so unique. Just throw out
anything at all.
Mad Escher's Whips - Escher, the Mad, sells rather mundane looking
whips in his shop. They are utterly plain, though well made, bull
whips. They snap and feel like normal whips. But, Escher's whips do not
damage. They can't, they pass through anything. Thier own space travels
with them and they take up no space as they move, so they can pass
right through the midsection of an opponent, appearing to cut him in
two, and leave him uninjured.

What they do is leave oddness in their wake. The boundary of their
space scrambles the edge of normal space disrupting reality. An
opponent might turn blue where the whip passed through, or might sprout
flowers. One in ten hits will lower a stat, one in a hundred will raise
one. All effects are permanent. (roll % to see if a stat is raised or
lowered; roll 1d6 to see which one.) Changes that obviously affect a
stat do so as well.

An opponent must make a DC 10 discipline check to stand his ground
every time he is hit. Otherwise he flees, surrenders, tries to hide,
anything other than get hit by that damn whip.

The whip affects any solid material it passes through. It has a
diminished affect on liquids, and no affect on gases.

The whip can be handled normally, the effect only takes place when the
whip is moving rapidly, though an observant handler will note that he
can't actually touch the whip, other than the grip; he is touching
slightly out from the whip.


Mad Escher's Staves - Escher, the Mad, has a selection of staves
varying from plain to ornate. He has various sizes to suit all needs.
They appear more or less normal leaning against the wall, but if you
focus on them, it is hard to tell which way they lean.

They are a bit hard to use when wielded, they seem to go the wrong way
much of the time. But the ends seem to be in two places at once, and
they are hard to dodge. (-2 to hit on all attacks, but one extra attack
at BAB (still -2), and dodge is at -2) [I liked the idea of two extra
attacks, but it seemed overpowered.]


Mad Escher's Mosaic Tiles - Mad Escher has several stacks of
beautifully crafted floor or wall tiles featuring his signature
tesselations. These appear to be quite normal. These are far too few
for a building project, but Escher will supply as many as needed, on
request. It takes some time to produce these, and he delivers several
bundles ata time as the project progresses.

The building these are incorporated into will exhibit spacial
anomalies, especially the rooms in which the tiles are used. Doors will
open into rooms they shouldn't connect to, or will switch destination
for a week. The staircase to the basement will go up at both ends.
These anomalies are fairly stable, shifts are infrequent, and they do
not render the structure unusable; just "interesting".


Mad Escher's Caltrops - Mad Escher has a barrel of these. They seem to
be in constant motion. If examined, it is difficult to tell which way
the points face.

These caltrops are especially difficult to avoid; they appear to move.
Treat as +2 to hit.


Mad Escher's Hair Combs - A really fine little hair comb. It works
quite well. Careful observation, such as counting the teeth, will
reveal that the number of teeth seems to change back and forth by 1.


Mad Escher's Soap - A really fine, lightly scented bar of soap. Escher
has a few different fragrances. The soap bars in the bin seem to
reorient themselves occasionally. The bars seems to shift orientation
on its own, and so is more prone than most soap to slip out of the
hand.


Mad Escher's Sewing Kit - A really fine sewing kit for repairs. The
needle passes through the fabric with no effort, and the thread never
breaks nor runs out. Completing the repair is an easy action, but the
result is often unexpected. Roll 1d6; on a one, the "repair" has gone
wrong. There may be an extra arm or leg on the garment, or the sleeves
may be sewn shut. Appropriately enough a large portion of the errors
look like straight jackets.


Mad Escher's Pipes - Fine pipes in various styles. Some are plain clay
pipes, and some are carved wooden pipes, mostly animals and a few that
have a nautical theme.

The pipes work well, though occasionally the pipeweed appears to be
burning on the outside of an inverted bowl. The smoke from the pipe
drifts off. The observant might note that it occasionally wafts right
through a wall.

If you attempt to blow a smoke ring while smoking a plain clay pipe,
the rings will be linked, like a chain. Or possibly they are one loop
folding back on itself. It is hard to tell.

It does not appear to be possible to blow a smoke ring when smoking the
carved pipes. The attempted rings all come out like blobs. On a DC 20
knowledge check for animal anatomy, an observer might note that the
blobs are cross section diagrams of the animal figure carved on the
pipe. On a DC 20 rope use check or seamanship check, an observer might
note that the blobs are nautical knots that would be used on the very
ship that the pipe is carved to represent.


Mad Escher's Mugs - Everyone appreciates a good mug for that cold
morning on the road, and this isn't it. Not to complain to much, the
workmanship is fine, but the damn things won't hold liquid! You pour it
in, the mug does this wierd flippy thing, and the liquid pours right
out. Oh, and the handle is inside the mug often as not.

Escher has a bin of these, and they just don't sell, other than the
occasional gag gift.


Mad Escher's Meat Forks - It works well; just don't look at the tines.


Mad Escher's Nunchaku - These are good quality nunchaku that work well.
There is no chain in the middle, it is one solid piece, and if gripped
with both hands at opposite ends, it will not flex at all. It is for
all intents an purposes a solid stick, but behaves like a nunchaku. No
amount of observation will reveal how this works; it is impossible, so
there's nothing to reveal.


Mad Escher's Tridents - That's a bit of a misnomer, it is often a
trident, but sometimes it has two tines, and sometimes it has four
tines. It works like a normal trident.


Mad Escher's Spears - These spears work as a normal spear, but if poked
through an opponent or an object will exit at a random angle.


Mad Escher's Bolas - These works as normal, but in flight do not appear
to simply rotate; they both rotate and counterrotate, but never collide
with themselves. When they strike, two will go to one side, and one
will go to the other.


Mad Escher's Sling Bullets - These are made in the same three material
fashion as the arrow and bolt points; one side alchemic silver, one
side cold iron, and on side metal not from this plane of existance.
Unlike the bolts and arrows, these fly straight and true, but they can
hit anything that can be hit with normal iron, silver, and cold iron,
and can hit any extradimensional creature that is visible (including
ethereal)

Escher will sell a pouch of these always containing 1d4 bullets, or
will sell individual bullets.

It was not previously pointed out, but the pouch will contain 1d4
bullets, the quiver will contain 1d4 arros or bolts, even if one is in
use. That can mean that there appears to be five items, one in use and
four in the container. That's ok. The one in use is the same item as
one of the ones in the container. Not a problem.


Mad Escher's Paint - Escher the Mad has a selection of sealed crockery
pots of paint that he prepares. There is a sample painted on each jar.
He will gladly make more to order. There are a few solid colors
available, but most of his paint is in patterns; spots, stripes, his
signature tesselations, camoflage. The paint should be shaken before
used, but no matter how much you mix it the result looks like the
sample. It is good quality paint.


MadKaugh

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