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    Default [Avatar d20 Project] Items and Machinery


    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

    Weapons

    Machinery and Vehicles

    Special Items

    If I've missed anything, I apologize. Let me know and I'll add it to the index.
    Last edited by Mephibosheth; 2008-02-29 at 12:19 PM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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. 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.

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    Last edited by Mephibosheth; 2008-01-11 at 09:56 AM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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.
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    Default Re: [Avatar d20 Project] Items and Machinery

    Tangle Mines (AKA: the stink ‘n’ sink)

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    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?
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    Default Re: [Avatar d20 Project] Items and Machinery

    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.
    Last edited by Eighth_Seraph; 2008-01-25 at 07:06 PM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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
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    Default Re: [Avatar d20 Project] Items and Machinery

    Check the main hub 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.
    Water, Earth, Fire, and Air: Benders of the Avatar world
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    Default Re: [Avatar d20 Project] Items and Machinery

    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.
    Last edited by Tussy the Druid; 2008-01-26 at 10:16 AM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    A list of new machinery.

    Boats
    Submarines
    Gliders (not the airbender ones)
    Last edited by Istari; 2008-01-28 at 07:26 PM.

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    Default Re: [Avatar d20 Project] Items and Machinery

    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


    Special Equipment:



    Large-Scale Items and machinery:


    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 that Toph won in The Runaway? Let's say each bar is worth 20 coins 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?
    Last edited by Eighth_Seraph; 2008-02-18 at 11:16 AM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    *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.

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    Default Re: [Avatar d20 Project] Items and Machinery

    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.

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    Default Re: [Avatar d20 Project] Items and Machinery

    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]
    Spoiler
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    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
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    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 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
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    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 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.
    Last edited by Eighth_Seraph; 2008-02-29 at 04:14 PM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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
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    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
    Spoiler
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    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
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    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
    Spoiler
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    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
    Spoiler
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    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.
    Last edited by Eighth_Seraph; 2008-08-12 at 11:42 AM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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

    Spoiler
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    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

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    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 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
    Last edited by Mephibosheth; 2008-02-27 at 02:56 PM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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*
    Last edited by Yuki Akuma; 2008-02-28 at 07:21 AM.
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    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

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    Default Re: [Avatar d20 Project] Items and Machinery

    A few more items...

    Non-Bending Gliders
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    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
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    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?
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    Default Re: [Avatar d20 Project] Items and Machinery

    Quote Originally Posted by Attilargh View Post
    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.

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    Default Re: [Avatar d20 Project] Items and Machinery

    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.
    Last edited by Pirate_King; 2008-02-28 at 12:30 PM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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
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    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.
    Last edited by Mephibosheth; 2008-02-28 at 02:34 PM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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)?
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    Default Re: [Avatar d20 Project] Items and Machinery

    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.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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.

    Quote Originally Posted by Wikipedia
    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.
    Last edited by Pirate_King; 2008-02-28 at 03:04 PM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    Could we get an example armor and weapon? I'm really confused by how the building enhanced items works.

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    Default Re: [Avatar d20 Project] Items and Machinery

    Quote Originally Posted by Superglucose View Post
    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?

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    Default Re: [Avatar d20 Project] Items and Machinery

    Quote Originally Posted by Lord Tataraus View Post
    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?).

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    Default Re: [Avatar d20 Project] Items and Machinery

    Quote Originally Posted by Superglucose View Post
    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
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    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.


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    Last edited by Mephibosheth; 2008-02-29 at 12:18 PM.
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    Default Re: [Avatar d20 Project] Items and Machinery

    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?
    Last edited by Pirate_King; 2008-02-29 at 01:09 PM.
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