industrious
2009-09-05, 10:21 PM
I'm still working on my 1632-style campaign but have some of the lower level adventures worked out. Currently, my PCs are trying to find a cure for a strange new plague sweeping the land (a la Typhoid Mary). They currently haven't encountered my time travelers yet, but later on in the game, here are some combined magic/technology items to be critiqued. These items are not for random item drops; rather they are to be introduced gradually to a campaign, representing advances in technology from time travel. Names within quotation marks are suggestions to hide the true nature of the devices.
New Damage Types:
Ballistic: A weapon that deals ballistic damage uses the same principle as piercing damage, but uses faster moving projectiles in lieu of string tension or muscles. All attacks from ballistic weapons ignore armor bonuses to AC, but padded armor gives a +2 bonus. Additionally, Dexterity and dodge bonuses are halved against ballistic attacks. Qualities that reduce piercing damage affect ballistic damage the same way.
Concussive: A variant of bludgeoning damage, concussive damage deals with explosive effects. A character that takes concussive damage and is wearing medium or heavy armor takes additional bludgeoning damage equal to double the armor's bonus to AC. The explosive spell metamagic feat may use concussive damage, at the DMs discretion.
New Weapons:
"Toothed Longsword" (Chainsaw)
Damage: 4d6 slashing
Crit: 19-20/x2
Weight: 7lbs
Type: 2 handed
Description: This strange weapon vaguely resembles a longsword, yet the hilt is above the blade, and there is no crossguard. Strange metal links wrap around the edges
Cost: (can't be bought)
Creation: 1150gp. Must succeed on a DC 35 Craft(weaponsmithing) or Craft(blacksmithing) check. CL 9. Medium Transmutation. Telekinesis.
Special: Enchanting a toothed longsword with the fleshgrinding ability is the equivalent of a +1 bonus
"Gnomic crossbows" (Firearms)
All firearms allow the wielder to make a full attack, provided they have enough ammunition loaded. Unless stated, a wielder who is not proficient in the use of firearms takes an additional -2 temporal penalty.
(specific weapons to follow)
"Canister of Distraction" (Flash-bang)
Weight: .5lbs
Range: 30ft (thrown), Splash radius 10ft.
A flash-bang (or stun) grenade does 2d4 sonic damage. Characters in the splash radius may take a DC 20 Fortitude Save to halve the duration of the effects. Characters who fail are blinded and deafened for 1d8 rounds, then dazed for 1d4 round, then dazzled for 1d6 rounds. Additionally, during this time, all opponents gain a +10 bonus to bluff checks against opponents. If the environment is under dim or lower lighting, increase the Fortitude save DC by +5 if dim, or +15 if in darkness. Creatures with low-light vision take a -2 penalty on the fortitude save, and creatures with darkvision in dark environments or on the square with the grenade do not get the save at all.
"Orb of Destruction" (Frag grenade)
Weight: 1 lb
Range: 30ft (thrown), Splash radius 10ft.
Damage: 15d6 slashing. Creatures within 5ft of the grenade are dazzled (no save). Make a single touch attack with the grenadier's highest attack bonus against everyone in the splash radius for half damage. Person on the same square as the grenade must make a DC 20 Reflex save or die.
New Materials:
Carbon-forged steel
A higher quality steel than the alloys used in the standard metal items of the period, carbon forged steel has hardness 12 and 20hp/inch of thickness. It also costs 1/3 less than normal steel if creating an item.
Plastic
A plastic item weighs 1/2 of what a similar item would weigh. It has hardness 9 and 10hp/inch of thickness. Additionally, if burned, all creatures in a 20ft radius are nauseated for a number of rounds equal to the weight of the item burned (in pounds) times 2.
New Skill Applications
The Craft skill from d20 modern gives a bonus to appropriate Craft skills from 3.5 equal to twice their ranks in Craft(x); however several items may be impossible to make in the medieval setting of Dungeons and Dragons.
The Knowledge(social sciences) skill provides a +2 synergy bonus to Diplomacy and Intimidate checks.
The Knowledge(civics) skill provides a +2 bonus to one's Leadership score, as well as to Diplomacy.
New Damage Types:
Ballistic: A weapon that deals ballistic damage uses the same principle as piercing damage, but uses faster moving projectiles in lieu of string tension or muscles. All attacks from ballistic weapons ignore armor bonuses to AC, but padded armor gives a +2 bonus. Additionally, Dexterity and dodge bonuses are halved against ballistic attacks. Qualities that reduce piercing damage affect ballistic damage the same way.
Concussive: A variant of bludgeoning damage, concussive damage deals with explosive effects. A character that takes concussive damage and is wearing medium or heavy armor takes additional bludgeoning damage equal to double the armor's bonus to AC. The explosive spell metamagic feat may use concussive damage, at the DMs discretion.
New Weapons:
"Toothed Longsword" (Chainsaw)
Damage: 4d6 slashing
Crit: 19-20/x2
Weight: 7lbs
Type: 2 handed
Description: This strange weapon vaguely resembles a longsword, yet the hilt is above the blade, and there is no crossguard. Strange metal links wrap around the edges
Cost: (can't be bought)
Creation: 1150gp. Must succeed on a DC 35 Craft(weaponsmithing) or Craft(blacksmithing) check. CL 9. Medium Transmutation. Telekinesis.
Special: Enchanting a toothed longsword with the fleshgrinding ability is the equivalent of a +1 bonus
"Gnomic crossbows" (Firearms)
All firearms allow the wielder to make a full attack, provided they have enough ammunition loaded. Unless stated, a wielder who is not proficient in the use of firearms takes an additional -2 temporal penalty.
(specific weapons to follow)
"Canister of Distraction" (Flash-bang)
Weight: .5lbs
Range: 30ft (thrown), Splash radius 10ft.
A flash-bang (or stun) grenade does 2d4 sonic damage. Characters in the splash radius may take a DC 20 Fortitude Save to halve the duration of the effects. Characters who fail are blinded and deafened for 1d8 rounds, then dazed for 1d4 round, then dazzled for 1d6 rounds. Additionally, during this time, all opponents gain a +10 bonus to bluff checks against opponents. If the environment is under dim or lower lighting, increase the Fortitude save DC by +5 if dim, or +15 if in darkness. Creatures with low-light vision take a -2 penalty on the fortitude save, and creatures with darkvision in dark environments or on the square with the grenade do not get the save at all.
"Orb of Destruction" (Frag grenade)
Weight: 1 lb
Range: 30ft (thrown), Splash radius 10ft.
Damage: 15d6 slashing. Creatures within 5ft of the grenade are dazzled (no save). Make a single touch attack with the grenadier's highest attack bonus against everyone in the splash radius for half damage. Person on the same square as the grenade must make a DC 20 Reflex save or die.
New Materials:
Carbon-forged steel
A higher quality steel than the alloys used in the standard metal items of the period, carbon forged steel has hardness 12 and 20hp/inch of thickness. It also costs 1/3 less than normal steel if creating an item.
Plastic
A plastic item weighs 1/2 of what a similar item would weigh. It has hardness 9 and 10hp/inch of thickness. Additionally, if burned, all creatures in a 20ft radius are nauseated for a number of rounds equal to the weight of the item burned (in pounds) times 2.
New Skill Applications
The Craft skill from d20 modern gives a bonus to appropriate Craft skills from 3.5 equal to twice their ranks in Craft(x); however several items may be impossible to make in the medieval setting of Dungeons and Dragons.
The Knowledge(social sciences) skill provides a +2 synergy bonus to Diplomacy and Intimidate checks.
The Knowledge(civics) skill provides a +2 bonus to one's Leadership score, as well as to Diplomacy.