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  1. - Top - End - #1
    Dwarf in the Playground
     
    criticalstriker's Avatar

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    Jan 2007

    Default Elemental Armory

    Elemental firearms:
    All of the below are exotic. Once you have proficiency in one, you have it in all of them(unless otherwise stated).


    Elemental pistol:
    This pistol looks like a normal one, except for the runes that transcribe its surface. It is made completely of mirthril, and shines brightly in the sun.

    It takes a standard action to load any bullet. The rapid reload feat works with these weapons.

    Air bullet:
    This bullet seems to be made of swirling air, only a few faint runes across its surface are visible.

    Damage: 3D4 (single target)
    Range: 130ft
    Cost: 10GP
    Type: Piecing
    Spell required to make: Gust of wind

    Water bullet:
    This bullet seems to be made of liquid, touching it leaves a little bit of water on your hand. It has burning red runes across its liquid surface.

    Damage: 1D10
    Range: 160ft
    Cost: 10GP
    Type: Slashing
    Spell required to make: Sleet storm

    Light bullet:
    This bullet seems to be made of pure white light, it has glowing black runes across its surface.

    Damage: 3D6 in a 20ft area(reflex half, this only effects undead)
    Range: 40ft
    Cost: 10GP
    Type: Positive energy
    Spell required to make: Daylight


    Darkness bullet:
    This bullet seems to be made of pure darkness, it has burning white runes across its surface.

    Damage: 3D6 in a 20ft area(reflex half, this only effects living creatures)
    Range: 40ft
    Cost: 10GP
    Type: Negative energy
    Spell required to make: Darkness

    Elemental rifle:

    Runes cover the surface of this rifle, its mithril body shines under the sunlight, as it releases elemental fury from its barrel.

    Damage: Dependant on the bullet
    Range: Dependant on the bullet
    Weight: 12lb
    Critical: 19-20/x3
    Cost: 10,000GP


    Elemental Rifle bullets:
    These bullets work in the same fashion as the pistol bullets.

    Fire Bullet:
    This bullet is a cylindrical tube about two inches long. It has bluish runes running along its blood red surface.

    Damage: 3D12 in a 20ft area(reflex for half)
    Range: 80ft
    Cost: 60GP
    Type: Fire
    Spell required to make: Fireball


    Earth bullet:
    This bullet resembles a stone more than a bullet, with the exception of a few glowing brown runes.

    Damage: 6D6 (spikes shooting up in a 30ft line, reflex for half)
    Range: 30ft
    Cost: 60GP
    Type: Piercing
    Spell required to make: Shatter


    Air bullet:
    This bullet seems to be made of swirling air, only a few faint runes across its surface are visible.

    Damage: 6D4 (single target)
    Range: 170ft
    Cost: 60GP
    Type: Piecing
    Spell required to make: Gust of wind

    Water bullet:
    This bullet seems to be made of liquid, touching it leaves a little bit of water on your hand. It has burning red runes across its liquid surface.

    Damage: 2D10
    Range: 240ft
    Cost: 60GP
    Type: Slashing
    Spell required to make: Sleet storm

    Light bullet:
    This bullet seems to be made of pure white light, it has glowing black runes across its surface.

    Damage: 9D6 in a 20ft area(reflex half, this only effects undead)
    Range: 40ft
    Cost: 60GP
    Type: Positive energy
    Spell required to make: Daylight


    Darkness bullet:
    This bullet seems to be made of pure darkness, it has burning white runes across its surface.

    Damage: 9D6 in a 20ft area(reflex half, this only effects living creatures)
    Range: 40ft
    Cost: 60GP
    Type: Negative energy
    Spell required to make: Darkness



    Elemental Cannon:
    This hand held cannon, from the side, looks like nothing more than a 3ft long mithril pipe with a handle and trigger. Upon looking in the pipe though, one sees that inside are 12 turbines, that begin spinning rapidly whenever a cartridge is placed in the back.

    Damage: Dependant on the cartridge
    Range: Dependant on the cartridge
    Weight: 30lb
    Critical: 20/x4
    Cost: 15,000GP


    Elemental Cannon cartridges:
    It takes a full round to load any of these cartridges into the cannon.

    Fire cartridge:
    This cartridge looks like a pipe, about 6 inches long, and 3 inches wide. It looks as if its on fire, and is warm to the touch.

    Damage: 5D12 in a 30ft area(reflex for half)
    Range: 80ft
    Cost: 100GP
    Type: Fire
    Spell required to make: Fireball


    Earth cartridge:
    This cartridge looks like a rather large, perfectly smooth, piece of granite.

    Damage: 10D6 in 50ft spread around where the cartridge lands(reflex for half)
    Range: 80ft
    Cost: 100GP
    Type: Piercing
    Spell required to make: Shatter


    Air cartridge:
    The only thing that makes this cartridge visible is the dirt that the swirling air its made of picks up.

    Damage: 15D4 in a 10ft radius
    Range: 170ft
    Cost: 100GP
    Type: Piecing
    Spell required to make: Gust of wind

    Water cartridge:
    This cartridge looks like a mass of water that simply doesn't spill away. It keeps its cone shape seemingly by magic.

    Damage: 4D10 in a 10ft radius
    Range: 270ft
    Cost: 100GP
    Type: Slashing
    Spell required to make: Sleet storm

    Light cartridge:
    This cartridge looks like a sun the way it glows, yet it doesn't hurt ones eyes to look directly into its shining beauty

    Damage: 16D6 in a 20ft area(reflex half, this only effects undead)
    Range: 40ft
    Cost: 100GP
    Type: Positive energy
    Spell required to make: Daylight


    Darkness cartridge:
    This cartridge looks like a black void, in the shape of a cone.

    Damage: 16D6 in a 20ft area(reflex half, this only effects living creatures)
    Range: 40ft
    Cost: 100GP
    Type: Negative energy
    Spell required to make: Darkness


    Elemental melee weapons:
    All of the below weapons are exotic, unless otherwise stated. If you have proficiency in one of them, you have it in all. Unless otherwise stated.
    The special effects of the blades only work while the blade is being wielded.
    If someone tries to enchant one of these blades, it only works on one. You cannot enchant the hilt of the dagger, then have it affect each blade you put into it.

    Daggers:

    Damage: 1D4+special effect
    Critical: Dependant on blade
    Weight:1lb
    Type: Dependant on the blade
    Cost: 5GP


    Dagger blades:

    Fire blade:
    This blade appears to be made of solid flames.

    Critical: 19-20/x2
    Special: +3 to all damage rolls
    Cost: 1000GP
    Type: Fire


    Earth blade:
    This blade looks like it is made from one solid piece of granite.

    Critical: 20/x3
    Special: +1 natural armor bonus
    Cost: 1000
    Type: Acid

    Air blade:
    This blade is near invisible, the only thing that keeps it from being undetectable is the dirt that it picks up into its swirling blade.

    Critical: 18-20/x4
    Special: +4 on attack rolls to confirm criticals
    Cost: 1000
    Type: Electric

    Water blade:
    This blade looks as if it is made of solid water.

    Critical: 20/x3
    Special: +3 to hit
    Type: Cold
    Cost: 1000

    Light blade:

    Critical: 20/x2
    Special: +1D6 damage to undead. Can critically hit undead.
    Type: Positive energy
    Cost: 1000

    Darkness blade:
    Critical: 20/x2
    Special: +1D6 to living creatures.
    Type: Negative energy
    Cost: 1000


    I'll add more weapons with time.
    Last edited by criticalstriker; 2007-06-18 at 01:39 AM.

  2. - Top - End - #2
    Ettin in the Playground
     
    Draken's Avatar

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    Default Re: Elemental Armory

    Interesting magic weapons, the cost for the bullets and cartridges reffer to how many of each?
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  3. - Top - End - #3
    Troll in the Playground
     
    SamuraiGuy

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    Default Re: Elemental Armory

    I question the elemental pistol having a longer range then the elemental rifle (and canon).
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  4. - Top - End - #4
    Dwarf in the Playground
     
    criticalstriker's Avatar

    Join Date
    Jan 2007

    Default Re: Elemental Armory

    Interesting magic weapons, the cost for the bullets and cartridges reffer to how many of each?
    4 for the pistol. 2 for the rifle, and 1 for the cannon.

    I question the elemental pistol having a longer range then the elemental rifle (and canon).
    It doesn't...

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