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TrueWolves
Crew

PostPosted: Sat May 03, 2008 3:54 am


I will draw sketches of how they work and how they look once I get my scanner working ^.^ None of these are magical, just quite a bit advanced and rare wink I will add one a week, none of them are allowed tell approved by Finrir Songmoon


~~~~~~~~~~~~~~~~~~~

(Dawrf/Elf) Steel "Dual Bow"
This 4 foot bladed bow can be switched in to a dual long sword by some one trained in its use. You do this by pulling the string and setting it along the hatches on the staff, this switches out the ends of the bow int o a slightly more straight blade on both sides. It is much easier to switch back in to a bow for all you have to do is pull back on the string (a DC 9 strength check that any one trained in how to use the weapon can take 10 on even in battle) while holding on the button that releases the string from the hatches on the handle.

Stats
Bow Form ~~~~ 1d8 (composite) -- 70 Range -- Crit 20x3
Sword Form ~~~1d8/1d8 -- Crit 20x2
Basic Stats ~~~~12 lb (quite heavy) -- {HD{12}HP{20/20|20/20}
It takes 2 attacks/1round to switch from Sword to Bow
It takes 3 attacks/1round to switch from Bow to Sword
You can reduce this by 1 attack/a move action with the feat Quick Draw

To Use
Feats: Martial Weapon / Training Dual Sword / Training DualBowSword / Ambidextrous
Cost 1500gold pieces

~~~~~~~~~~~~~~~~~~~~
(Elven) Great Bow
This huge Bow is made for sniping and is not the best for combat, it can be made to hold an attack bonus while being constructed under normal rules. The bow often has a hard wood shaft with a light metal alloy wire wrapped around the shaft to strengthen it. The Bow can Fire extreme distances but does not make a good meale weapon do to the fact it must be set up.

Stats
~~~1d12 -- Crit 20x3
~~~7 lb -- {HD{7}HP{18/18}
~~~Range Inc. - 200 (+25per Str Bonus) feet (10 incs, each with a -1 penalty to a max of -9)
You only get half your attacks with this bow rounded down, exception is if the bow is enchanted with the fast ability, in which case instead of an extra attack, you get your normal attack amount
You must spend 2 rounds setting the bow up before being able to fire it or you suffer a -4 to hit
This Bow needs larger then normal arrows, 15 to a quiver, 3 times the normal price and can not be readily found in most shops

To Use
Feats: Martial Weapon / Training Great Bow
Cost 1000 gold

~~~~~~~~~~~~~~~
(Gnome) Collapsible Sword
When its collapsed it looks like a metal box, that is quite heavy, though when enough pressure is pressed in an area of the box, it pushs out the blade witch locks in place (think of those toy light sabers)

Stats
~~~Base Sword for Crit and Damage
~~~2.5xBase Sword lb -- {HD{11}HP{24/24}

Can not be made from curved swords
If not ever used before, it takes a DC 15 Int check to realize how to collapse, release the sword for the first time, this lowers by 1 for every time it has been done
Gnomes get a plus 2 to this check becuase of the manicanics behind it are of gnome make
You get a +10 to hiding this sword, and it only takes a DC10 Bluff check to get it passed guards who have never heard of one before, for it looks like a heavy useless box.

To Use
Feats: Martial Weapon
Cost x15 of Base Sword

~~~~~~~~~~~~~~~
The Grand Sword
This sword is just plan huge, few people can wield it, and even they have a hard time, this sword's size is of that of legends.

Stats
~~~2d12 (x2+ (see below) Strength Bonus) -- Crit 20x4
~~~14 lb -- {HD{12}HP{25/25}

Requires a Strength of at least 17
-5 to AC When used
+5 to hit
You lose all but 1 attack with this sword, any extra attacks are instead converted in to +2 to hit and +0.5 Str bonus to damage

To Use
Feats: Martial Weapon, Training Grand Sword, Monkey Grip
Cost 500gp

~~~~~~~~~~~~~~~
Koishii's Time Dome Stop Spell
Level Drd 8 Sor/Wis 8
Components V, S, M&F/DF
Casting Time 3 rounds
Range mid
Area, a 2ft/level radius dome (sphere if there is no ground)
Duration 2min/level
Saving Throw, Reflex if at the edge, other wise none
Spell Resistance, only if the thing in question takes up at least 50% of the area, or if the area has SR
This spell does not quite effect time it's self, but rather converts all kentic energy in to potential energy, absolutely freezing everything inside and touching the area, with a almost ganrented chance of it working, however nothing can enter the dome, it acts as a solid thing, and it can not even be passed by those in the ethereal realm, effecting that realm as well. Any Spell targeting the dome like a lightning bolt, only is absorbed by the surface, so there is no way besides such destruction by a sphere of anlalistion to harm those effect, and even such a sphere will freeze in 1d3 rounds after entering. When it wares off the things effect will only feal a small tingle, and notice things might not be where they remembered, but other wise are nto effected, in reality the few things this spell is good for is escaping a fight or freezing a dying friend
Material Component: A Magnetic Stubtince of at least 25gp in price, usualy a alloy rock powder
Focus: A Metal Sphere, which the stubtince must coat, the ball remains after the spell

~~~~~~~~~~~~~~~
Distort Spell
Level Drd 9 Sor/Wis 9
Components V, S, M
Casting Time 1 minute Or 1 round
Duration Instantaneous
Saving Throw, None

The 1 minute version allows a complete and random change to the events in the last hour with no control under the caster
roll a 1d8, 1-3 is a good change - with events changing to generally benefit the caster and his group. 4-5 is a random change, with little difference of good or bad on the group, and a 6-7 is a bad change, with events leading the group worse off then before. a 8 causes a set of events to happen that have nothing to do what so ever with what the origanly were
The 1 round version causes all rolls in the last round to be re rolled, for better or worse.
Material Component: 1000exp for the minute one, 5 pounds of silver fine dust or a tiny loadstone for the round version

~~~~~~~~~~~~~~~
Perception spell
Level Drd 5 Sor/Wis 6 Brd 4 Cleric 5
Components V, S, F/DF
Casting Time 5 rounds
Targets Caster + 1 person for every 3 caster levels
Duration 1min/level
Saving Throw, Will (harmless)
With this spell you create a demi real object that must be bealved in to exist. All those effect can interact and use it as if it was real, but it will not effect those not under the spell. A Bridge will be used for an example
All under the effect can see and cross the bridge, those who don't see the bridge will fall like normal if they try to use it. All those under the spell must make a will save to bealeave in the spell, a DC 10 check, but every time something happens that could prevent some one from bealving in it, they must make a new check and the DC increases by 1, such as some one falling threw the "bridge" or some one saying it is not there, is some one keeps trying to prove that it is not infact real, this could quickly ruin the spell for everyone. This spell could even create a battle scene for training, with a demi sword, or any thing the caster wants, those who fail at the spell can no longer benefit from it for 24hours. You can even use it to create doors ect.
Focus: Any kind of Crystal or Gem
PostPosted: Sat May 03, 2008 1:58 pm


[[So is this thread just for you to post on or can we all go at it lol?]]

Heart_Construct


TrueWolves
Crew

PostPosted: Sat May 03, 2008 2:27 pm


why not, shoot away, il change the title, and its not just for weapons I should add
PostPosted: Sat May 03, 2008 2:46 pm


[[Ok cool...What else do you plan on putting in here?]]

Heart_Construct


TrueWolves
Crew

PostPosted: Sat May 03, 2008 3:18 pm


any player made vareastion, item, class, monster, or ANYTHING, but it is removed if not aproved by the High DM coughfinrircoughsongmooncough
PostPosted: Sun May 04, 2008 9:42 pm


Can't you see? Are you blinded to the fact that this world needs less weapons and more love and affection? No of course not. You'll make your weapons and your guns till everyone is dead and you sit upon the mountains of corpses to count your gold.

NeoKabookie


TrueWolves
Crew

PostPosted: Sun May 04, 2008 9:50 pm


You are aware of the fact I am adding from a list of things, I have spells and stuff to, and not all of it kills
PostPosted: Thu May 08, 2008 10:35 pm


Adding

Great Bow
Collapsible Sword
Koishii's Time Dome Stop Spell
Distort Spell
Grand Sword
Perception spell

Remember, I will draw diagrams and stuff when my scanner works

~~~~~~~~~~~~~~~
(Elven) Great Bow
This huge Bow is made for sniping and is not the best for combat, it can be made to hold an attack bonus while being constructed under normal rules. The bow often has a hard wood shaft with a light metal alloy wire wrapped around the shaft to strengthen it. The Bow can Fire extreme distances but does not make a good meale weapon do to the fact it must be set up.

Stats
~~~1d12 -- Crit 20x3
~~~7 lb -- {HD{7}HP{18/18}
~~~Range Inc. - 200 (+25per Str Bonus) feet (10 incs, each with a -1 penalty to a max of -9)
You only get half your attacks with this bow rounded down, exception is if the bow is enchanted with the fast ability, in which case instead of an extra attack, you get your normal attack amount
You must spend 2 rounds setting the bow up before being able to fire it or you suffer a -4 to hit
This Bow needs larger then normal arrows, 15 to a quiver, 3 times the normal price and can not be readily found in most shops

To Use
Feats: Martial Weapon / Training Great Bow
Cost 1000 gold

~~~~~~~~~~~~~~~
(Gnome) Collapsible Sword
When its collapsed it looks like a metal box, that is quite heavy, though when enough pressure is pressed in an area of the box, it pushs out the blade witch locks in place (think of those toy light sabers)

Stats
~~~Base Sword for Crit and Damage
~~~2.5xBase Sword lb -- {HD{11}HP{24/24}

Can not be made from curved swords
If not ever used before, it takes a DC 15 Int check to realize how to collapse, release the sword for the first time, this lowers by 1 for every time it has been done
Gnomes get a plus 2 to this check becuase of the manicanics behind it are of gnome make
You get a +10 to hiding this sword, and it only takes a DC10 Bluff check to get it passed guards who have never heard of one before, for it looks like a heavy useless box.

To Use
Feats: Martial Weapon
Cost x15 of Base Sword

~~~~~~~~~~~~~~~
The Grand Sword
This sword is just plan huge, few people can wield it, and even they have a hard time, this sword's size is of that of legends.

Stats
~~~2d12 (x2+ (see below) Strength Bonus) -- Crit 20x4
~~~14 lb -- {HD{12}HP{25/25}

Requires a Strength of at least 17
-5 to AC When used
+5 to hit
You lose all but 1 attack with this sword, any extra attacks are instead converted in to +2 to hit and +0.5 Str bonus to damage

To Use
Feats: Martial Weapon, Training Grand Sword, Monkey Grip
Cost 500gp

~~~~~~~~~~~~~~~
Koishii's Time Dome Stop Spell
Level Drd 8 Sor/Wis 8
Components V, S, M&F/DF
Casting Time 3 rounds
Range mid
Area, a 2ft/level radius dome (sphere if there is no ground)
Duration 2min/level
Saving Throw, Reflex if at the edge, other wise none
Spell Resistance, only if the thing in question takes up at least 50% of the area, or if the area has SR
This spell does not quite effect time it's self, but rather converts all kentic energy in to potential energy, absolutely freezing everything inside and touching the area, with a almost ganrented chance of it working, however nothing can enter the dome, it acts as a solid thing, and it can not even be passed by those in the ethereal realm, effecting that realm as well. Any Spell targeting the dome like a lightning bolt, only is absorbed by the surface, so there is no way besides such destruction by a sphere of anlalistion to harm those effect, and even such a sphere will freeze in 1d3 rounds after entering. When it wares off the things effect will only feal a small tingle, and notice things might not be where they remembered, but other wise are nto effected, in reality the few things this spell is good for is escaping a fight or freezing a dying friend
Material Component: A Magnetic Stubtince of at least 25gp in price, usualy a alloy rock powder
Focus: A Metal Sphere, which the stubtince must coat, the ball remains after the spell

~~~~~~~~~~~~~~~
Distort Spell
Level Drd 9 Sor/Wis 9
Components V, S, M
Casting Time 1 minute Or 1 round
Duration Instantaneous
Saving Throw, None

The 1 minute version allows a complete and random change to the events in the last hour with no control under the caster
roll a 1d8, 1-3 is a good change - with events changing to generally benefit the caster and his group. 4-5 is a random change, with little difference of good or bad on the group, and a 6-7 is a bad change, with events leading the group worse off then before. a 8 causes a set of events to happen that have nothing to do what so ever with what the origanly were
The 1 round version causes all rolls in the last round to be re rolled, for better or worse.
Material Component: 1000exp for the minute one, 5 pounds of silver fine dust or a tiny loadstone for the round version

~~~~~~~~~~~~~~~
Perception spell
Level Drd 5 Sor/Wis 6 Brd 4 Cleric 5
Components V, S, F/DF
Casting Time 5 rounds
Targets Caster + 1 person for every 3 caster levels
Duration 1min/level
Saving Throw, Will (harmless)
With this spell you create a demi real object that must be bealved in to exist. All those effect can interact and use it as if it was real, but it will not effect those not under the spell. A Bridge will be used for an example
All under the effect can see and cross the bridge, those who don't see the bridge will fall like normal if they try to use it. All those under the spell must make a will save to bealeave in the spell, a DC 10 check, but every time something happens that could prevent some one from bealving in it, they must make a new check and the DC increases by 1, such as some one falling threw the "bridge" or some one saying it is not there, is some one keeps trying to prove that it is not infact real, this could quickly ruin the spell for everyone. This spell could even create a battle scene for training, with a demi sword, or any thing the caster wants, those who fail at the spell can no longer benefit from it for 24hours. You can even use it to create doors ect.
Focus: Any kind of Crystal or Gem

TrueWolves
Crew


Ore wa Hiaki Mahaado da

IRL Gekko

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PostPosted: Wed May 28, 2008 7:32 am


Mind if I take a crack at it? XD

....Gaia ate it ><
PostPosted: Wed May 28, 2008 11:21 am


go a head ^.^ ouch gaia ate it? had that happen once...

TrueWolves
Crew


Ore wa Hiaki Mahaado da

IRL Gekko

9,025 Points
  • Partygoer 500
  • Money Never Sleeps 200
  • Conventioneer 300
PostPosted: Thu May 29, 2008 1:09 pm


Bladed Psi-Bow (Short) - 1d4/1d4; 1d6/1d6; 19-20/x2 / x3; -/60 ft.; 7 lb. Slashing/Piercing

Bladed Psi-Bow (Long) - 1d6/1d6; 2d4/1d8; 18-20/x2 / x3; -/100 ft.; 14 lb.; Slashing/Piercing

The Bladed Psi-Bow uses psionic arrows as its ammunition, and can only be used by someone with a level in a Psionics class that allots power points, such as Wilder or Psion, and its user must spend one power point for every ten shots fired. Switching from melee to ranged requires a DC 5 concentration check, as the user must focus their minds in order to form the string of the bow, though this check may be ignored once the user has at least three levels in a Psionics class. However, switching from ranged to melee is a free action, as breaking the Psionic string is as easy a task as severing a real one with a knife is for the user.

(("Melee/Ranged" is how it's read))
PostPosted: Sat May 31, 2008 3:56 pm


thats a lot of "arrows" lol

TrueWolves
Crew


Ore wa Hiaki Mahaado da

IRL Gekko

9,025 Points
  • Partygoer 500
  • Money Never Sleeps 200
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PostPosted: Tue Jun 03, 2008 3:45 pm


Rinith Cresent
thats a lot of "arrows" lol


I don't know a great deal about how Psionic classes work yet, so that's more or less a rough draft. XD
PostPosted: Sat Jun 21, 2008 10:20 pm


If this is open to anybody to suggest ideas, I'll just toss on some things that I think of. If anyone has an opinion on the abilities, DCs, weight or cost of any of these items, let me know and I can tweak them to be more appropriate.


"Sticky Hand"- 1lb. 12gp.

a 5' cord with a ring on one end and a 2"x2" leather square patch with an alchemical adhesive on the other end. It's wrapped up into a small pouch and can be carried in a pocket.

a player may make an attempt to grap an object weighing 1 lb. or less. Use a slight of hand check -5 to see if the player can stick the object to the pad. The object must be resting on a surface and not attached to anything. The patch must be washed after 10 uses in order to remain effective.

-2 to slight of hand check if the object is partially concealed.
-4 to slight of hand check for using a 10' length of the cord.


Corded Hook- 3lbs. 5gp.

a 5' cord with a ring on one end and a small metal hook on the other end. It's wrapped in a small pouch and can be carried in a pocket.

a player can attept to grab an object weighing 5lbs. or less. Use a slight of hand check -3 to see if the player can catch the object to the hook. The object must have some sort of surface for a hook to latch onto. The object must be resting on a surface and not attacked to anything.

-2 to slight of hand check if the object is partially concealed.
-4 to slight of hand check for using a 10' length of the cord.


Lock Cement- no weight. 10 gp.

a small alchemical package containing a gel. When exposed to air, the cement has minutes before it solidifies. Pouring the contents of the package into a lock causes the lock to be blocked with the cement. This adds a -20 to any attempts made to open lock checks.


Lock Acid- 1lb. 15gp.

a small glass vial contains enough acid to apply to 1 metal lock. This makes the DC to bash the lock 10 easier.


New action: "Copper Jamming"

Placing 5 copper pieces between a door and a door frame wedges the door in place, making it harder to open. Unlocked doors require a 5 DC strength check to open. Locked or otherwise not free to open doors add 5 DC to strength checks to open them. Adding additional copper pieces adds a 1 to the DC, up to a total of 10 pieces can be used on one door. Each piece over 5 (pieces 6-10) inserted into the doorframe requires a 5 DC strength check by the player inserting to successfully add another copper piece, otherwise all the pieces fall out. Silver, gold or other coin pieces may be used, but will be as effective as copper pieces for the purpose fo jamming.

[[Anyone ever penny jam a door?]]

RUMBLETiGER
Crew


TrueWolves
Crew

PostPosted: Sun Jun 22, 2008 1:07 am


Well those are all interesting, to bad none of these things have been put in the approved list yet... lol, I think the DC should be 8 for #7, DC 11 for #9 inc, what about you?
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