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In document Trabajo Fin de Grado (página 46-0)

Whenever you need to randomly determine weapon types, roll on the standard D20 System Weapons table (Table 8–10 in the DMG), making the following modifications to its notes:

† See Chapter Twelve Specific Magic Weapons table

‡ See Chapter Twelve Melee Weapon Special Abilities table for melee weapons or Ranged Weapon Special Abilities for ranged weapons

In these tables, new weapons for the Nyambe setting are in italics, and all magic weapons are masterwork weapons. Any weapons not found on these tables are so rarely found as to be practically nonexistent.

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These special abilities were specifically developed to enhance weapons commonly wielded by Nyamban warriors. As such, these enchantments are unique to the Land of the Overpower.

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Common Ranged Weapons

D% ROLL WEAPON WEAPONCOST*

01 – 10 AMMUNITION SEEAMMUNITION TABLE

11 – 15 AXE, THROWING +308 GP

16 – 20 CROSSBOW, LIGHT +335 GP

21 – 25 DART +300 GP5 SP

26 – 35 JAVELIN +301 GP

36 – 45 SHORTBOW SEESHORTBOW TABLE

46 – 50 SLING +300 GP

51 – 55 LONGBOW SEELONGBOW TABLE

56 – 60 BOLA +302 GP 61 – 65 CLUB, THROWING +302 GP 66 – 70 BLOWGUN +301 GP 71 – 75 THROWER, JAVELIN +302 GP 76 – 80 THROWING BLADE +307 GP 81 – 85 SPEAR, BARBED +304 GP 86 – 90 SPEAR, THROWING +302 GP 91 – 95 CLUB, RETURNING +305 GP

96 – 00 GREATBOW SEEGREATBOW TABLE

*ADD TO ENHANCEMENT BONUS ON THE STANDARDD20 SYSTEM

WEAPONS TABLE(TABLE8–10) TO DETERMINE TOTAL MARKET PRICE.

Ranged Weapon Special Abilities

MINOR MEDIUM MAJOR SPECIALABILITY PRICEMODIFIER*

01 – 97 01 – 97 01 – 97 USE STANDARDD20 SYSTEM

RANGEDWEAPONSPECIAL

ABILITIES TABLE(TABLE8–16) 98 – 100 98 – 100 98 – 100 SUBDUING +1 BONUS

*ADD TO ENHANCEMENT BONUS ON THE STANDARDD20 SYSTEM

WEAPONS TABLE(TABLE8–10) TO DETERMINE TOTAL MARKET PRICE.

Ammunition

D% ROLL TYPE COST

01 – 50 ARROWS +350 GP PER50 51 – 55 RAZOR ARROWS +350 GP PER50 56 – 65 BOLTS +350 GP PER50 66 – 90 BULLETS +350 GP PER50 90 – 00 BLOWGUNNEEDLES +350 GP PER50

Shortbows

D% ROLL TYPE COST

01 – 60 SHORTBOW +330 GP

61 – 80 COMPOSITE SHORTBOW +375 GP

81 – 90 MIGHTY COMPOSITE SHORTBOW+1 +450 GP

91 – 00 MIGHTY COMPOSITE SHORTBOW+2 +525 GP

Longbows

D% ROLL TYPE COST

01 – 50 LONGBOW +375 51 – 80 COMPOSITE LONGBOW +400 GP

81 – 85 MIGHTY COMPOSITE LONGBOW+1 +500 GP

86 – 90 MIGHTY COMPOSITE LONGBOW+2 +600 GP

91 – 95 MIGHTY COMPOSITE LONGBOW+3 +700 GP

96 – 00 MIGHTY COMPOSITE LONGBOW+4 +800 GP

Greatbows

D% ROLL TYPE COST

01 – 40 GREATBOW +450 GP

41 – 70 COMPOSITE GREATBOW +500 GP

71 – 75 MIGHTY COMPOSITE GREATBOW+1 +700 GP

76 – 80 MIGHTY COMPOSITE GREATBOW+2 +800 GP

81 – 85 MIGHTY COMPOSITE GREATBOW+3 +900 GP

86 – 90 MIGHTY COMPOSITE GREATBOW+4 +1000 GP

91 – 95 MIGHTY COMPOSITE GREATBOW+5 +1100 GP

96 – 00 MIGHTY COMPOSITE GREATBOW+6 +1300 GP

MAGIC MISSILE WEAPONS

Impaling

This enchantment, highly valued by warriors, allows a piercing weapon to impale an opponent’s body on a particularly damaging hit. This causes weapons to inflict even more damage than usual. An impaling weapon has its critical multiplier increased by one. This special ability is only found on piercing melee weapons.

Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, magic weapon; Market Price: +1 bonus.

Subduing

A subduing weapon can be used to defeat an opponent without shedding blood. These weapons always feel soft and pliant to the touch. If the wielder so chooses, a subduing weapon can inflict subdual damage instead of normal damage. If the weapon is a melee weapon, the wielder suffers no attack penalty. If the weapon is a ranged weapon, the wielder suffers a –4 attack penalty, unless it is a ranged weapon already capable of inflicting subdual damage (such as a blunted throwing spear or

throwing club), in which case it does not suffer an attack penalty.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, sleep or command; Market Price: +1 bonus.

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Many unique magic weapons have been created to serve Nyamban warriors. The two most famous Nyamban weapons are described below.

Death Cult Dagger

These arm-knives are employed by followers of the fiendish orisha Dar!ak the Bloody, and are often used in ritual sacri- fices. Death cult daggers are +2 arm knives. If a spellcaster uses the weapon to stab an opponent with negative hit points, the victim is subject to a death knell spell, and the caster gains all the usual benefits.

Since the dagger must actually injure the victim for the spell to have an effect, a normal attack is required, not a touch attack as listed in the death knell description.

Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, death knell; Market Price: 18,305 gp; Cost to Create: 9,305 gp + 720 XP

Spear of Heart-Piercing

This heavy spear is crafted in the traditional style of the nomadic Shombe, and is decorated with the tail and claws of an entare warrior. It is a +1 heavy spear that pierces the heart of an enemy on a critical hit, usually resulting in death. Certain creatures, such as many aberrations, constructs, and all oozes,

have no hearts to pierce. Other creatures, such as undead other than vampires, are not affected by the loss of their hearts. The GM may have to make judgment calls in these cases.

Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, keen edge, death spell; Market Price: 72,307 gp; Cost to Create: 36,307 gp + 2,880 XP

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The following weapons are modified from their standard descriptions.

Flame Tongue: Change from a longsword to a scimitar.

Frost Brand: Change from a greatsword to a falchion. Change its market price to

49,375 gp.

Holy Avenger: Change from a longsword to a leaf spear. This weapon does not work for paladins, but functions for members of the magic eater prestige class. See Chapter Five for more information on the magic eater prestige class. Nine Lives Stealer: Change from a longsword to an executioner’s sword. Change its market price to 25,330 gp.

Rapier of Puncturing: Change this item’s name to sword of puncturing. Change its form to a shortsword. Change its market price to 50,310 gp.

Sword of Life Stealing: Change this item’s name to axe of life stealing. Change its form to a greataxe. Change its market price to 30,320 gp.

Sword of the Planes: Change from a longsword to a scimitar.

POTIONS

All standard potions can be found in Nyambe-tanda, and Nyamban spellcasters have the knowledge to create potions far more powerful than those found in other parts of the world.

When randomly determining potions, roll on the following table. Potions new to Nyambe are in italics.

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Potions are important magic items in Nyamban cultures, and have powers far beyond those of potions found in other realms.

Nyamban spellcasters can create potions that hold spells above 3rd level, can create potions that have multiple spell effects, and can create potions from spells that do not have a range of touch. To brew such a potion, the creator must have at least 1 rank in the Natural Medicine skill, and be at least 5th level. The GM may assign additional prerequisites as well, such as knowledge of the Craft Wondrous Item feat.

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The following are just a few of the powerful potions found in the Land of the Overpower.

Bloody Teeth

A potion of bloody teeth is a magical tooth dye. In the dwarven culture of the utuchekulu, warriors and other people of importance dye their teeth blood red to signify power and influence. The user of a potion of bloody teeth gains the abili- ty to make a blood-draining attack similar to that of a mwan- ga vampire; see Chapter Thirteen. Because the potion only affects the user’s teeth, the potion must be used like a mouth- wash; the user must swish the potion around in the mouth and then spit it out.

Due to the magical properties of the tooth dye, once an individual has consumed such a potion, another will not func- tion until the first application of dye wears off. This takes approximately one week, which is much longer than the dura- tion of the potion.

The user can drain blood from a living victim with his bloody teeth by making a successful grapple check. If he pins the foe, he drains blood, inflicting 1d4 points of temporary Constitution damage each round the pin is maintained. For each point of Constitution damage inflicted, the user gains 1 temporary hit point. These temporary hit points vanish at the rate of 1 per hour.

Anyone foolish enough to actually swallow the enchanted tooth dye instead of spitting it out must make a Fortitude save (DC 15) or suffer 1 point of permanent Constitution score drain. If attempting to use this potion in combat, the GM can require a Concentration check (DC 10) to avoid accidentally swallowing some of the poisonous substance.

Caster Level: 6th; Prerequisites: Brew Potion, vampiric touch, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 900 gp

Plague Powder

Though possession of plague powder is a capital offense in most areas, it is a surprisingly common item. Made from a variety of filthy substances, this black powder causes a sickening disease in those that breathe it.

Plague powder is not consumed by the user, but is released into the air for others to breathe. It creates a 5-foot-radius cloud either directly in front of the user (if blown at a target), or at the point of impact (if thrown). Using plague powder is dangerous and requires a Concentration check (DC 5) to avoid inhaling it.

Plague powder can be created to hold one of three Nyamban diseases: blood fever, malaise, or sleeping doom. Any living being exposed to plague powder must immediately make a Fortitude save vs. the DC listed for the disease in Chapter Eleven or contract it immediately.

Caster Level: 5th; Prerequisites: Brew Potion, contagion, cre- ator must have 1 rank in Alchemy skill and be at least 5th level; Market Price: 1,000 gp

Zombi Powder, Greater

This horrific substance is used by Zombi cultists to simulta- neously slay their enemies and re-animate them as true zombis. Unlike most potions, greater zombi powder is not con- sumed by the user, but is released into the air for others to breathe. Greater zombi powder creates a 5-foot-radius cloud either directly in front of the user (if blown at a target), or at the point of impact (if thrown). Using greater zombi powder is dangerous and requires a Concentration check (DC 5) to avoid inhaling it.

Any living being who breathes greater zombi powder must make a Fortitude save vs. DC 20 or immediately die. Even on a successful save, a target still takes 3d6+10 points of damage

Any humanoid killed by greater zombi powder will rise up as a true zombi at the following sunset; see the monster template in Chapter Thirteen. Reanimation can be prevented by using fire, salt, acid, or holy water on the body, or by dismembering the corpse with a holy or blessed weapon.

Caster Level: 9th; Prerequisites: Brew Potion, animate dead, slay living, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 3,088 gp

Zombi Powder, Lesser

Lesser zombi powder is similar to greater zombi powder, except that it has no power to slay.

Unlike most potions, lesser zombi powder is not consumed by the user, but is instead sprinkled upon the corpse of a dead humanoid. The corpse will immediately re-animate into a true zombi; see the monster template in Chapter Thirteen.

Reanimation will not occur if the body has been treated or dam- aged by fire, salt, acid, or holy water, or dismembered with a holy or blessed weapon.

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MINOR MEDIUM MAJOR POTION MARKETPRICE

01 – 100 01 – 100 01 – 90 USE STANDARDD20 SYSTEMPOTIONS TABLE(TABLE8–18) — — 91 – 93 ZOMBI POWDER, 800 GP LESSER — — 94 – 96 BLOODYTEETH 900 GP — — 97 – 99 PLAGUE POWDER 1,000 GP — — 100 ZOMBI POWDER, 3,088 GP GREATER

POTIONS

Caster Level: 5th; Prerequisites: Brew Potion, animate dead, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 800 gp

RINGS

In Nyambe-tanda, rings are associated with female energies, and many magic rings are decorated with images of female anato- my. Nyamban magic rings are largely defensive in nature; very few have destructive capabilities.

When randomly determining rings, roll on the following table. Rings new to Nyambe are in italics.

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Nyamban artificers make all manner of magic rings, including navel rings, nose rings, earrings, lip rings, and eyebrow rings. They also make items unheard of in other lands, like lip plugs and ear plugs. To randomly generate the form that a ring takes, use the fol- lowing table.

The Forge Ring feat can be used to make rings, plugs, or piercings designed for wear on various parts of the body. A character can wear several non-standard rings in addition to traditional two finger-rings, but each one takes up a standard magic item slot, canceling the benefits of another magic item in that slot if no open slots are available. The exact magic item slot lost at the time the ring is placed on the body is deter-

mined by the type of ring. Once the ring is donned, the slot remains deactivated for 24 hours. For example, a character wearing a magic nose piercing might lose the ability benefit from magical footgear. The Random Ring Types table also gives suggestions for the slots different rings usually take up.

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These non-standard rings are fairly typical of the items found in Nyambe.

Fertility

This navel ring is woven from the fibers of flowering vines. It provides the wearer with enhanced fertility, and allows her to bestow enhanced fertility upon another as well. The navel ring per- manently affects the wearer with the fertility charm spell while it is worn, and allows the wearer to cast fertility charm once per day. Caster Level: 5th; Prerequisites: Forge Ring, fertility charm; Market Price: 12,000 gp

Listening

This bone earring is decorated with an image of a mother com- forting an injured child. It grants the wearer an exceptional sense of hearing, affording a +10 competence bonus to Listen checks.

Caster Level: 3rd; Prerequisites: Forge Ring, creator must have 5 ranks in the Listen skill; Market Price: 2,000 gp

Scent

This bar-shaped copper nose ring is decorated with floral imagery. It grants the wearer an improved sense of smell; the wearer receives free use of the Scent feat (see Chapter Six).

Caster Level: 3rd; Prerequisites: Forge Ring, creator must have the Scent feat or special ability; Market Price: 4,000 gp

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Any ring with projective or offensive properties is modified in an African Adventures game. In addition, rings with magical deflec- tive properties are more valuable due to a lack of heavy armor.

Protection: Due to a lack of heavy armor, the materials needed to make these rings are in high demand. The base and market price of these items is increased by 25%.

Ram: This ring is decorated with phallic imagery, and is an exception to the usual femininity of magic rings. A ring of the ram cannot be combined with a rod (see the section on Advanced Rods, below).

X-Ray Vision: This ring functions as normal, but is a beaded eye- brow ring instead of a finger ring. It takes up the mask/goggles/eye lenses slot.

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MINOR MEDIUM MAJOR RING MARKETPRICE

01 – 89 01 – 96 01 – 95 USE STANDARDD20 SYSTEM

RINGS TABLE* (TABLE8–19) 90 – 94 — — LISTENING 2,000 GP

95 – 98 97 – 99 — SCENT 4,000 GP

99 – 100 100 96 – 100 FERTILITY 12,000 GP

* MODIFICATIONS REQUIRED FOR STANDARDD20 SYSTEM RINGS ARE DISCUSSED BELOW

Random Ring Types

1D20 ROLL RINGTYPE MAGICITEMSLOT

1 – 5 EAR RING/PLUG HEADDRESS/HEADBAND/HAT/HELMET

6 – 10 FINGER RING RING OR GLOVE/GAUNTLET

11 – 12 GENITAL RING/PIERCING BELT

13 – 14 LIP RING/PLUG MASK/EYE LENS/GOGGLE

15 – 16 NAVEL RING/PIERCING VEST/VESTMENT/SHIRT

17 – 18 NOSE RING/PIERCING CLOAK/CAPE/MANTLE

19 – 20 TOE RING BOOTS

In document Trabajo Fin de Grado (página 46-0)

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