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Mephibosheth
2007-12-23, 04:20 PM
Items and Machines of the Avatar World

Avatar d20 Project Website (http://avatar.d20.googlepages.com)
Avatar: the Last Airbender d20 Project Hub (http://www.giantitp.com/forums/showthread.php?t=67493)

This thread is intended for the discussion of the unique items and machinery available in the Avatar: the Last Airbender world. Discussions of Fire Nation military technology, available armor and weapons, single-use items, and other issues of this nature can take place here.

Directory of Items & Machinery

Lord Tataraus' item enhancement system (http://www.giantitp.com/forums/showpost.php?p=3989634&postcount=15)

Weapons
Tiger Head Hook Swords (http://www.giantitp.com/forums/showpost.php?p=3243242&postcount=1)
Airbender's Staff (http://www.giantitp.com/forums/showpost.php?p=3248139&postcount=194)
Twin Dao Swords (http://www.giantitp.com/forums/showpost.php?p=3807210&postcount=3)
Sandbender Capture Cord (http://www.giantitp.com/forums/showpost.php?p=3973474&postcount=14)
Dai Li Shackles (http://www.giantitp.com/forums/showpost.php?p=3998133&postcount=19)
Projectile Net (http://www.giantitp.com/forums/showpost.php?p=4003023&postcount=29)
Machinery and Vehicles
Earth Kingdom Tank Things (http://www.giantitp.com/forums/showpost.php?p=3658557&postcount=45)
Fire Nation Tank (http://www.giantitp.com/forums/showpost.php?p=3286176&postcount=253)
Non-Bending Glider (http://www.giantitp.com/forums/showpost.php?p=3998133&postcount=19)
War Balloon (http://www.giantitp.com/forums/showpost.php?p=3998754&postcount=22)
Special Items
Spirit Oasis Water (http://www.giantitp.com/forums/showpost.php?p=3700136&postcount=2)
Tangle Mines (http://www.giantitp.com/forums/showpost.php?p=3826508&postcount=5)
Dynamite Stick (http://www.giantitp.com/forums/showpost.php?p=3973474&postcount=14)
Iron Bombs (http://www.giantitp.com/forums/showpost.php?p=3973474&postcount=14)
Smoke Bombs (http://www.giantitp.com/forums/showpost.php?p=3993747&postcount=16)
Chi Enhancing Tea (http://www.giantitp.com/forums/showpost.php?p=3993747&postcount=16)
If I've missed anything, I apologize. Let me know and I'll add it to the index.

Mephibosheth
2007-12-23, 04:32 PM
I think it might also be valuable to discuss wealth-by-level guidelines as well as creating new items. As we saw in the playtesting battles, even half the standard D&D wealth-by-level guidelines gives players too much money. Another suggestion can be found here (http://www.giantitp.com/forums/showpost.php?p=3540140&postcount=8). However, part of me thinks that this is still too much money, especially given the low wealth levels demonstrated in the show.

The show establishes a world of relatively low wealth by D&D standards. Toph gambles Sokka's star-metal sword for 40 silver pieces (The Runaway). A Waterbending Scroll (extremely rare, possibly powerful and valuable, depending on how we stat them) costs approximately 200 gold pieces (The Waterbending Scroll). 500 gold pieces is a suitable ransom for the daughter of one of the richest families in the Earth Kingdom. I think the system should be substantially less equipment-dependent and less wealthy than standard D&D. Thoughts?

Edit: Here's my attempt to stat up the Spirit Oasis Water

Spirit Oasis Water [Major Artifact]
This water can be found at only one location; the Spirit Oasis at the north pole. The water has special properties that enhance a waterbender's healing abilities. When used in conjunction with the Healing Water form, Spirit Oasis Water creates an effect identical to the True Resurrection spell, except that the subject of the effect is restored to one hit point and remains unconscious for 1d4 weeks. In addition, the subject's body must be more-or-less intact for the effect to work, and any permanent damage to the body (missing limbs, major scars, etc.) remain after resurrection. Finally, this effect only works within 1 hour of the subject's death.

Mephibosheth

Yuki Akuma
2008-01-18, 10:54 AM
I'm just gonna throw this out there.


{table=head]Weapon|Cost|Medium|Type|Crit|Size
Martial weapon
Dao|10 gp|1d8|Slashing|18-20/x2|One-handed
Exotic weapon
Twin Dao|400 gp?|1d8|Slashing|18-20/x2|One-handed[/table]

Twin dao: The twin dao is both a single weapon and a set of two weapons. Both are masterwork, and fit into the same scabbard as though they were a single sword. Twin dao must be used as a set; attempting to use a single twin dao as a normal dao gives a -4 penalty to attack rolls due to the strange balance the swords have. A twin dao may, however, be used as a single sword when held together. All feats that apply to normal dao (such as Weapon Focus) also apply to twin dao, whether used as a single sword or when used as a set.

When used as a pair, one in each hand, however, the twin dao show their true colours. They are perfectly balanced for wielding in two hands; while they are one-handed weapons, they can be used as if they were light for the purposes of two-weapon fighting, but only when paired together. Additionally, the wielder may add their full strength bonus to damage to both dao as if wielding them in their primary hand.

Twin dao are a Fire Nation weapon. If the wielder is a Firebender, and has the Channel Blast feat, they may Firebend as normal even with both hands occupied.

Mephibosheth
2008-01-22, 01:42 PM
I like it. I think it's worth the feat for the Twin Dao, (especially for a firebender) but it's not overpowered or cheesy. I think that allowing them to be count as light weapons when dual wielded together is a good way to represent Zuko's explanation of the dao mindset.

Nice work. I'll add them to the directory.

Mephibosheth
2008-01-23, 12:27 PM
Tangle Mines (AKA: the stink ‘n’ sink)

http://dvdscreenshots.avatarspiritmedia.net/219/299.jpg

Tangle mines are large, buoyant, spherical containers filled with seaweed, stinkfish, and a small amount of explosives. Too large and unwieldy to be thrown, they are usually floated on the surface of a body of water. They are deployed at strategic maritime locations (the mouths of rivers, around harbors, etc.) to prevent the passage of propeller-driven boats and ships. When detonated, the mines explode, covering the boat with seaweed and stinkfish, entangling the propeller and unleashing a foul stench.

Tangle mines detonate when struck by a creature or object of size Huge or larger. When detonated, a tangle mine deals 4d6 fire damage to all creatures and objects within a 10 foot radius. Additionally, any propeller-driven ship that strikes a tangle mine has its movement rate reduced by half. If the ship strikes multiple tangle mines, the movement reductions stack. Any ship that has its movement rate reduced to less than 5 feet by tangle mines is rendered immobile. Creatures struck by a tangle mine must make a DC 15 Reflex save or be entangled.

In addition to their immobilizing properties, the overpowering stench of a tangle mine also affects the sailors of the vessel. All creatures within a 50 foot radius of the tangle mine must make a DC 15 Fortitude save or be sickened. Additionally, all creatures within the radius must make a DC 15 Will save or be compelled to move away from the tangle mine as quickly as possible, even abandoning the ship if necessary to escape the smell. If a creature successfully saves against either of these effects, it is immune to that specific effect for 24 hours, even if it is the result of a different tangle mine detonation.

Tangle mines can be crafted with a DC 25 Craft (alchemy) or Craft (trapmaking) check.

Price: 50 gp, Weight: 10 lbs

Note: the price of a tangle mine will likely change depending on decisions about general wealth level in the setting.

This is one of my favorite items from the series. I'm really unsure about the price of the mines, especially since we don't really know what the general wealth level of the setting is going to be. Ultimately, I forsee PC's using tangle mines in some circumstances, but the situations wherein they're useful are limited.

What do you think?

Eighth_Seraph
2008-01-25, 06:31 PM
I really like how you've statted out the stink 'n' sink, though the clause about being immune for 24 hours would put a serious damper on Water Tribe defenses. No pun intended. Immunity for an hour, maybe, or until the smell is out of range.

Honestly, I don't think the mines need a craft check. It's just a wooden sphere, then materials to put into it. If anything, it would be a Profession (fisherman) check for the stink fish, and another Profession (fisherman) or Knowledge (Nature) or (Local) to find the seaweed. A craft check for the wood might be in order, though it seems simple enough. DC 15, maybe?


Now, it's about time that we dive into the wealth-by-level issue. Levi is the only one to make a model to work by, in response to Lord Tataraus' item enhancement system. Here's what we have to work with.

{table=head]Level | Wealth | Level | Wealth
1st | 100 gp | 11th | 12100 gp
2nd | 400 gp | 12th | 14400 gp
3rd | 900 gp | 13th | 16900 gp
4th | 1600 gp | 14th | 19600 gp
5th | 2500 gp | 15th | 22500 gp
6th | 3600 gp | 16th | 25600 gp
7th | 4900 gp | 17th | 28900 gp
8th | 6400 gp | 18th | 32400 gp
9th | 8100 gp | 19th | 36100 gp
10th | 10000 gp | 20th | 40000 gp[/table]

Considerably less than what we have in standard D&D (which is good), but far more than is represented in the show (not so good). Benders have little need for money beyond food and some light armor, but under Tataraus' weapon costs, a level 20 fighter would be dropping 16,620 gp on a maxed out sword made of steel, and another 12,870 on armor. This poses a problem: do we make wealth-by-level be determined by the party as a whole, and have them distribute wealth as needed? Do we make separate guidelines for benders and equipment-based soldiers? Or simply make loads of single-use items for benders to stock up on? The last one is a surprisingly viable option, judging from all the different types of hand-held explosives used in The Day of Black Sun.

Goats_o_Mjolnir
2008-01-25, 07:56 PM
Im not an expert homebrewer, but I have been following the project, and Im just going to throw some technology at you.

The gliders used by the people who adopted the(Eastern?) Air temple as thier home.

Fire Nation Airships and War Baloons

Earthbender trains(imagine using this as a weapon)

Sandbender barges

Also, is thier a thread yet to discuss other classes? I.E the rough riders, those expert fire nation archers, the scientist?

sorry if you guys thought this post was a waste, just wanted to throw in my two-cents

Eighth_Seraph
2008-01-26, 01:38 AM
Check the main hub (http://www.giantitp.com/forums/showthread.php?t=67493) and go to the thread with my old melee classes. The reworked ranger and monk are there, though they're extensively un-playtested. The Yu Yan archers are accounted for there. What do you mean by the Rough Riders?

I'd also like to add those sandbender weighted bags to the to-do list for this thread.

Tussy the Druid
2008-01-26, 10:11 AM
The Rough Riders were the group of Firebenders (4 of them) that were known for each of their varied styles of fighting, while riding komodorhinos. They were the one's that burned down Jet's village (in a flashback in lake Laogai) and attacked Aang (and I believe Iroh, some other time) once or twice.

http://screenshots.avatarspiritmedia.net/205/008.jpg
http://screenshots.avatarspiritmedia.net/205/010.jpg

Episode 5, Book 2. Avatar Day, they attack them in the beginning of the episode.

Istari
2008-01-28, 07:23 PM
A list of new machinery.

Boats
Submarines
Gliders (not the airbender ones)

Eighth_Seraph
2008-02-17, 09:35 PM
I'd actually like to make a list of items so we can have something other than weapons and armor to spend money on in the arena. Let's get started with this:

Single-Use Items:
....Explosives
Improvised Grenade (http://dvdscreenshots.avatarspiritmedia.net/116/223.jpg)
Blasting Jelly (http://screenshots.avatarspiritmedia.net/118/193.jpg)
Fireworks (http://dvdscreenshots.avatarspiritmedia.net/116/226.jpg)
Dynamite Sticks (http://dvdscreenshots.avatarspiritmedia.net/205/056.jpg)
Onions and Banana juice (http://screenshots.avatarspiritmedia.net/219/101.jpg)




Special Equipment:
Sandbender trapping ropes (http://screenshots.avatarspiritmedia.net/216/025.jpg)
breastplate-esque firebender armor (http://screenshots.avatarspiritmedia.net/310/084.jpg)
Flying Bison barding (http://screenshots.avatarspiritmedia.net/310/075.jpg)
Bison Whistle (http://screenshots.avatarspiritmedia.net/216/555.jpg)
Dai Li (http://screenshots.avatarspiritmedia.net/220/259.jpg) Shackles (http://screenshots.avatarspiritmedia.net/220/274.jpg)
Non-bending gliders (http://screenshots.avatarspiritmedia.net/117/020.jpg)


Large-Scale Items and machinery:
Fire Nation climbing tanks (http://dvdscreenshots.avatarspiritmedia.net/120/174.jpg)
Mechanist's Balloon (http://dvdscreenshots.avatarspiritmedia.net/117/826.jpg)
Fire Nation Balloon (http://screenshots.avatarspiritmedia.net/311/257.jpg)
Sandbender skiffs (http://screenshots.avatarspiritmedia.net/211/216.jpg)
Bending-propelled submarines (http://screenshots.avatarspiritmedia.net/310/185.jpg)
Flaming structures (http://screenshots.avatarspiritmedia.net/310/107.jpg)


I'm sure that I'm missing a slew of things, so if anyone can think of more, I'll be happy to add them here, unless Meph wants to move this list to the OP. Now, I'm terrible at making vehicles and large-scale warfare items, but I'll get started on the special equipment. And yes, I do realize that onions and banana juice is under explosives. Think about it.

Finally, I think I may have a solution for our problem of representing money. Remember those gold/silver/copper bars (http://screenshots.avatarspiritmedia.net/307/129.jpg) that Toph won in The Runaway? Let's say each bar is worth 20 coins (http://dvdscreenshots.avatarspiritmedia.net/204/060.jpg) of the same material. 40,000 gold coins at level 20 suddenly becomes 2,000 gold bars. It goes a way towards the idea that 500 gold pieces is a suitable ransom for the daughter of an important noble, and I think it just fits overall. Thoughts?

Attilargh
2008-02-18, 05:55 AM
*cough* Not to toot my own horn, but I've already statted the Fire Nation Tank thingy, complete with chains for climbing and an option for a ballista. It's in Meph's first post.

Could take a stab (hoho) at the Mechanist's balloon, but I think the Fire Nation zeppelins might work better as encounter locations.

Caewil
2008-02-18, 06:24 AM
I'm just wondering if anyone's thought of just giving bonuses to attack and damage based on class level the way Iron Heroes (BaB up to +25) or SWSE (bonus dmg = to 1/2 char lvl) do. That would fix the wealth problem and also fit in more with the show, since we rarely see people buying equipment. I mean, Sokka and Zuko have been using the same weapons throughout the show even though Zuko at least has probably gained up to ten levels. Nobody in the show buys a weapon, in fact, they just seem to have them.

If that suggestion doesn't work, what about a Kensei style exp cost for weapon upgrades? That would reflect spending your training to become especially attuned to a specific weapon/set of weapons.

Eighth_Seraph
2008-02-22, 11:13 PM
Alright, I'll get started then.

Sandbender Capture Cord
{table=head]Cost|Damage|Critical|Range Increment|Weight|Type

10 gp|
- |
- |
10 ft|
6 lbs.|
- [/table]
This useful item is essentially a bag of sand tied to the end of a long rope, and has been used by sandbender bandits for as long as memory serves. The cord is 50 feet long and can be used to make trip attacks because of the weight of the bag at the end. The main usage of this weapon is to trip and entangle opponents, as it does no actual damage. A capture cord is treated as a thrown weapon that can only be thrown a maximum distance controlled by the length of its rope. Using a sandbander capture cord provokes attacks of opportunity.

A sandbender capture cord can be used to make trip attacks. If a trip is successful, the target of the trip must make a DC 15 Escape Artist check as a move action or take a full-round action to escape from the rope wrapped around his feet. The rope may also be cut by dealing 6 points of damage to it with a slashing weapon.

The primary use of the Sandbender capture cord is to hogtie and capture animals for sale. In order to do this, you must make a ranged attack roll against a creature. If the attack roll succeeds, you may begin a grapple against the opponent. If multiple people use a capture cord in this way against a single opponent, then the highest grapple check is used as a base roll, and each additional combatant to successfully initiate a grapple grants a bonus of 2 + half his Strength bonus (rounded down, if any) to the main grapple.

Once pinned, an opponent may be tied up with a Use Rope check, though he may attempt a grapple or Escape Artist check to break free once per turn while this is taking place. Keep in mind that the overall grapple check will decrease if one of the rope users is the one to tie the knot.

Alright! Explosives are on the scene now.

Dynamite Stick
This powerful weapon is essentially explosive powder or blasting jelly stuffed into a tough outer coating and equipped with a fuse to ignite it. You can throw a Dynamite Stick as a splash weapon (http://www.d20srd.org/srd/combat/specialAttacks.htm#throwSplashWeapon) or light its fuse and let it explode on its own. In any case, it is a move action to light a dynamite stick's fuse with a torch or other fire source. Some dynamite sticks are equipped with a piece of sulfur paper on their fuses, allowing them to be lit as a swift action instead.

Since dynamite sticks are sometimes used as weapons and sometimes as mining tools or signal devices, the fuse may be so short that the stick explodes within two or three seconds after being lit (allowing it to explode as soon as you throw it), or it may be long enough to explode several rounds or even minutes after the fuse is lit. Regardless of the length of the fuse, however, dynamite sticks have a 20% chance of exploding for every point of fire damage they take, and immediately explode if they take 5 or more points of fire damage.

Upon exploding, Dynamite deals 1d6 fire damage in a 10-foot radius, and 3d6 bludgeoning damage in a 20-foot radius. If there are small rocks or other damaging objects that would serve as shrapnel in this radius, they deal between 1d6 and 3d6 piercing damage, at DM discretion. The radius increases by 5 feet for every four sticks of dynamite used, up to a maximum of 16 sticks of dynamite. Thus, four sticks tied together would have a 4d6 fire damage in a 15-foot radius and 12d6 bludgeoning damage in a 25-foot radius.

Throwing several sticks of dynamite together is cumbersome, though, and attack rolls suffer a cumulative -2 for every stick of dynamite past the first in the bunch, and the range increment is decreased from 10 ft to 5 ft for 4 or more stick of dynamite.

Price: 150 gp Cost: 70 gp
Iron Bombs
This powerful weapon is essentially explosive powder or blasting jelly poured into a ball of cast iron, placed under pressure, and equipped with a fuse. You can throw an iron bomb as a splash weapon (http://www.d20srd.org/srd/combat/specialAttacks.htm#throwSplashWeapon) or light its fuse and let it explode on its own. In any case, it is a move action to light an iron bomb's fuse with a torch or other fire source. Some bombs are equipped with a piece of sulfur paper on their fuses, allowing them to be lit as a swift action instead of a move action.

Since iron bombs are generally used as weapons, the fuse may be so short that the bomb explodes within two or three seconds after being lit (allowing it to explode as soon as you throw it), or it may be long enough to explode several rounds or even minutes after the fuse is lit. Because iron is not flammable, iron bombs do not run a risk of accidental explosion, though the fuse of an unattended bomb may be accidentally lit if it takes any amount of fire damage.

Upon exploding, iron bombs deal 1d6 fire damage in a 10-foot radius and 3d6 bludgeoning damage in a 20-foot radius, and the hot iron shell explodes outwards, dealing 2d6 piercing damage in a 40-foot radius. If there are additional materials that could serve as shrapnel present, the bomb may deal an additional 1d6 to 3d6 damage, at DM discretion.

Price: 300 gp Cost: 140 gp

Because Fire Nation forges have better developed the purifying techniques used in iron and have very cheap access to large amounts of heat from firebenders, the price and cost to make these bombs is halved in areas where there is a proper forge run by a firebender. Anyone with 5 or more ranks in Firebending can make these bombs for 100 gp using a normal forge, or 70 gp with a forge specifically designed for firebending smiths.

Eighth_Seraph
2008-02-26, 05:41 PM
With Lord_Tataraus' permission, I'm reposting his weapon enhancement system so that we can tailor it to any changes we make in the project, or add new weapon abilities. All the credit for this amazing system goes to Tataraus.


Masterwork Items

All weapons, armor, shields, and tools can gain up to 5 levels of masterwork. This levels are as follows in order: Item of... Masterwork, Renown, Fame, Glory, Legend. All bonuses that the masterwork quality applies are multiplied by the level of masterwork of the item. Additional levels of masterwork cannot be gained, only created as such. You must meet the prerequisite level to benefit from a certain level of masterwork as shown by the table below.

{table=head]Character Level|Maximum Masterwork Level

1-3|
Masterwork

4-7|
Renown

8-11|
Fame

12-16|
Glory

17-20|
Legend[/table]

In addition to the masterwork levels, any weapon or armor can gain craftsmanship bonuses up to twice their masterwork level. These bonuses can be applied during crafting or afterwards with a 10% price increase with the exception of the AC and Damage increases. Each bonus cost 1000gp base cost.

No item can have more than 1 craftsmanship bonus of the same name at a time. Additionally, if a bonus has different ranks as indicated by roman numerals, you may apply a higher rank over the lower rank by only paying the difference in cost.

Masterwork cost by level:
{table=head]Level|Weapon Cost|Armor Cost|Tool Cost

1|
300|
300|
50

2|
630|
630|
105

3|
960|
960|
160

4|
1290|
1290|
215

5|
1620|
1620|
270[/table]
Formula for over level 1: Cost = base_cost*(level+(level-1)/10)

Craftsmanship cost by level (take the total level of all bonuses):
{table=head]Level|Weapon Cost|Armor Cost
1|
1000|
1000

2|
2000|
1500

3|
4500|
3375

4|
6000|
4500

5|
7500|
5625

6|
9000|
6750

7|
10500|
7875

8|
12000|
9000

9|
13500|
10125

10|
15000|
11250[/table]
Weapon formula for over level 1: Cost = base_cost*(level+level/2)
Armor formula for over level 1: Cost = base_cost*(level+level/2)*3/4

Note: Ammunition counts as a Weapon for determining cost except it applies to 50 units. Additionally, you may add 1/2 (rounded up) of the ammunition's masterwork bonus on attack rolls to the masterwork bonus from the weapon.


Craftsmanship bonuses:
Weapon bonuses:
{table=head]Name|Level|Effect
Damage Increase I|
1|+1 to damage
Damage Increase II|
2|+2 to damage
Damage Increase III|
3|+3 to damage
Damage Increase IV|
4|+4 to damage
Damage Increase V|
5|+5 to damage
Keen Edge1|
1|double critical threat range
Defending|
1|Gain a +1 bonus to AC for each -1 you take to your attack roll up to your masterwork level, cannot be applied to ammunition
Distance4, 5|
1|Double weapon's range increment if any, ammunition apply this bonus to the weapon used.
Serrated1|
4|Deals 2 points of damage for 1d4 rounds, Fort DC20 negates. Additional hits do not stack, but extend duration.
Weighted3|
1|double critical threat range
Penetrating4, 5|
2|Ignore DR up to the ammunition's masterwork level and ignore hardness up to twice the masterwork level
Balanced|
1|Decrease two-weapon fighting penalties by 2 when using this weapon. (The reduction only applies to this weapon, not the other)
Barbed4|
4|Deals 2 points of damage for 1d4 rounds, Fort DC20 negates. Additional hits do not stack, but extend duration.
Long-Hafted2|
1|The reach increases by +5ft
Heavy|
1|Hit points is increased by 2, +1 bonus to damage, -2 penalty on attacks, +20% weight
Light|
1|Hit points decreased by 1, -1 penalty to damage, +2 bonus on attacks, -20% weight
Shattering4|
2|Deals -2 damage but deals damage as normal if deflected or snatched
Loaded4|
1|Counts as 1 size larger for purposes of damage but decreases range by 50%[/table]
1 - Slashing and piercing melee weapons only
2 - Polearms only
3 - Bludgeoning melee weapons only
4 - Ammunition only
5 - Ranged weapons only


Weapon Craftsmanship Bonuses
Balanced
By keeping the weight of a weapon uniform throughout, with a bit more being put into the handle, a craftsman can make a weapon uniquely suited to being used in one hand alongside another. Balanced weapons lower the penalties for two-weapon by 2 when used in one hand. This may never result in an actual bonus when two-weapon fighting.

Barbed
By putting sharp spikes into the heads of ammunition, a craftsman creates a weapon that continues to damage the interior of those unfortunate enough to be hit by it, possibly causing internal bleeding. Anyone hit by a barbed weapon continues to take 2 points of damage for 1d4 rounds, beginning on the round after the weapon strikes. Multiple hits do not stack damage, but prolong the duration.

Damage Increase
By adding increased weight and penetration to a weapon's striking portions, a craftsman can allow it to deal additional damage in steps. Each level of damage increase increases the damage dealt by the number of the step. Thus, a weapon with Damage Increase IV would deal an additional 4 damage.

Defending
Defending weapons have their balanced shifted in greater proportion towards the haft or hilt. You may transfer some or all of a defending weapon's masterwork bonus to attack into your AC at the start of your turn, before using the weapon. This transfer lasts until the start of your next turn and the bonus stacks with all others, including the use of Combat Expertise.

Distance
Distance weapons are ranged weapons or ammunition designed for especially far shots, and are often very taut or tense when ready for use. Distance arrows or stones are extremely smooth to prevent any air resistance possible. Weapons with this enhancement double their range increment. Using a distance weapon alongside distance ammunition instead triples the weapon's range increment.

Heavy
Heavy weapons are built thicker than most weapons, and gain additional momentum and penetration power, but are unwieldy as a result. Weighted weapons gain an additional 2 hit points and gain a +1 to damage, but suffer a -2 to attack rolls. In addition, heavy weapons increase their weight by 20%

Keen Edge
Weapons forged with keen edges are exceptionally sharp, allowing them to score devastating hits more often. This enhancement doubles a weapon's critical threat range.

Light
Light weapons are designed for ease of use and precision, but are relatively frail and lack penetration power. Light weapons gain a +2 to attack rolls, but suffer a -1 to damage rolls and have 1 less hit point than other weapons of their type. In addition, light weapons lower their weight by 20%

Loaded
Loaded ammunition are made with heavier throughout and meant for powerful, close range strikes. Loaded weapons count as one size category larger for the purposes of damage, but cuts the weapon's range increment in half. Loaded ammunition cancels out the bonus granted by a distance weapon.

Long-Hafted
Polearms designed for the express of purpose of keeping opponents at bay are often made with especially long hafts in order to gain an advantage. A long-hafted polearm extends its reach by 5 feet, but it no longer threatens the five feet closest to the wielder that a standard weapon of its type would before applying this craftsmanship bonus.

Penetrating
Ammunition designed to tear through armor or deprive enemies of cover can be a great asset to a ranged attacker. Penetrating weapons or ammunition ignores hardness equal to its masterwork level.

Serrated
By carving small, sharp notches into the blade or point of a weapon, a craftsman can cause it to inflict cruel wounds that bleed profusely, dealing additional damage. Any creature hit with a serrated weapon bleeds an additional 2 damage for 1d4 rounds, beginning on the round after the weapon strikes. Multiple hits do not stack damage, but prolong the duration.

Shattering
The bane of many arrow-snatchers and deflectors, shattering ammunition comes prepared to break at the slightest provocation, biting even into opponents that had blocked the missile. Shattering weapons suffer a -2 penalty to damage rolls, but deal normal damage even to opponents that grab the ammunition or deflect, such as through the Snatch Arrows feat or Deflect Attack class ability.

Weighted
By placing additional weight at the very end of bludgeoning weapon's head, a craftsman makes it more likely for a weapon to deal devastating blows that can crush bone or shatter shields. A weighted weapon doubles its critical threat range.

Armor bonuses:
{table=head]Name|Level|Effect
DR Increase I1|
1|DR +1/-
DR Increase II1|
2|DR +2/-
DR Increase III1|
3|DR +3/-
DR Increase IV1|
4|DR +4/-
DR Increase V1|
5|DR +5/-
Lined|
2|Cold Resistance 5
Fire Retardant I|
6|Fire Resistance 5
Reinforced|
2|25% to negate critical hit and/or precision damage
Ergonomic I|
1|Increase maximum Dex bonus by 1
Ergonomic II|
2|Increase maximum Dex bonus by 2
Bending|
2|Do not double armor check penalty to bending checks[/table]
1 - you may only increase the DR of your armor up to twice the base DR value.

Armor Craftsmanship Bonuses
Bending
A design first perfected by the military armorsmiths of the Fire Nation under Firelord Souzin, bending armor is designed with extra room around the arms and a greater range of motion in the shoulder and thigh guards to allow the mobility necessary for firebenders to be effective even when armored. Bending armor does not double its armor check penalty when applied to Airbending, Earthbending, Firebending, or Waterbending checks, but does apply its penalty once. This craftsmanship bonus may not be applied to heavy armor.

Damage Reduction Increase
By adding additional layers of chain links or plates or simply by making the armor thicker, a craftsman may increase its protective ability significantly. Each level of damage deduction increase increases the armor's damage reduction by the amount of the level, though an armor's total damage reduction may never increase past double its base. If a set of armor does not have a bonus to Damage Reduction, it may only gain Damage Reduction Increase I. If even this bonus is allowed is up to DM discretion.

Ergonomic
A craftsmanship style reserved for quick and agile fighters, ergonomic armor is particularly spacious, allowing the wearer to use greater dexterity while fighting. Ergonomic armor has its Dexterity increased by 1 for every level of the bonus it has.

Fire Retardant
The origin of this revolutionary armor design is unknown, but it has the potential to save many that would otherwise be more victims of the Fire Nation's military force. By angling the surfaces of an armor to disperse the heat of a fire, the armor can protect against heat being directed at its wearer. This means that the armor does not protect against standing in a fire or anything that does not involve heat being launched at the wearer.

Lined
Many smiths of the Northern and Southern Water Tribes do not even realize that this is an optional ability for armor, as it is basic to survival in their territories. Lined armor protects against extreme cold through a layer of animal fur and insulation, granting cold resistance 5. In addition, lined armor grants a +4 to Fortitude saves against the effects of cold environments.

Reinforced
An invaluable style of armor for guards and law enforcement in crime-infested areas, reinforced armor puts special emphasis on vital areas of the wearer's body, protecting it from otherwise lethal blows from rogues and critical hits. Reinforced armor has a 25% chance of negating any precision damage targeted at the wearer.
Shield bonuses:
{table=head]Name|Level|Effect
Bashing|
1|Shield bash deals damage as if two sizes larger
Reinforced|
1|25% to negate critical hit and/or precision damage
Deflecting|
5|Grants a bonus to Deflect Attack attempts equal to the shield's AC bonus[/table]

Shield Craftsmanship Bonuses
Bashing
Designed for offensive use, bashing shields can be applied to ram opponents through a metal weight in the shield's front. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.

Reinforced
Commonly used by guards and warriors assigned to maintain order in seedy areas, reinforced shields put special emphasis on vital areas of the wearer's body, protecting it from otherwise lethal blows from rogues and critical hits. Reinforced shields have a 25% chance of negating any precision damage targeted at the wearer. This bonus stacks with that of reinforced armor, but is only applied against opponents that the user is aware of.

Deflecting
By placing the majority of a shield's weight in the very center of the shield, a craftsman may make it incredibly easy to move around and use to block specific attacks. Deflecting shields grant a bonus on opposed attack roles of the Deflect Arrows feat and the Deflect Attack class ability for benders equal to their armor bonus.

I like being more realistic so here are the special materials. This is under development.


Special Materials
Metals: (All multipliers are based off steel)
{table=head]Material Name|ACP Change|AC Change|DR Change|To Hit Change|Damage Change|Hardness/HP per inch|Weight Multiplier|Cost Multiplier
Steel|
+0|
+0|
+0|
+0|
+0|
10/30|
x1|
x1

Cold/Wrought Iron|
+1|
+0|
+1|
-1|
+0|
10/30|
x1.25|
x0.75

Cast Iron|
+1|
+1|
+0|
-1|
-1|
10/25|
x1.25|
x0.5

Wootz Steel|
+0|
+1|
+1|
+1|
+0|
15/30|
x1|
x2

Stainless Steel|
+0|
+1|
+1|
+1|
+0|
18/30|
x1|
x2.5

Copper|
-1|
-1|
-1|
+1|
+0|
8/20|
x0.8|
x0.5

Bronze|
-1|
-1|
+0|
+1|
+0|
9/20|
x1.1|
x1

Mithral|
-2|
+0|
+2|
+2|
-1|
15/30|
x0.25|
x10

Adamantium|
-2|
+2|
+3|
+2|
+1|
20/40|
x0.5|
x20
[/table]

Woods: (All multipliers are based off Elm wood)
{table=head]Material Name|ACP Change2|AC Change2|To Hit Change1|Range Change1|Hardness/HP per inch|Weight Multiplier|Cost Multiplier
Elm|European White Elm|
+0|
+0|
+0|
+0%|
5/10|
x1|
x1

Yew|
-2|
-1|
+2|
+20%|
4/10|
x0.75|
x3

Ash|
-1|
-1|
+1|
+10%|
4/10|
x1|
x1.5

Ironwood|
+2|
+4|
-2|
-10%|
10/25|
x1.5|
x4

Bamboo|
-3|
+1|
-5|
-50%|
6/12|
x0.25|
x1
[/table]
1- To hit bonus and range multiplier apply only to straight bows. 2- The ACP and AC changes apply only to shields.


Masterwork Crafting Feats
Item of Fame [Crafting]
Prerequisite: Item of Renown, Craft (specific skill) 9 ranks
Benefit: With this feat, the craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are three times as effective as standard masterwork items – weapons confer a +3 bonus to attack rolls, armor bonus is increased by 3, and skill bonus items confer a +3 bonus. These items of renown take three times as long to create.
Normal: Masterwork weapons confer a +1 bonus to attacks, bonus is increased by 1, and skill bonus
items confer a +2 bonus.

Item of Glory [Crafting]
Prerequisite: Item of Renown, Item of Fame, Craft (specific skill) 12 ranks
Benefit: With this feat, the craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are four times as effective as standard masterwork items – weapons confer a +4 bonus to attack rolls, armor bonus is increased by 4, and skill bonus items confer a +4 bonus. These items of renown take four times as long to create.
Normal: Masterwork weapons confer a +1 bonus to attacks, bonus is increased by 1, and skill bonus
items confer a +2 bonus.

Item of Legend [Crafting]
Prerequisite: Item of Renown, Item of Fame, Item of Glory, Craft (specific skill) 15 ranks
Benefit: With this feat, the craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are five times as effective as standard masterwork items – weapons confer a +5 bonus to attack rolls, armor bonus is increased by 5, and skill bonus items confer a +5 bonus. These items of renown take five times as long to create.
Normal: Masterwork weapons confer a +1 bonus to attacks, bonus is increased by 1, and skill bonus
items confer a +2 bonus.

Item of Renown [Crafting]
Prerequisite: Craft (specific skill) 6 ranks
Benefit: With this feat, the craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are twice as effective as standard masterwork items – weapons confer a +2 bonus to attack rolls, armor bonus is increased by 2, and skill bonus items confer a +2 bonus. These items of renown take twice as long to create.
Normal: Masterwork weapons confer a +1 bonus to attacks, bonus is increased by 1, and skill bonus
items confer a +2 bonus.

Mephibosheth
2008-02-27, 01:54 PM
Yay for more items. I really like the Dynamite Sticks and Iron Bombs, Eighth. I might suggest making the force damage bludgeoning instead, or making it 1d6 force and 2d6 bludgeoning. You could then eliminate the optional bludgeoning damage and make the items that much less complicated. However, if neither of these changes strike your fancy, I'm fine with them as they are.

Also, to contribute to the project, here are a few items for your critique.


Smoke Bombs

http://dvdscreenshots.avatarspiritmedia.net/109/691.jpg

Smoke bombs are small spherical devices consisting of an outer container made of thin wood or metal, some powder or other smoke-generating agent, and a very small quantity of explosive. When smoke bombs strike a hard surface, they explode, dealing no damage but covering a 10 foot radius with thick smoke. This smoke obscures all sight beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. Smoke bombs do not function underwater.

Smoke bombs can be crafted with a DC 25 Craft (alchemy) skill check.

Price: 20 gp (subject to change) Weight: 1/2 lbs


Chi Enhancing Tea

http://dvdscreenshots.avatarspiritmedia.net/201/281.jpg

This rare tea is brewed from the leaves of a plant that creates a natural stimulant. It has been known to increase the drinker's energy tenfold for a short period of time. Consuming a cup of this tea grants the drinker a Haste (http://www.d20srd.org/srd/spells/haste.htm) effect (as the spell) lasting one minute.

Preparing this special tea is difficult, and requires a DC 20 Profession (Herbalist) or Profession (Tea Maker) check or a DC 25 Profession (Cook) check.

Price: 50 gp/dose

Eighth_Seraph
2008-02-27, 09:35 PM
Hm. I like the idea of changing the bombs to bludgeoning damage, just for the sake of eliminating a damage type from the project, and to make it so that someone in full plate would reasonably have some manner of protection from the explosions. Good ideas.

I would also like to point out to everyone from the bending thread that my original idea for "firebender armor" has been changed into a craftsmanship bonus for normal armor.

Yuki Akuma
2008-02-28, 07:19 AM
Additionally, we've never seen explosives dealing damage to spirit creatures which would, in traditional D20 rules, be damaged by force.

So yeah. I'd vote against including force damage in any form in the entire system, except maybe high-end exorcist abilities... have we met any exorcists?

Anyway, force damage in D&D isn't just kinetic energy; it's a special type of magical energy. You can even see it. Shockwaves would deal bludgeoning damage. *nod*

Mephibosheth
2008-02-28, 11:14 AM
A few more items...


Non-Bending Gliders

http://dvdscreenshots.avatarspiritmedia.net/117/562.jpg

Gliders consist of sturdy fabric stretched over a wing-shaped wooden frame (most often made of bamboo or other light wood). A harness and steering bar are mounted underneath the wings, allowing a single Medium-sized humanoid creature to fly the glider. A glider flies with a speed of 40 feet per round (Average maneuverability). A glider can be used to double move, but not to run or charge.

Gliders must begin flying from an elevated location. For every round that they fly, gliders lose 5 feet of altitude.

Skillful glider pilots can use rising air currents to increase their altitude. These currents, known as thermals, are either Weak, Moderate, or Strong. Weak thermals increase a glider’s altitude by 10 feet, Moderate thermals increase a glider’s altitude by 20 feet, and Strong thermals increase a glider’s altitude by 40 feet.

Price: ? Weight: 20 lbs


Dai Li Shackles

http://dvdscreenshots.avatarspiritmedia.net/220/317.jpg

Earthbending Version
These shackles consist of expertly-crafted chains and manacles with small quantities of earth mixed in with the iron. They can be worn around the wrists and concealed in the sleeves of a character’s robes, and they grant the wearer a +2 bonus to Slight of Hand checks to conceal them.

Dai Li shackles can be used to initiate a grapple check at a distance of up to 20 feet. Doing so requires a DC 15 Earthbending check. If you are successful at grappling the target, the target cannot move beyond the maximum range of the shackles. Additionally, you can pull the target toward you as a move action by making a successful Earthbending check opposed by the target’s Strength check or Earthbending check (see the rules for contested bending). If you are successful, the target ends up prone in the closest square adjacent to you. You can also use Dai Li shackles to initiate a trip attempt.

Price: 200 gp Weight: 5 lbs

Non-Bending Version
These shackles consist of expertly-crafted chains and manacles with a powerful launching device at their base. They can be worn around the wrists and concealed in the sleeves of a character’s robes, and they grant the wearer a +2 bonus to Slight of Hand checks to conceal them.

Dai Li shackles can be used to initiate a grapple check at a distance of up to 20 feet. If you are successful at grappling the target, the target cannot move beyond the maximum range of the shackles. Additionally, you can pull the target toward you as a move action by making a successful opposed Strength check against the target. If you are successful, the target ends up prone in the closest square adjacent to you. You can also use Dai Li shackles to initiate a trip attempt.

Price: 300 gp Weight: 7 lbs

What do you think?

Attilargh
2008-02-28, 11:56 AM
Could take a stab (hoho) at the Mechanist's balloon
I'll take the above back. I just can't seem to get to work, so if anyone has a good idea on the floaty airbag things, feel free to take a stab of his or her own.

Pirate_King
2008-02-28, 12:29 PM
I think the ergonomic effect for armor would make more sense if it effected the max dex bonus and/or speed, partially because of the definition of "ergonomic," partially because adding "master work" to armor already changes armor check penalties.

Mephibosheth
2008-02-28, 01:36 PM
I support changing the benefit granted by the "ergonomic" to a +1 increase in the max Dex of the suit of armor. I agree with Pirate_King on this one.

Also, *stab*


War Balloon

http://dvdscreenshots.avatarspiritmedia.net/117/817.jpg

A war balloon consists of a wood or wicker gondola (often reinforced by metal plates) suspended under large cloth balloon. The balloon is reinforced by a wooden frame, and capped by a lid that can be opened or closed from the gondola to control the altitude of the balloon. A large boiler in the gondola provides hot air to the balloon as well as powering the propellers that allow the war balloon to control its motion.

A war balloon can fly with a speed of 20 feet with average mobility. However, unlike other vehicles with average mobility, a war balloon has the ability to hover and move straight up and down.

A war balloon’s gondola is approximately 10 feet long by 10 feet wide. 3 Medium creatures can fit in the gondola. The gondola has and AC of 10, a hardness of 10, and 200 HP, while the balloon has an AC of 8, a hardness of 2, and 10 HP. A war balloon has the ability to cargo weighing up to 1000 pounds (including the weight of any passengers but excluding the weight of the boiler and other equipment used to operate the war balloon). Cargo is usually slung underneath the gondola using nets or large canvas bags.

Price: 10,000 gp Weight: 500 lbs
I'm not sure about the price, weight, and carrying limit, but I think everything else checks out. Let me know.

Pirate_King
2008-02-28, 02:10 PM
I like the balloon. You might want to add options for heavier cloth to make it slightly more resistant to a couple arrows, or maybe even simple wooden "armor." It's not exactly canon, but it's reasonable, I think.

Eighth, could you add prices, materials and craft DC's to your explosives, with perhaps a bonus granted to members of fire nation military(see Book 1 Chapter 16:The Deserter)?

Mephibosheth
2008-02-28, 02:23 PM
The stats for the war balloon already include some metal plate armor on the gondola. I increased the hardness of the normal wood, and increased the HP as well. I would rule that piercing weapons deal half damage to the gondola's balloon, as a few puncture wouldn't be nearly as devastating as a long gash.

Pirate_King
2008-02-28, 03:01 PM
Nice. Found this for question of weight.bold mine. The weight of the air in it probably isn't necessary for the stat? I'm not really sure.


The combined mass of an average system can be calculated as follows

* the envelope(the balloon bit): 250 lb, 113 kg
* basket: 140 lb, 63.5 kg
* burner: 50 lb, 22.7 kg
* 3 fuel tanks with fuel: 3 × 135 lb = 405 lb, 184 kg
* 5 passengers: 5 × 150 lb each = 750 lb, 340 kg
* the air in the envelope (100,000 ft³ at 0.062 lb/ft³ = 3.1 tons, 2,812 kg) - but at 120 °C, the density of dry air is 0.898 kg/m³ which is 0.056 lb/ft³, giving a weight of 2,551 kg

For a total of 3,538 kg or about 3.9 tons[12] (or 3,227 kg with the adjustment above)

So, in terms of weight without passengers and carrying capacity, you're pretty close, since this is just average.

Superglucose
2008-02-28, 11:32 PM
Could we get an example armor and weapon? I'm really confused by how the building enhanced items works.

Lord Tataraus
2008-02-29, 12:07 AM
Could we get an example armor and weapon? I'm really confused by how the building enhanced items works.

What part confuses you? That will make your question a bit easier so I can give a better sample weapon or armor. Basically, the system works exactly the same as magic weapon and armor enhancements with two key differences: The maximum bonus (item enhancement bonus in normal D&D, craftsmanship bonus in this system) is determined by the masterwork level of the weapon in question. Secondly, the cost of creating a weapon or armor with the craftsmanship bonus is cheaper than adding a craftsmanship bonus on a pre-existing weapon.

So, say you want to have a longsword that is equivilent to a +2 longsword, well you find a craftsman to make you a level 2 masterwork (Item of Renown) longsword with the Damage +2 craftsmanship bonus. This functions exactly the same as a +2 longsword.

Any other questions or do you require further clarification?

Superglucose
2008-02-29, 12:25 AM
What part confuses you? That will make your question a bit easier so I can give a better sample weapon or armor. Basically, the system works exactly the same as magic weapon and armor enhancements with two key differences: The maximum bonus (item enhancement bonus in normal D&D, craftsmanship bonus in this system) is determined by the masterwork level of the weapon in question. Secondly, the cost of creating a weapon or armor with the craftsmanship bonus is cheaper than adding a craftsmanship bonus on a pre-existing weapon.

So, say you want to have a longsword that is equivilent to a +2 longsword, well you find a craftsman to make you a level 2 masterwork (Item of Renown) longsword with the Damage +2 craftsmanship bonus. This functions exactly the same as a +2 longsword.

Any other questions or do you require further clarification?

Specifically, if I wanted to make the above longsword, what is the cost of that item broken down? And if I wanted a Chain Shirt with the options DR+1 and the armor check reducer, what's the cost of that? Broken down. So the masterworks each provide a +1 to hit, and the damage is +1 damage. It actually leaves you +1 down, because a +5 greatsword doesn't give you +5 to hit, it gives you +6 (right?).

Mephibosheth
2008-02-29, 10:17 AM
Specifically, if I wanted to make the above longsword, what is the cost of that item broken down? And if I wanted a Chain Shirt with the options DR+1 and the armor check reducer, what's the cost of that? Broken down. So the masterworks each provide a +1 to hit, and the damage is +1 damage. It actually leaves you +1 down, because a +5 greatsword doesn't give you +5 to hit, it gives you +6 (right?).

Longsword Breakdown

A +2 longsword grants the wielder a +2 bonus on attack and damage rolls and costs 8315 gp. Using our system, you would need two levels of Masterwork (Item of Renown status, 630 gp) and a Damage Increase II Craftsmanship bonus (2000 gp) for a total cost of 2630 gp.

Chain Shirt Breakdown

A Chain Shirt that reduces Armor Check Penalty by 1 and has the DR Increase I Craftsmanship bonus would cost 1400 gp. The DR Increase I (a level 1 Craftsmanship bonus) costs 1000 gp. A simple Masterwork enhancement (costing 300 gp) reduces the Armor Check Penalty by 1. The 100 gp base price of a chain shirt brings the total to 1400 gp. If you wanted to have a Chain Shirt with the DR Increase II Craftsmanship bonus (a level 2 bonus), you would have to have two levels of Masterwork (Item of Renown, 630 gp) and pay the base cost of the DR Increase II bonus (1500 gp) in addition to the base cost of the armor. The total would be 2230 gp.

I hope that clarifies the system a bit for you. Let me know if you have any additional questions. Also, a standard (as in, normal D&D magic items system) +5 greatsword grants a +5 to attack and damage, not +6.

Edit: I've added an equipment and machinery page to the Avatar d20 website. I've also taken a stab at pricing Eighth_Seraph's explosives, with dynamite sticks costing 150 gp each (75 gp for Fire Nation soldiers) and iron bombs costing 300 gp each (150 gp for Fire Nation soldiers). What do people think of these prices?

Edit 2: Here’s another new item. I’ve always thought these were awesome weapons, and I can’t believe I didn’t stat them up before now. For episode references, watch The Waterbending Scroll or The Blue Spirit.


Projectile Net

http://dvdscreenshots.avatarspiritmedia.net/109/622.jpg

Damage: -
Critial: -
Range Increment: 30 ft
Type: -
Weight: 5 lb (not counting the weight of the ranged weapons used)
Cost: 20 gp

Special
Projectile nets are used by archers desiring to capture rather than kill their opponents. They are uniquely crafted to allow the user (or users, in some cases) to launch them using bows or crossbows. Projectile nets are available in two versions, explained below.

The first version of the projectile net is designed to be launched using two light crossbows. It consists of a strong net attached to two grappling hook-shaped crossbow bolts. Because of its relatively compact construction and ease of use, a crossbow net can be fired by a single wielder.

The second version of the projectile net is designed to be launched by archers wielding longbows or shortbows. It consists of a strong net that can be attached to two normal arrows. Because firing a single bow requires two hands, this version of the projectile net can only be used by two archers working as a team, with one archer taking a readied action to make an attack at the same time as his or her teammate.

Successfully using either projectile net requires a ranged touch attack (in the second version, both archers must successfully make this attack). If the attack is successful, a single target of Medium size or smaller is considered entangled, and the wielder or wielders of the projectile net have all of the options available to someone using a normal net (http://www.d20srd.org/srd/equipment/weapons.htm#net).

Mephibosheth

Pirate_King
2008-02-29, 12:37 PM
nice. Maybe add options for the team version to capture larger creatures? naturally, there would be a limit to how effective two bows would be at launching larger nets, but I think there's a little elbow room.

I think for smoke bombs, the craft DC should be lowered or the price be raised.

I think that crafting dynamite sticks would be a rather simple task, with the same DC as smoke bombs and be pretty much dependent more on the availability of the materials than the complexity of the item, and iron bombs would be a bit harder, because of the pressurization involved, maybe a DC 30?

Eighth_Seraph
2008-02-29, 04:06 PM
A simple Masterwork enhancement (costing 300 gp) reduces the Armor Check Penalty by 1. Actually, I removed the clauses from the four crafting feats that reduced armor check penalty in light of some of the stuff I saw in the first round of playtesting and our discussions in the bending thread. DR V Bending Fullplate of Legend for firebenders grants DR 9/- with a check penalty of -3. So I replaced the check penalty reduction with an (admittedly worthless) armor bonus increase and changed Ergonomic to an increase in maximum Dex bonus, as requested. Of course, that only changes levels of masterwork from Renown and up. We can still keep the standard masterwork function reducing ACP by 2.

Also, I like your prices. I'll go ahead and put those in now. How much would they cost to make? Would Fire Nation soldiers buy them at production cost?

Mephibosheth
2008-02-29, 04:45 PM
Actually, I removed the clauses from the four crafting feats that reduced armor check penalty in light of some of the stuff I saw in the first round of playtesting and our discussions in the bending thread. DR V Bending Fullplate of Legend for firebenders grants DR 9/- with a check penalty of -3. So I replaced the check penalty reduction with an (admittedly worthless) armor bonus increase and changed Ergonomic to an increase in maximum Dex bonus, as requested. Of course, that only changes levels of masterwork from Renown and up. We can still keep the standard masterwork function reducing ACP by 2.

Huh, I didn't notice that. We should probably put a sentence in the beginning of the write-up that states explicitly what bonuses masterwork grants to weapons, armor, and items. So, masterwork reduces ACP by 2, then Renown and better increase the AC bonus? Why are we bumping the benfit of normal masterwork?


Also, I like your prices. I'll go ahead and put those in now. How much would they cost to make? Would Fire Nation soldiers buy them at production cost?

Yeah, the more I think about it, the more I want to just make a flat price for the item and let DM's deal price variation. My original idea was that the Fire Nation clearly has a better command of explosives than any other nation, and we've only seen Fire Nation soldiers using explosives with the exception of some basic earthbending fireworks in The Avatar State. Thus, my thinking was that it would be cheaper for members of the Fire Nation to buy explosives. But that doesn't make sense if the Fire Nation character is buying their explosives in the Earth Kingdom. How about, explosives are cheaper when bought in the Fire Nation, reguardless of who does the buying?

Eighth_Seraph
2008-02-29, 05:03 PM
Who said that the Earth Kingdom is selling explosives to the Fire Nation? I would highly doubt that in a time of war. Before the fall of Ba Sing Se, anyway. Anyway, I kept the prices for dynamite standardized, but did something a little different with the iron bombs based on how little iron we see used outside of the Fire Nation, if any at all. Check 'em out.

Mephibosheth
2008-03-27, 03:05 PM
Another contribution, since Sokka does things with his boomerang that none of the already-existing versions can do (iirc).


Boomerang
http://dvdscreenshots.avatarspiritmedia.net/111/250.jpg

Exotic Ranged Weapon
Damage: 1d6
Critical: 20/x2
Range Increment: 40 ft
Type: Slashing or Bludgeoning
Weight: 1 lb
Cost: 20 gp

Special: On a missed throw, a boomerang will return to its point of origin, arriving at the end of the thrower’s turn. The thrower must make a Dexterity check (DC 10) to successfully catch a returning boomerang. If unsuccessful, the boomerang lands on the ground in the thrower's square. A boomerang will not return quickly enough to allow the use of a single boomerang for iterative attacks. Additionally, a character with the Weapon Focus (boomerang) feat can accept a -5 penalty to his attack roll with the weapon to reduce an opponent’s cover by one step (full to partial, partial to none).

felinoel
2008-03-27, 03:17 PM
Another contribution, since Sokka does things with his boomerang that none of the already-existing versions can do (iirc).


Boomerang
http://dvdscreenshots.avatarspiritmedia.net/111/250.jpg

Exotic Ranged Weapon
Damage: 1d6
Critical: 20/x2
Range Increment: 40 ft
Type: Slashing or Bludgeoning
Weight: 1 lb
Cost: 20 gp

Special: On a missed throw, a boomerang will return to its point of origin, arriving at the end of the thrower’s turn. The thrower must make a Dexterity check (DC 10) to successfully catch a returning boomerang. A boomerang will not return quickly enough to allow the use of a single boomerang for iterative attacks. Additionally, a character with the Weapon Focus (boomerang) feat can accept a -5 penalty to his attack roll with the weapon to reduce an opponent’s cover by one step (full to partial, partial to none).After our chat about this, I just pulled out my Complete Warrior to build it, then I came here to post it to see you just did it,
but I was going to call it the Southern Water Tribe Boomerang, I was also going to include that if the thrower does not catch it upon its return it would land a square adjacent to the thrower, but those were the things that came into my mind without really thinking about it, I might have more, but more does not seem to be needed

felinoel
2008-04-02, 04:50 AM
Here is another Southern Water Tribe weapon, I have yet to find it a name, I may name it after what I based its stats off of, and call it the Kukri-Club


Kukri-Club
http://i46.photobucket.com/albums/f130/felinoel/DnD/vlcsnap-1425413.png

Exotic Melee Weapon
Damage: 1d6 ~ 1d6
Critical: 18-20/x2 ~ 20/x2
Range Increment: 40 ft
Type: Slashing or Bludgeoning
Weight: 5 lb
Cost: 25 gp

Special: Can work as a weighted Kukri, dealing extra damage, or as just a bludgeoning club. This heavy, curved weapon has its sharp edge on the inside of the curve and a weighted ball on the other end.


For anyone who says this is just an artist's mistake when drawing either the boomerang, the club, or an odd combination of the two, see here (http://i46.photobucket.com/albums/f130/felinoel/DnD/vlcsnap-1621875.png), the weapon gets re-used.

Foolster41
2008-04-21, 02:15 PM
I sent an email but it might be easier just to post my ideas here. (Sorry. You can just ignore the email. :P)

Thought it's not really realistic to have a second attack on return, it does happen in the show (It is a cartoon after all!) and would fit with the flavor the avatarverse. Also, Zuko getting in the back of the head is halarious. :D

War Fan (Kyoshi Warriors, Exotic Light weapon)
Cost: 10gp
DMG(s): 1D2
DMG(M): 1D3
Crit: x2
Range: 20 Ft.
Weight: 2 lbs
Description: A fan with a sharp metal blade in the "fan" part. This wepaon is specialy made of close combat parrying.
Type: Bludgeoning or Slashing (See Description)
Special: As a free action weilder may open or close the fan. When closed, the fan is a bludgeoning weapon and deals only non-leathal damage and may be thrown. When open it is a slashing weapon and deals leathal damage. Weilder who has proficency with this weapon when it is open gains a +1 (+2?) sheild bonus to AC and a +1 bonus to airbending.

Black space rock (Same as Adamatine in D20)

jagadaishio
2008-04-22, 06:30 PM
Here is another Southern Water Tribe weapon, I have yet to find it a name, I may name it after what I based its stats off of, and call it the Kukri-Club


Kukri-Club
http://i46.photobucket.com/albums/f130/felinoel/DnD/vlcsnap-1425413.png

Exotic Melee Weapon
Damage: 1d6 ~ 1d6
Critical: 18-20/x2 ~ 20/x2
Range Increment: 40 ft
Type: Slashing or Bludgeoning
Weight: 5 lb
Cost: 25 gp

Special: Can work as a weighted Kukri, dealing extra damage, or as just a bludgeoning club. This heavy, curved weapon has its sharp edge on the inside of the curve and a weighted ball on the other end.


For anyone who says this is just an artist's mistake when drawing either the boomerang, the club, or an odd combination of the two, see here (http://i46.photobucket.com/albums/f130/felinoel/DnD/vlcsnap-1621875.png), the weapon gets re-used.

It always seemed to me that the weapon was more of a sort of wonky-looking axe. It seems to me that it's a weighted machete, which is axe-like in my mind at least.

felinoel
2008-05-09, 12:50 AM
It always seemed to me that the weapon was more of a sort of wonky-looking axe. It seems to me that it's a weighted machete, which is axe-like in my mind at least.But don't axes have the blade on the outside rather than the inside?

ninjatoman
2008-05-19, 10:32 PM
I would like to ask:
How about to stat up the Azula's War Baloon that is much more bigger and can carry a good number of soldiers I think. You can see him in the end of the episode 3x15.

Another question:
The "small shields" that the kyoshi warriors uses in episode 3x16 could be consider as a Buckler?

Other idea:
Stat up the Submarines in the episode "The Day of the Black Sun".

Liliedhe
2008-06-05, 01:01 AM
What about Mai's "bottomless magazines" for her stilettos/darts? You can see sketches about how they work on the nick-Hompage, but how would they translate into rules. And how much should they cost?

jagadaishio
2008-06-06, 01:15 PM
Is anyone planning yet on statting out the freezer cells in Boiling Rock?

Mephibosheth
2008-06-06, 01:45 PM
What about Mai's "bottomless magazines" for her stilettos/darts? You can see sketches about how they work on the nick-Hompage, but how would they translate into rules. And how much should they cost?

What about this:


Stiletto Bracer

Worn around the wrists and often concealed by long sleeves, stiletto bracers are finely-crafted bracers capable of holding up to 10 darts in a single bracer. A stiletto bracer allows the character wearing it to throw the darts stored in the bracer at a high rate of speed, as if the character had the Quick Draw feat. A character using stiletto bracers may benefit from any source of extra attacks (two-weapon fighting, Rapid Shot, a Haste effect, etc.) as long as there are darts remaining in the bracer and the character is appropriately-equipped. For example, in order to benefit from extra attacks as a result of two-weapon fighting, a character must be wearing two stiletto bracers or have some sort of throwing weapon in his off hand.

Reloading a stiletto bracer is a full-round action that provokes an attack of opportunity. A character may only wear a number of stiletto bracers equal to the number of arms the character has (two for most humanoids). Stiletto bracers can be crafted with a successful DC 25 Craft (Weaponsmithing) check.

Weight: 1 lb each, Cost: 500 gp each?

Note: I'm looking for price input on the stiletto bracers. The current price makes it reasonable for a character to have one bracer by 3rd level and a pair of bracers by 4th level. Is this too soon?

Also, it's come to my attention that we need to finalize our stats for warfans, as Avatar warfans seem to be a bit different from those presented in Sandstorm. I think that the version presented by Foolster41 is a good start, but I'd make a few changes:
Increase damage to 1d3 (small) or 1d4 (medium)
Remove the +1 bonus to Airbending checks
Alter critical range to 19-20/x2
What says the playground about these statistics?

Mephibosheth

Darkkwalker
2008-06-06, 03:36 PM
well, if you watch The Warriors of Kyoshi, it seems to me that aang does something that's a little more powerful than his normal airbending. Maybe I'm wrong. That's just going on that one ep.

Foolster41
2008-06-06, 07:57 PM
I like the first and third suggession for the fan, but I'm not sure about the second. It makes sense to me that a air bender would be able to get some kind of bonus with a fan.
*shrug* My $.02

jagadaishio
2008-06-07, 12:44 PM
I could see the fan providing the +1 bonus to Airbending checks, having the damage increased to 1d4 bludgeoning, having a x2 critical, but also having a throwing range of 10 ft. I seem to remember them being folded up and thrown in Kyoshi, and they looked about as accurate at range as a dagger.

Mephibosheth
2008-06-09, 08:53 AM
OK, how 'bout this for a warfan stat block:

Warfan
Exotic Light Weapon
Damage: 1d3 (small) or 1d4 (medium)
Critical: 20/x2
Range Increment: 10 ft
Type: Slashing or Bludgeoning
Weight: 1 lb
Cost: 10 gp
Special: A character proficient with a warfan gains a +1 shield bonus to his AC when wielding one or more warfans. When using Combat Expertise, fighting defensively, or taking a total defense action, this bonus increases to +2. Finally, airbenders can perform airbending forms while wielding warfans without penalty, and gain a +1 circumstance bonus to Airbending skill checks while wielding warfans.

Also, any comments on my stiletto bracers?

Mephibosheth

Liliedhe
2008-06-10, 02:26 PM
@Mephi: Thank you for statting out the bracers. They look very good, but why did you make them so expensive?

Mephibosheth
2008-06-10, 03:01 PM
@Mephi: Thank you for statting out the bracers. They look very good, but why did you make them so expensive?

I wasn't sure about the pricing. I remember there being something in the magic item creation guidelines about a price for an item that grants the use of a feat (Quick Draw, in this case), but I couldn't find it. On the one hand, it does grant the use of a feat, which can be a pretty powerful ability. On the other hand, it has a very specific and limited range of uses, so it might not merit the price I originally assigned. At this point, without any real benchmark, I just kind of...guessed. I wouldn't be averse to reducing the price. Perhaps 250 gp each?

Liliedhe
2008-06-12, 01:13 PM
250GP seems ok for me, but that's just a gut feeling *G*, not an informed opinion^^.

felinoel
2008-07-10, 04:03 AM
Shiirshu Spit Darts
http://i46.photobucket.com/albums/f130/felinoel/Avatar/vlcsnap3597731tx8.png

Martial Ranged Weapon
Damage: 1d4 (per dart)
Critical: x2
Range Increment: 30 ft
Type: Piercing
Weight: 2 lb
Cost: 2 gp

Special: The Shiirshu Spit Darts are fired from a tube, up to three darts can be fired at a time (http://i46.photobucket.com/albums/f130/felinoel/Avatar/vlcsnap3598129gc7.png), and the darts usually have poison added.

Eighth_Seraph
2008-07-10, 10:50 AM
Hrm. I like it; simple and effective. One thing, though: this should be a simple weapon, not a martial one. Maybe exotic, but it's not worth taking a feat to gain proficiency.

Now, I think it may be time to stat out the poison.

Mephibosheth
2008-07-10, 10:57 AM
Hrm. I like it; simple and effective. One thing, though: this should be a simple weapon, not a martial one. Maybe exotic, but it's not worth taking a feat to gain proficiency.

Now, I think it may be time to stat out the poison.

I agree with making this a simple weapon. It's not exactly hard to point a blowgun at someone, and I doubt the character who uses it in the show is anything more than an Expert.

Also, the poison from the Shirshu is a DC 21 Fort Save that renders the victim unconscious for 6d10 minutes. I'd suggest the following for use with Shirshu Spit Darts:

Shirshu Spit Poison
Type: Injury
Fort DC: 19
Initial: Unconsciousness for 6d10 minutes
Secondary: --
Price per dose: 300 gp
Craft DC: 20

Thoughts?

felinoel
2008-07-10, 03:20 PM
Hrm. I like it; simple and effective. One thing, though: this should be a simple weapon, not a martial one. Maybe exotic, but it's not worth taking a feat to gain proficiency.

Now, I think it may be time to stat out the poison.

Well the regular dart is a simple weapon, and I figured using three darts at once should be more then that...

I also figured that any poison could be applied to it, and there already is a knock out poison, although it might not be accepted in tha Avatar d20 'verse...


I agree with making this a simple weapon. It's not exactly hard to point a blowgun at someone, and I doubt the character who uses it in the show is anything more than an Expert.

Also, the poison from the Shirshu is a DC 21 Fort Save that renders the victim unconscious for 6d10 minutes. I'd suggest the following for use with Shirshu Spit Darts:

Shirshu Spit Poison
Type: Injury
Fort DC: 19
Initial: Unconsciousness for 6d10 minutes
Secondary: --
Price per dose: 300 gp
Craft DC: 20

Thoughts?
Well pointing a blowgun at someone won't always be good enough for hitting them, especially such a small weapon at thirty feet...

Whats the difference between taking one dose of it from one dart, and taking three doses of it from the full three darts?

Foolster41
2008-07-10, 07:11 PM
Won't most fight-y classes have a proficiency in martial weapons anyway? It makes sense to me that if the dart's martial, then the shooter is martial as well.

EDIT: Then again, I think the darts in D20 are the throwing darts. Maybe simple makes sense after all.

For three I'd imagine the effect would be add three times. So, knocked out for 18d10 minutes (18 minutes to 3 hours.)

I'd almost suggest a more realistic "overdose" effect, that says basically if so much poison is ingested based on size there's a risk of death, but perhaps that's not fitting with the avatar universe.

felinoel
2008-07-10, 07:14 PM
Won't most fight-y classes have a proficiency in martial weapons anyway? It makes sense to me that if the dart's martial, then the shooter is martial as well.

For three I'd imagine the effect would be add three times. So, knocked out for 18d10 minutes (18 minutes to 3 hours.)

I'd almost suggest a more realistic "overdose" effect, that says basically if so much poison is ingested based on size there's a risk of death, but perhaps that's not fitting with the avatar universe.

Darts are simple weapons, I said I made the shooter martial because the dart is simple and the shooter fires three of them at a time

Foolster41
2008-07-10, 07:17 PM
Simul-posted while I edited in a change of mind.

The dart actually shoots three at once in Avatar?

felinoel
2008-07-10, 07:23 PM
EDIT: Then again, I think the darts in D20 are the throwing darts. Maybe simple makes sense after all.Yes the dart stats I used were that of throwing darts


Simul-posted while I edited in a change of mind.

The dart actually shoots three at once in Avatar?Yes, the picture I linked to when I said that was shot with one blow

Knoxontholos
2008-07-10, 09:26 PM
Here is another Southern Water Tribe weapon, I have yet to find it a name, I may name it after what I based its stats off of, and call it the Kukri-Club


Kukri-Club
http://i46.photobucket.com/albums/f130/felinoel/DnD/vlcsnap-1425413.png

Exotic Melee Weapon
Damage: 1d6 ~ 1d6
Critical: 18-20/x2 ~ 20/x2
Range Increment: 40 ft
Type: Slashing or Bludgeoning
Weight: 5 lb
Cost: 25 gp

Special: Can work as a weighted Kukri, dealing extra damage, or as just a bludgeoning club. This heavy, curved weapon has its sharp edge on the inside of the curve and a weighted ball on the other end.


For anyone who says this is just an artist's mistake when drawing either the boomerang, the club, or an odd combination of the two, see here (http://i46.photobucket.com/albums/f130/felinoel/DnD/vlcsnap-1621875.png), the weapon gets re-used.


This seems like a very good idea, I'd like to see this implemented into the system.

Eighth_Seraph
2008-07-19, 11:00 PM
Darts are simple weapons, I said I made the shooter martial because the dart is simple and the shooter fires three of them at a time Hrm. It did seem that the ability to shot three darts at a time is a special capability of the weapon, and had little to do with the wielder's ability to use it. What we could do is make it a particular ability of that type of tube, and correspondingly make a "normal" dart tube that shoots only one dart.

Caewil
2008-07-20, 01:50 AM
The stiletto bracers work but it seems Mai has stiletto anklets as well. She seems to be able to shoot darts from her legs by kicking.

felinoel
2008-07-20, 10:32 PM
Hrm. It did seem that the ability to shot three darts at a time is a special capability of the weapon, and had little to do with the wielder's ability to use it. What we could do is make it a particular ability of that type of tube, and correspondingly make a "normal" dart tube that shoots only one dart.That seems possible


The stiletto bracers work but it seems Mai has stiletto anklets as well. She seems to be able to shoot darts from her legs by kicking.And I think I have seen her reaching towards her ankles to grab some to throw before





If weapons not from the show are allowed check out this waspknife
http://www.giantitp.com/forums/showthread.php?t=85355

You could take a regular knife, hollow it out, and airbend through it

Eighth_Seraph
2008-08-11, 07:50 AM
Alright, I'm going to be making a fairly simple overhaul to the item system in Avatar. As things stand, we have utterly failed to make a low-gold setting, and I plan to fix this. As soon as I have finished this, however, I regret to inform you all that I'll probably be off the project. Like, for good. School starts in seven days, and I'm going to need the time.

Anyway, lemme get started with the assumptions that 500 gold pieces is considered OMG UR $ET 4 LIFE!!1one, and that 200 gold pieces is only really a reasonable sum to ask of a nobleman or other hugely rich entity (As evidenced in The Water Scroll. Further, a single copper is good for one bag of feed, but not a hot meal (Zuko Alone), so I'm making a copper the main form of exchange for everyone that's not part of society's upper crust. The PCs will likely be using silver during the majority of their stay in the Avatarverse, and some copper on occasion during the first few levels.

Further, I'm switching the "weight" of a weapon's gp cost into its masterwork level, then allowing craftsmanship bonuses to be more like "accessories" than anything else, and making masterwork tools an actual investment, rather than a way to spend the loose coins in your pocket.

These tables are the ones we're currently using, which I'll be systematically editing. STATUS: COMPLETE

Wealth By Level Status: Complete
{table=head]Level | Wealth | Level | Wealth
1st |
10 silver | 11th |
455 silver

2nd |
30 silver | 12th |
535 silver

3rd |
55 silver | 13th |
625 silver

4th |
85 silver | 14th |
720 silver

5th |
120 silver | 15th |
820 silver

6th |
160 silver | 16th |
930 silver

7th |
205 silver| 17th |
1,045 silver

8th |
255 silver| 18th |
1,165 silver

9th |
315 silver | 19th |
1,290 silver

10th |
380 silver | 20th |
1,450 silver[/table]

Masterwork cost by level: Status: Complete
{table=head]Level|Weapon Cost|Armor Cost|Tool Cost

Masterwork|
10 silver|
10 silver|
5 silver

Renown|
50 silver|
50 silver|
20 silver

Fame|
120 silver|
120 silver|
50 silver

Glory|
200 silver|
200 silver|
90 silver

Legend|
350 silver|
350 silver|
150 silver[/table]
Formula for over level 1: Cost = base_cost*(level+(level-1)/10)

Craftsmanship cost by level (take the total level of all bonuses): Status: Complete
{table=head]Level|Weapon Cost|Armor Cost
1|
5 silver|
5 silver

2|
10 silver|
10 silver

3|
20 silver|
20 silver

4|
40 silver|
40 silver

5|
60 silver|
60 silver

6|
80 silver|
80 silver

7|
100 silver|
100 silver

8|
150 silver|
150 silver

9|
175 silver|
175 silver

10|
250 silver|
250 silver[/table]

Of course, now we have a problem in that this system doesn't mesh well with the prices that we've given the rest of the items, so I guess it's a matter of deciding whether a bit more verisimilitude is worth the effort of fixing items prices and making a formula for using standard D&D non-magical items.

Mephibosheth
2008-08-11, 10:27 AM
Yay! This has been bugging me too for a long time and I just never got around to looking into it. I haven't had a chance to actually crunch any of your new numbers yet, but wanted to post my support anyway.

felinoel
2008-08-11, 10:29 AM
Yay! This has been bugging me too for a long time and I just never got around to looking into it. I haven't had a chance to actually crunch any of your new numbers yet, but wanted to post my support anyway.

Yea, one of my players was bugging me about this, our game starts when our college starts back up and thats soon so nicely timed

Eighth_Seraph
2008-08-11, 11:08 AM
Alright, all the money crunching is done. Now, though, we need to fix the prices of...everything else. Urg.

Meph, I would suggest having the actual write-up of all the items in the OP, instead of links. It makes editing so much easier.

Any objections or concerns with the money system?

Mephibosheth
2008-08-11, 02:05 PM
Hmm. I think I'm going to go with a hesitant "looks good?" on this one. I have some reservations about the reductions in price for craftsmanship bonuses, but I don't think they're anything major and they may very well be a function of a few specific craftsmanship bonuses rather than the new cost/wealth guidelines. I figured out the price of a few items, and it looked pretty good. I'd have to sit down and do some serious number crunching, but at first glance, it's good.

I don't really have a problem re-pricing the items we've already created, especially since the base price of weapons is relatively negligible in the long run and the price of other items is easy to adjust. Also, if I have some time I'll update the first post with text rather than links.

Also, I think it might be a good idea to bump up the cost of the fire resistance craftsmanship bonuses. As it is, they can pretty much shut firebenders down at low levels.

Those are my thoughts, at least so far.

Mephibosheth

Eighth_Seraph
2008-08-11, 02:47 PM
Also, I think it might be a good idea to bump up the cost of the fire resistance craftsmanship bonuses. As it is, they can pretty much shut firebenders down at low levels. Oof. I hadn't thought of that.

Actually, I don't think it'll be a big problem. Fire Resistance is level 3 craftsmanship bonus, so you need Armor of Renown to even get it. Renown is 50 silver, and level 3 craftsmanship is 20. That's 70 silver, plus the cost of the armor itself. That pretty much eats up a level 4 character's entire budget, and leaves little room for additional DR that makes up most characters' defenses. I guess. I would place the first practical point for which a DM would allow that much spending would be at level 5 which would...cripple firebenders at that level. Hrm. Suggestions?

Mephibosheth
2008-08-11, 03:02 PM
Perhaps we could bump the fire retardant I enhancement up to level 5 or 6 and possibly eliminate the fire retardant II. Fire resistance 5 is still pretty useful, even at higher levels, and if it were only available after 10th level or so, it wouldn't be quite as crippling as it is at 5th. Really, at 5th level a Fire Blast is doing 12 damage max and probably closer to 6 or 7 on average. If you have fire retardant armor, you're taking 1-2 damage from every blast, basically shrugging it off.

Eighth_Seraph
2008-08-11, 03:13 PM
Hrm. Sounds good. I might be back later on with some application oil version of Fire Retardant armor. That or some cloth. And some new armor craftsmanship bonuses.

felinoel
2008-08-11, 04:12 PM
Will we be completely ignoring the difference in currency between the different nations? In the Chin the Great episode the gAang found themselves in a problem when they were in an area that wouldn't accept their "water tribe money"

Eighth_Seraph
2008-08-12, 11:37 AM
I think that the conversation with the merchant merits a sidenote on the main hub thread, but the "I don't care, as long as it's money" comment implies that currency is standardized by weight and material, just as it was in real life. The organization that minted the coin might matter to tax collectors, but I don't think it should matter. An ounce of gold is an ounce of gold, after all.

Anyway, about this "Community account" that I saw Guyr talking about; is that going to be the rule from now on? Are we seriously going to make new threads for everything using FireLordAzula (I think) for community editing?

AstralFire
2008-08-12, 12:15 PM
I think that the conversation with the merchant merits a sidenote on the main hub thread, but the "I don't care, as long as it's money" comment implies that currency is standardized by weight and material, just as it was in real life. The organization that minted the coin might matter to tax collectors, but I don't think it should matter. An ounce of gold is an ounce of gold, after all.

Anyway, about this "Community account" that I saw Guyr talking about; is that going to be the rule from now on? Are we seriously going to make new threads for everything using FireLordAzula (I think) for community editing?

that's just for that specific thread since Guyr doesn't have the time to manage it himself anymore.

felinoel
2008-08-12, 03:23 PM
I think that the conversation with the merchant merits a sidenote on the main hub thread, but the "I don't care, as long as it's money" comment implies that currency is standardized by weight and material, just as it was in real life. The organization that minted the coin might matter to tax collectors, but I don't think it should matter. An ounce of gold is an ounce of gold, after all.

Anyway, about this "Community account" that I saw Guyr talking about; is that going to be the rule from now on? Are we seriously going to make new threads for everything using FireLordAzula (I think) for community editing?

I don't mean the merchant, I meant the town who wouldn't accept the money

Superglucose
2008-08-13, 03:14 PM
Proposal to fix the cost of materials:

At least, under the original system (which is designed for low magic standard D&D if I recall correctly) this should work...

The price of the materials only counts towards the armor. For instance, DRV Adamentium Full Plate of Legend would, under my system, cost

(1,500 (armor cost) + 1,625 (masterwork cost))*20 + 5625 = 68,025.

It's still over the original WBL for the Avatar setting, but that's much cheaper than the way it was currently being implemented, where it was the total armor cost (in this case, 8,750) times twenty, giving a total cost of 175,000. The new pricing is a little more than a third the cost of the original method, and the extra DR 4 (because you could only get DR IV with standard plate) doesn't seem worth, you know, 166,250 gp.

I'll take a look at the new method and see what I can come up with... I very much like the change in the standard piece of currency from gold to silver, btw.


Will we be completely ignoring the difference in currency between the different nations? In the Chin the Great episode the gAang found themselves in a problem when they were in an area that wouldn't accept their "water tribe money"

It's heavily hinted in that episode that they would accept water tribe money. Remember the guy in the same episode, they were buying stuff and the merchant said something akin to, "Hey, water tribe money!" Katara replied worried that he wouldn't accept the money, and the merchant shrugged and said, "Hey, as long as it's money..."

I think that particular instance was more the mayor trying to throw Aang in prison and finding any excuse to do so.

Alright, proposed fix for the new setting in terms of the cost increases of various special materials, partially shamelessly ripped from a free, open GL system I'm playtesting: Actually didn't happen... turns out we didn't need crazy price modifiers of x500.


Special Materials
Metals: (All multipliers are based off steel)
{table=head]Material Name|ACP Change|AC Change|DR Change|To Hit Change|Damage Change|Hardness/HP per inch|Weight Multiplier|Cost Multiplier
Steel|
+0|
+0|
+0|
+0|
+0|
10/30|
x1|
x1

Cold/Wrought Iron|
+1|
+0|
+1|
-1|
+0|
10/30|
x1.25|
x0.75

Cast Iron|
+1|
+1|
+0|
-1|
-1|
10/25|
x1.25|
x0.5

Wootz Steel|
+0|
+1|
+1|
+1|
+0|
15/30|
x1|
x1.25

Stainless Steel|
+0|
+1|
+1|
+1|
+0|
18/30|
x1|
x1.5

Copper|
-1|
-1|
-1|
+1|
+0|
8/20|
x0.8|
x0.5

Bronze|
-1|
-1|
+0|
+1|
+0|
9/20|
x1.1|
x1

Mithral|
-2|
+0|
+2|
+2|
-1|
15/30|
x0.25|
x2.5

Adamantium|
-2|
+2|
+3|
+2|
+1|
20/40|
x0.5|
x5
[/table]


The basic algorithm I used:
n=the original price multiplier

IF n/4 > 1, new multiplier = n/4

IF n/4<1, new multiplier = (1-n)/4 + n (rounded to the nearest 1/4th)

IF n<1, new multiplier = n.

Under this system, an adamentium weapon of legend would pretty much take up all the WBL of a 20th level character, but they could still afford a +10 total bonus weapon of legend that's Mithral, just at the sacrifice of armor and other equipment (though they could still have the other equipment).

Let me know what you think.

felinoel
2008-08-13, 03:25 PM
It's heavily hinted in that episode that they would accept water tribe money. Remember the guy in the same episode, they were buying stuff and the merchant said something akin to, "Hey, water tribe money!" Katara replied worried that he wouldn't accept the money, and the merchant shrugged and said, "Hey, as long as it's money..."

I think that particular instance was more the mayor trying to throw Aang in prison and finding any excuse to do so.

But if thats the case then why was Katara worried?

Superglucose
2008-08-13, 03:32 PM
But if thats the case then why was Katara worried?

Because she's a relatively inexperienced traveler? When I went to Guatemala with a group of doctors, i.e. people with dozens of years of education and very high intelligence, they were told repeatedly "yes, they will take US money." Still, a lot of people were worried whenever they went to a new area that the shop keepers wouldn't accept American money. Keep in mind this is Katara's first time away from the iceberg her family lives on, let alone the first time out of the water nation.

felinoel
2008-08-13, 03:36 PM
Because she's a relatively inexperienced traveler? When I went to Guatemala with a group of doctors, i.e. people with dozens of years of education and very high intelligence, they were told repeatedly "yes, they will take US money." Still, a lot of people were worried whenever they went to a new area that the shop keepers wouldn't accept American money. Keep in mind this is Katara's first time away from the iceberg her family lives on, let alone the first time out of the water nation.
Thats different, the US is big, while the Water Tribes are small, in fact when a single new water tribe (the Foggy Swamp Water Tribe) was found it probably increased the known number of Water Tribe people significantly

EDIT:
Besides, the only two big nations at the time were Fire Nation and Earth Kingdom, the people at Chin Village probably actually didn't accept water tribe money

Superglucose
2008-08-13, 05:42 PM
The water tribes are not 'small.' The southern 'tribe' would have, if the whole thing was displayed in Sokka's village, been full of maybe ten people based on the housing available. They are described as the water nation, and the Northern tribe's center is a huge city. Maybe not as large as Ba Sing Se, but still rather large.

I believe there's canonical evidence in the forms of things the creators have said that points to the water tribes being considerably larger than we might expect. Dont' forget that the Firenation is at war with both the Earth kingdom and the Water nation, and that the Fire nation has utterly failed to conquer the Water nation at any point.

Besides, a relatively inconsequential small-town merchant (what was he, the local vegetable peddler?) recognized water-tribe money. If a back water merchant recognizes money like that, it's a fair bet the people in more official capacities will recognize the money. Granted the Fire nation wouldn't, but that's mostly because they're at war with the Water nation.

felinoel
2008-08-13, 06:00 PM
The water tribes are not 'small.' The southern 'tribe' would have, if the whole thing was displayed in Sokka's village, been full of maybe ten people based on the housing available. They are described as the water nation, and the Northern tribe's center is a huge city. Maybe not as large as Ba Sing Se, but still rather large.

I believe there's canonical evidence in the forms of things the creators have said that points to the water tribes being considerably larger than we might expect. Dont' forget that the Firenation is at war with both the Earth kingdom and the Water nation, and that the Fire nation has utterly failed to conquer the Water nation at any point.

Besides, a relatively inconsequential small-town merchant (what was he, the local vegetable peddler?) recognized water-tribe money. If a back water merchant recognizes money like that, it's a fair bet the people in more official capacities will recognize the money. Granted the Fire nation wouldn't, but that's mostly because they're at war with the Water nation.
I actually meant small as in insignificant, and this backwater merchant seems intrigued by it, but that doesn't matter because you said the Fire Nation wouldn't accept it, which was the problem I was bringing up, what happens when you have one nation's currency and whatnot

Knaight
2008-08-13, 06:51 PM
You get it exchanged and keep 90%. This is actually addressed in the DMG, so might as well use it.

Eighth_Seraph
2008-08-13, 08:45 PM
You get it exchanged and keep 90%. This is actually addressed in the DMG, so might as well use it. Seconded. Anything more specific (such as a war between two minting organizations) should be handled by the DM.

If a Fire Nation citizen starts spending significant amounts of Water Tribe money during a war against the northern Water Tribes, he would likely be (rightfully) accused of treason. Bullion would probably be a better way to pay off spies in belligerent nations.

felinoel
2008-08-13, 10:51 PM
You get it exchanged and keep 90%. This is actually addressed in the DMG, so might as well use it.

Interesting, I like it, could it be noted on the site because even though its in a rule book it would be good to have it on the site for people to see

Superglucose
2008-08-14, 02:17 PM
Any comments on my idea for changing the cost of special materials?

felinoel
2008-08-16, 03:05 PM
Any comments on my idea for changing the cost of special materials?

I liked it, didn't I post that already though?