Showing posts with label weapon. Show all posts
Showing posts with label weapon. Show all posts

Friday, February 3, 2023

Woodworkers - Village - Level 1 Community (Weapons, Adventuring Gear)

Strongbeam Woodworks
Frederick Strongbeam: Woodworker, Human

"Built'a Ballista fer Sandy Johndaughter after Lanar's mining company was reduced ta'jus him. Cost about 2000 gp and 5 gp a'bolt. Mounted it on 'er wagon fer another 25 gp. I would not mind build'n another."

"Jobgen and I got a good thing go'in, trade each other's work. He does the iron and I do the wood. We get confused when iron wood comes along, hehe."

"Spend most my time making sluice boxes, help'n with mine'n beam work, and water wheels."

Simple Melee Weapons
Club...............1 sp...1d4 bludgeoning.....2 lb. Light
Quarterstaff...2 sp 1d6 bludgeoning.......4 lb. Versatile (1d8)

Martial Melee Weapons
Greatclub.......2 sp...1d8 bludgeoning...10 lb. Two-handed
Javelin............5 sp...1d6 pierce...............2 lb. Thrown (range 30/120)

Simple Range Weapons
Crossbow, light...25 gp...1d8 piercing.....5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow............25 gp....1d6 piercing.....2 lb. Ammunition (range 80/320), two-handed
Blowgun.............10 gp....1 piercing..........1 lb. Ammunition (range 25/100), loading

Martial Range Weapons
Crossbow, hand...75 gp...1d6 piercing........3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy...50 gp...1d10 piercing...18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow................50 gp...1d8 piercing.......2 lb. Ammunition (range 150/600), heavy, two-handed

Ammunition
Arrows (20) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1 1/2 lb.

Arcane Focus
Staff, wooden 5 gp 4 lb.
Totem 1gp 1/4 lb.

Adventuring Gear
Abacus 2 gp 2 lb.
Barrel 2 gp 70 lb.
Basket 4 sp 2 lb.
Block and tackle 1 gp 5 lb.
Book (Ballistic Designs) 500 gp
Book (Engineering) 650 gp
Book (Shipwright) 900 gp
Book (Woodworking) 50 gp
Bowl, large 3 sp 5 lb
Bowl, medium 2 sp 2 lb
Bowl, small 9 cp 1/4 lb
Bucket 5 cp 2 lb.
Chair, Folding Stool 7 sp
Chalk (1 piece) 1 cp -
Chest 5 gp 25 lb.
Grease, Axel 3 sp 2 lb.
Jug or pitcher 2 cp 4 lb.
Ladder (10 foot) 1 sp 25 lb.
Oil (flask) 1 sp 1 lb.
Parchment (one sheet) 1 sp -
Pole (10-foot) 5 cp 7 lb.
Plow 9 sp 
Ram, portable 4 gp 35 lb.
Ring, Wood 8sp -
Signal whistle 5 cp -
Table, Folding 2 gp.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Whetstone 1 cp 1 lb.

Tool Kits
Carpenter Tools 10 gp 6 lbs
Cobbler's tools 5 gp 5 lb.
Cook's utensils 1 gp 8 lb.
Woodcarver's tools 1 gp 5 lb.

Game Sets
Dice set 1 sp -
Dragonchess set 1 gp 1/2 lb.

Musical Instruments
Flute 2 gp 1 lbs.
Pan Flute 12 gp 2 lbs.

Drawn Vehicles
Cart 15 gp 200 lbs
Wagon 35 gp 400 lbs

Special or Mining Equipement Request
Ask for Quote

Blacksmith - Village - Level 1 Community (Weapons, Armor, Adventuring Gear)

Oreworker's Tools & Blacksmith
Jobgen Oreworker: Blacksmith, Human
Catty Oreworker: Blacksmith's wife, Dwarf
Khan Oreworker: Teenage son of Jobgen, Apprentice Blacksmith, Half-Dwarf
Ahbal Oreworker: Teenage son of Jobgen, Apprentice Blacksmith, Half-Dwarf
Rockaell Oreworker: Child and daughter of Jobgen, Half-Dwarf

"I sell coal too. Gotta pal in Burnmark that passes on Triboar with a caravan. Drops a cart here on his way to the Nevers."

"I like making pointy or flat things. Nothing complicated."

"Khan and Ahbal made the iron candle holders for Strongbeam's chandelier for the Shine of Luck.  They like twist'n and bend'n things, tak'n Strongbeam's ideas, mess'n around in the nightlight. I guess it's the dwarf in'em."

Simple Melee Weapons
Brass Knuckles...1 gp...1d4 Bludgeoning...1 lb.
Light
Dagger..............2 gp...1d4 piercing..............1 lb. Finesse, light, thrown (range 20/60)
Handaxe...........5 gp...1d6 slashing..............2 lb. Light, thrown (range 20/60)
Light hammer...2 gp...1d4 bludgeoning.......2 lb. Light, thrown (range 20/60)
Mace..............5 gp...1d6 bludgeoning.........4 lb.
Spear..............1 gp...1d6 piercing................3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons
Dart.................5 cp...1d4 piercing............1/4 lb. Finesse, thrown (range 20/60)
Shuriken..........1 sp...1d6 piercing............1/4 lb. Finesse, thrown (range 20/60), versatile (three 1d3, req. 3 Shuriken)

Martial Melee Weapons
Battleaxe........10 gp...1d8 slashing.............4 lb. Versatile (1d10)
Greataxe.........30 gp...1d12 slashing...........7 lb. Heavy, two-handed
Longsword.....15 gp...1d8 slashing.............3 lb. Versatile (1d10)
Maul...............10 gp...2d6 bludgeoning....10 lb. Heavy, two-handed
Pike..................5 gp...1d10 piercing..........18 lb. Heavy, reach, two-handed
Shortsword.....10 gp...1d6, piercing............2 lb. Finesse, light
Trident..............5 gp...1d6 piercing.............4 lb. Thrown (range 20/60), versatile (1d8)
Warhammer....15 gp...1d8 bludgeoning......2 lb. Versatile (1d10)

Weapon Special Enhancements
Silver plating....90 gp, 100 sp....per Weapon or 10 piece Ammunition
Gilding plating....200 gp....per Weapon, +1 CHA ability point

Weapon Ammunition 
Blowgun needles...(50)...1 gp...1 lb.
Sling bullets (20)....4 cp... 1 1/2 lb.

Armor
Chain Shirt.......60 gp...13 + Dex (Max 2) AC
Breastplate ...550 gp...15 + Dex (Max 2) AC
Ring Mail..........30 gp...14 (dis on Stealth) AC
Shield...............15 gp...+2 AC

Adventuring Gear
Ball bearings (bag of 1,000) 1 gp 2 lb.
Bell 1 gp 1 lb
Block and tackle 1 gp 5 lb
Caltrops (bag of 20) 1gp 2 lb
Chain (10 feet) 5 gp 10 lb.
Collar, Spiked medium 2 gp 6 lb
Collar, Spiked large 4 gp 12 lbs
Cooking Utensils 5 sp 3 lbs.
Crowbar 2 gp 5 lb.
File 1gp 1 lb.
Grappling hook 2 gp 4 lb.
Hammer 1 gp 3 lb.
Hammer, sledge 2 gp 10 lb.
Hunting Trap 5 gp 25 lb.
Knife, Butcher 3 gp 2 lb.
Knife, Cooking 1 gp 1 lb.
Knife, Hunting 2 gp 1 lb.
Lock 10 gp 1 lb.
Pick, miner's 2 gp 10 lb.
Piton 5 cp 1/4 lb.
Pot, iron 2 gp 10 lb.
Scissors 2 gp 1 lb.
Shovel 2 gp 5 lb.
Whetstone 1sp 1 lb.

Tool Kits
Carpenter Tools 10 gp 6 lb
Lockpicking Tools 25 gp 1 lb
Masonry Tools 15 gp 10 lb

Friday, January 20, 2023

Aurhark - Bow and Arrows - Magic Weapon - Ridiculously Rare

Aurhark
Weapon (longbow), ridiculously rare (requires attunement)

A magical weapon that was gifted to onseti elven wilderness rangers after defending against unfathomable odds.  Crafted from ridiculously rare bowstave of the golden bough, the horn of the elusive cuerno azul*, and glue from the blood of the strongest orlox **. Few are made and few are given.  Those that bare these long bow live in peace there after and are only attacked by fools and those soon to cross the black expanse of the Astralos.

This magical bow grants a +3 bonus to attack and damage rolls you make with it. When you cast a ranger spell, it grants a +3 bonus to spell attack rolls, and your spell save DC increases by 3.

While you wield Aurhark, you gain darkvision to a range of 60 feet. If you already have darkvision to 60 feet or greater, add 30 feet to the range of your darkvision instead. You can communicate telepathically with any willing creature you can see within 30 feet.

Range 600 ft, 1D8 piercing damage, ammunition (arrows, solshaft)

Aurhark fills your quiver with 15 + your level in arrow of pure sunlight called solshaft. Each solshaft can deliver different damage, you must select prior to letting loose a solshaft at a target.

These arrow disappears when used and reappears in your quiver, or otherwise in your possession if you have no quiver, the next morning at dawn.

Solflare. A white glowing arrow appears in your hand and when the strike your target a burst of sunlight erupts from you target that can cause them to be disoriented.

These arrows cause additional 2D6 radiant damage. The target rolls a DC 14 Constitution saving throw; on a failure, they are blinded until the beginning of your next turn.

Sollighting. A red shining arrow appears in your hand burning with red fiery lighting ready to call fury on your target.

These arrows cause additional 2D6 lightning damage . When you cast a ranger spell, you can expend 2 solshafts per spell slot level to double the damage your spell inflicts.

Soleclipse. A arrow the shade of night appears with black glowing energy that strikes fear into mind of your target.  

While you are hidden or invisible, your attacks with this arrow deal 2D6 psychic damage instead of any other kind of damage they would deal. Attacks you make with this arrow do not end your invisibility or reveal your position, if they otherwise would.

------------Notes-----------

+Aurhark, aur (welch, gold), hark (Albanian, bow, arc)

*Blue horn

**Orlox blood, 

Sunday, January 15, 2023

Occura Dagael - Brace of Arm Rings - Magical Weapon - Ridiculously Rare


Occura Dagael
Weapon (a pair of brace of arm rings), ridiculously rare (requires attunement)

A magical weapon with many imbedded runes calling thunder, lighting and fire under your influence.  This weapon counts as being Unarmed and 5ft reach in melee attacks. 

1D6 Bludgeoning.

You gain a +3 bonus to Melee Attack and Damage Rolls made with this weapon, which deals bludgeoning damage. A unmodified hit roll result of 18 or higher counts as a Critical Hit with this weapon.

This pair of brace of arm rings has the number of charges up to two times the level of the user. While holding it, you can use an action to expend 1 or more charges to cast spells from the Occura Dagael.

Occura Dagael regains 1D10 + 1 expended charges daily at dawn.

Sutomet the Dragon's Left Hand of Doom. 1st Level, Evocation, 1 Action, Melee Attack, Cone Range 5ft, S M component (hold your fists at a right angle, let rings charge up on left arm, punch; Occura Dagael, 1 to 10 charges), Instantaneous.

All the rings gather on your right arm, you gain 1D10 fire damage per 1 charge spent to move a ring from your right to your powerfully left arm. When you punch, a cone of fire engulfs your target.  The more power you invest in the attack the cone grows to engulf more creatures in the cornucopia of fire. A flammable object hit by this spell ignites if it isn’t being worn or carried.

For each charge spent, the cone of the attack increase by 5ft after the 1st charge.

Brace of Forward Focused Thunder. 2nd Level, Evocation, 1 Action, Range 60 ft, S M component (push fist forward toward target; Occura Dagael, 1 to 10 charges), Instantaneous.

You create a battering ram of thunder in capsulated by the rings from one brace. The thunder hits one or more creatures of your choice that you see in range. The brace deals 1D8 thunder damage per charge spent to it's target. The focused thunder all strike simultaneously.

Targeted creatures must take a DC 18 Construction save. On a fail, they are Deafened and knocked back 15 ft.

Circle of Lightning. 5th Level, Evocation, 1 Action, Range 250 ft, S M component (hold your fists at a right angle, make circle and point at target; Occura Dagael, 1 to 10 charges), Instantaneous.

The rings encircle one target. The rings deals 1D6 lightning damage per charge spent to it's target.

If you spend 2+ charges, target must take a DC 14 Constitution Save. On a fail, target is Blinded.

If you spend 5+ charges, target must take a DC 16 Constitution Save. On a fail, target is Stunned.

If you spend 8+ charges, target must take a DC 18 Constitution Save. On a fail, target is Unconscious.

Target only takes one save and multiple fails stack.

------------Notes-----------
Occura Dagael, okura (Yoruba, ring), Dagael (Somali, fight)

Saturday, January 14, 2023

Moonlight Fang - Boomerang - Magical Weapon - Stupendously Rare

Moonlight Fang
Weapon (boomerang), stupendously rare (requires attunement)

A magical weapon with many imbedded runes. A new rune darken as you increase in skill. Levels are unlocked as character gains coresponding level.

You gain a +3 bonus to Melee Attack and Damage Rolls made with this weapon, which deals necrotic damage. When you hit a Divine or Holy empowered creature with it, that target takes an extra 1d8 radiant damage.

The boomerang's shadow blade emits dark iridescent fog in a 15-foot radius and faint fog for an additional 15 feet. The fog contains moonlight. While the blade is unsheathed, you can use an Action to expand or reduce its radius of fog and faint fog by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Moonarang. Level 0. Melee Weapon Attack. Finesse, Light, Range, Thrown. Reach 5ft. Range 60/160 (returns on DC 16 Wisdom check).

1D4 necrotic damage.

Moon Arc Burst. Level 1. wand, stupendously rare.

This boomerang has the number of charges up to level of the user. While holding it, you can use an action to expend 1 charge to cast Moon Arc. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each charge you expend.

Moonlight Fang regains 1D6 + 1 expended charges daily at dawn.

Moon arcs. 1st Level Evocation, 1 Action, V S M component ('tres arku luna'; throwing-like motion ending with pointing at target; Moonlight Fang), Instantaneous. 

You create three dark moon arcs of magical necrotic energy. Each moon arc hits a creature of your choice that you see in range. A moon arc deals 1D4 + 1 necrotic damage to it's target. The arcs all strike simultaneously, and you can direct them to hit one creature or several.

At Higher levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more boomerang for each slot level above 1st.

Magic Eclipse. Level 2. 2nd Level Evocation, Reaction, M component (Sunlight Fang and Moonlight Fang), Instantaneous. 

A shield forms from the two boomerangs and their repulsion of each other deflects a magical attack once per day.  On a successful DC 18 Wisdom check, reflects half damage back to the source of the magical attack.  Damage increase by a quarter per user level up to full power of magical attack.

Blackmoon Fang-saw. Level 3. Melee Weapon Attack. Reach 5 ft.

2D8 necrotic damage.

You use 2 Moon Arc charges to condense some of the moonlight emitted from the boomerang into teeth that float above the blade's edge.  The teeth race each other in succession to a shadowy blur.  The teeth tear through flesh and bone, and a fan of bloody slurry sprays meters from creature's wounds. The teeth have no effect on the wielder.

Saga of the Astralos. Level 4. Range Weapon Attack. Finesse, Range, Thrown, Secral*. Range 60/160 (returns on DC 16 Wisdom check).

Requires both the Sunlight Fang and Moonlight Fang.

3d10 + 6 force damage (included +3 bonus from Sunlight and Moonlight fangs)

You force the two fangs to lay side by side. Opposing energies build between the two blades beyond controllable limit. Sunlight and moonlight ropey drips flow from the two boomerangs. When thrown, the impact separates the two fangs causing a blast of 4d10 + 6 force damage. Target take a DC 18 Constitution Save, on a fail the target is sent 15 feet back and is prone. 

The fangs are secral*. You have a chance of ripping your target through the median plane into two parts after impact on a roll of 20 causing instantaneous death.  A creature is immune to this effect if it is immune to force damage, has the option to divide into smaller pieces, has legendary actions, or the GM decides that the creature is too big to be cut in half with this weapon. Such a creature instead takes an extra 20d6 force damage from the hit.

Soularc Aurora Caliber Beam. Level 5. 10th Level, Evocation, 1 Action, Line 25 ft and wide 1000 ft long, V S M component ('Bankai, Senbonzakura kageyoshi.'; drop Fangs while looking at target; Sunlight Fang, Moonlight Fang, and Caster's HP), Instantaneous.

Keep your target in view then let go of each Fang in both hands while holding out both arms upward to eye level.  Say the magic words while doing so. The fangs will slowly descend into the ground making ripples of light and dark energy until they disappear.  A thousand towering angled blades surround you then shatter into a thousand smaller Fangs both light and dark.  A million black-cold and white-hot cherry blossom pedal-like blades stream from you in a great force causing a million cuts to you and all creatures in front of you for a 1000 feet, shreading friends and foes alike.

X equals Caster's Hit points spent. Caster loses these Hit points.

2(XD6 + X) force damage. 

All creatures covered by the spell take a DC X Constitution Save, on a success creatures take half damage and are prone.

Caster using this attack must take a DC X Wisdom Save. On success, you are at 1 hp and prone. On failure, you instantly killed and cannot be revived.

Sunlight Fang - Boomerang - Magical Weapon - Stupendously Rare

Sunlight Fang
Weapon (boomerang), stupendously rare (requires attunement)

A magical weapon with many imbedded runes. A new rune shines as you increase in skill. Levels are unlocked as character gains coresponding level.

You gain a +3 bonus to Melee Attack and Damage Rolls made with this weapon, which deals radiant damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.

The boomerang's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade is unsheathed, you can use an Action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Sunarang. Level 0. Melee Weapon Attack. Finesse, Light, Range, Thrown. Reach 5ft. Range 60/160 (returns on DC 16 Wisdom check).

1D4 radiant damage.

Sun Arc Burst. Level 1. wand, stupendously rare

This boomerang has the number of charges up to level of the user. While holding it, you can use an action to expend 1 charge to cast Sun Arc. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each charge you expend.

Sunlight Fang regains 1D6 + 1 expended charges daily at dawn.

Sun arcs. 1st Level Evocation, 1 Action, V S M component ('tres arku son'; throwing-like motion ending with pointing at target; Sunlight Fang), Instantaneous. 

You create three glowing sun arcs of magical radiant energy. Each sun arc hits a creature of your choice that you see in range. A sun arc deals 1D4 + 1 radiant damage to it's target. The arcs all strike simultaneously, and you can direct them to hit one creature or several.

At Higher levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more boomerang for each slot level above 1st.

Magic Eclipse. Level 2. 2nd Level Evocation, Reaction, M component (Sunlight Fang and Moonlight Fang), Instantaneous. 

A shield forms from the two boomerangs and their repulsion of each other deflects a magical attack once per day.  On a successful DC 18 Wisdom check, reflects half damage back to the source of the magical attack.  Damage increase by a quarter per user level up to full power of magical attack.

Whitesun Fang-saw. Level 3. Melee Weapon Attack. Reach 5 ft.

2D8 radiant damage.

You use 2 Sun Arc charges to condense some of the sunlight emitted from the boomerang into teeth that float above the blade's edge.  The teeth race each other in succession to a blazing blur.  The teeth tear through flesh and bone, and a fan of bloody slurry sprays meters from creature's wounds. The teeth have no effect on the wielder.

Saga of the Astralos. Level 4. Range Weapon Attack. Finesse, Range, Thrown, Secral*. Range 60/160 (returns on DC 16 Wisdom check).

Requires both the Sunlight Fang and Moonlight Fang.

3d10 + 6 force damage (included +3 bonus from Sunlight and Moonlight fangs)

You force the two fangs to lay side by side. Opposing energies build between the two blades beyond controllable limit. Sunlight and moonlight ropey drips flow from the two boomerangs. When thrown, the impact separates the two fangs causing a blast of 4d10 + 6 force damage. Target take a DC 18 Constitution Save, on a fail the target is sent 15 feet back and is prone. 

The fangs are secral*. You have a chance of ripping your target through the median plane into two parts after impact on a roll of 20 causing instantaneous death.  A creature is immune to this effect if it is immune to force damage, has the option to divide into smaller pieces, has legendary actions, or the GM decides that the creature is too big to be cut in half with this weapon. Such a creature instead takes an extra 3d20 force damage from the hit.

Soularc Aurora Caliber Beam. Level 5. 10th Level, Evocation, 1 Action, Line 25 ft and wide 1000 ft long, V S M component ('Bankai, Senbonzakura kageyoshi.'; drop Fangs while looking at target; Sunlight Fang, Moonlight Fang, and Caster's HP), Instantaneous.

Keep your target in view then let go of each Fang in both hands while holding out both arms upward to eye level.  Say the magic words while doing so. The fangs will slowly descend into the ground making ripples of light and dark energy until they disappear.  A thousand towering angled blades surround you then shatter into a thousand smaller Fangs both light and dark.  A million black-cold and white-hot cherry blossom pedal-like blades stream from you in a great force causing a million cuts to you and all creatures in front of you for a 1000 feet, shreading friends and foes alike.

X equals Caster's Hit points spent. Caster loses these Hit points.

2(XD6 + X) force damage. 

All creatures covered by the spell take a DC X Constitution Save, on a success creatures take half damage and are prone.

Caster using this attack must take a DC X Wisdom Save. On success, you are at 1 hp and prone. On failure, you instantly killed and cannot be revived.