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Mar 22 09 2:50 AM

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I'm saving this thread for any current and future magic item of any sort I make.

For now, I'll just repost my old magic items and item sets.



Lightforge Battlegear (Paladin)

Two-Item Set Bonus
+1 Resistance bonus to saving throws
Cold Resistance 5

Four-Item Set Bonus
+2 Resistance bonus to saving throws
Fire Resistance 5
May use any Aura (including racial auras, such as MagusRogue's Draenei's Inspiring Presence) 1 additional time per day

Six-Item Set Bonus
+3 Resistance bonus to saving throws
The wearer's healing spells have a 10% chance to heal an extra 50% of the amount rolled.
The enhancement bonus to armour from the Breastplate increases to +4
The duration of the wearer's Auras increasing by 25%
The Breastplate receives the Lightforge steel bonuses normally rewarded to Heavy Armour.



Lightforge Belt
The belt's wearer receives a +2 Enhancement bonus to Stamina and Fast Healing 1 (this stacks on top of other Fast Healing sources).

Lightforge Bracers
Upon command, up to 3 times per day, the bracer's wearers receives a +4 Enhancement bonus to Strength for 5 rounds, and during this time all of his/her melee attacks have a 20% chance to Daze the enemy they successfully hit for 1 round (Fort save to ignore, DC 10 + 1/2 wearer's HD + wearer's new Str mod).
Both bracers must be worn for the bonuses to take effect.

Lightforge Breastplate
The Lightforge Breastplate is a +2 Lightforge Steel Breastplate that gives both Spell Resistance 13 and a +2 Enhancement bonus to Spirit. When combined with the Gauntlets, Boots and/or Helm, of either the Lightforge or Valor sets, the Breastplate counts as Heavy Armour for purposes of armour proficiences and the like (modified in the same way as the Breastplate of Valor from MM&M), but does not count as Heavy Armour when determining the Lightforge Steel bonus (unless all 6 parts of the set are worn, as stated above).

Lightforge Gauntlets
The gauntlets give a +1 AC bonus that stacks with other armour bonuses. If worn with a Breastplate, the Breastplate is treated as Heavy Armour instead of Medium (see Breastplate of Valor).
The gauntlets also cause the wearer's melee attacks to do an additional 1d6 holy damage, and another 2d6 holy damage vs Outsiders with the Evil subtype and Undead.
The wearer also receives a +5 bonus to rolls to prevent being disarmed.
Both gauntlets must be worn for the bonuses to take effect (the bonus vs disarm attempts if still provided if only 1 is worn, but only if it is on the hand the weapon is wielded).

Lightforge Helm
This helm gives a +1 AC bonus that stacks with other armour bonuses. If worn with a Breastplate, the Breastplate is treated as Heavy Armour instead of Medium (see Breastplate of Valor).
The helm also provides immunity to fear and mind-controlling effects.

Lightforge Boots
These boots give a +1 AC bonus that stacks with other armour bonuses. If worn with a Breastplate, the Breastplate is treated as Heavy Armour instead of Medium (see Breastplate of Valor).
The wearer receives a +4 bonus to resist being bull rushed or overrun, and upon command has a 20% chance to remove any movement impairment from effecting him/her, and ignores all such effects for 1d6 rounds. This can only be activated once every 1d6 rounds.
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#1 [url]

Mar 22 09 2:53 AM

Wildheart Raiment (Druid)

Two-Item Set Bonus
+1 Resistance bonus to saving throws
Acid Resistance 5

Four-Item Set Bonus
+2 Resistance bonus on saving throws
Electricity Resistance 5
When shapeshifted, the wearer receives the Bloodletter fear, even if he/she does not meet the prerequisites. This applies to all natural attacks that would inflict lethal damage.

Six-Item Set Bonus
+3 Resistance bonus on saving throws
The wearer's ground movement distance while shapeshifted is increased by 10ft.
When struck in combat, there is a 10% chance that the wearer will regain spell levels up to the damage dealt divided by 7 (rounded down). So if the wearer takes between 21 and 27 points of damage, he/she will regain up to 3 spell levels in spell slots (so could regain a 3rd level spell slots, a 2nd and 1st level spell slot, or 3 level 1 spell slots).



Wildheart Belt
The wearer receives Fast Healing equal to 1/2 of their Stamina modifier, to a minimum of Fast Healing 1. This stacks with all other forms of Fast Healing (such as from shapeshifting, other magical items, or Troll Healing).

Wildhear Boots
The wearer receives a +2 enhancement bonus to Agility, and receives a +4 bonus to saving throws against any movement impairing spells, abilities or spell-like abilities.

Wildheart Bracers
The wearer's damage and healing spells from te Druid spell path receive a +1 bonus for each dice rolled (so a Greater Moonfire spell would deal 3d8 + 3 + 2/CL damage). This does apply to dice variable affects from these spells that continue to take effect in following rounds (so a Renew spell would heal 2d4 + 3 damage each round of its duration).

Wildheart Gloves
Upon command, these gloves have long claws extend from the tips of the fingers. These claws do 1d6 + Sty mod in slashing damage with a critical threat range of 18 - 20, but count as natural weapons (and thus receive all penalties and bonuses associated with natural attacks). They also count as magical for the purposes of overcoming Damage Reduction. Also, when shapeshifted they cannot activate the gloves, but any natural claws the new form may have count as under the Magic Fang spell.

Wildheart Kilt
The wearer receives a +2 Deflection bonus to AC and a +2 Enhancement bonus to Stamina.

Wildheart Vest
The Wildheart Vest is a suit of +2 Leather Armour that also gives the wearer a +2 Enhancement bonus to Spirit, and well as a +2 Competence bonus to Stealth and Survival checks. While shapeshifted, however, the armour normally provided by the suit (+4) instead increases the Natural armour bonus of the wearer's new form by that amount.

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#2 [url]

Mar 22 09 2:54 AM

Devout Vestments (Priest)

Two-Item Set Bonus
+1 Resistance bonus on saving throws
Fel/Shadow Resistance 5
Detect Magic at will

Four-Item Set Bonus
+2 Enhancement bonus to Spirit
+3 Resistance bonus on saving throws
Fire Resistance 5
May cast any Priest healing spell as though Empowered once per day without using a higher spell slot

Six-Item Set Bonus
+4 Enhancement bonus to Spirit
The wearer's healing spells heal an extra amount of damage (or deal an extra amount of damage to Undead) equal to their 1/2 Spirit score to all healing spells of a spell level equal to or lower than their Spirit modifier (so a Healer with Spirit 18 would heal an additional 9 damage with all Level 1 - 4 spells and Level 0 cantrips)



Devout Belt
At command, the Devout Belt may cancel out any number of spells a day up to a total spell level equal to their Spirit modifier, but only if it targets him/her or has them within its area of effect. This, however, will not completely cancel out an area-of-effect spell, but the wearer will not be affected in any way.

Devout Bindings
Any Evil wearer of these Bindings count all spells with the Fel/Shadow descriptor or that would deal that type of damage as though they were cast with +1 CL.
Any Good wearer of these Bindings count all spells with the Holy descriptor or that would deal that type of damage as though they were cast with +1 CL.
Any wearer that is neither Evil nor Good may choose at the start of each day (when 1st putting them on or waking up) what they would like to receive as a bonus.
Both bindings must be worn to receive this bonus.

Devout Sandals
Like Magister's Boots, these cause the wearer to walk an inch above the ground, but also allows the wearer to walk over water, other liquids and even lava (although the latter may need the use of magic to protect the wearer and the sandals from harm nonetheless). Also, the wearer is under the effects of the Slow Fall spell where applicable.

Devout Crown
The wearer receives a +2 Enhancement bonus to Intellect, a +2 Insight bonus to saves against mind-affecting spells and spell-like abilities, and a +2 Insight bonus to Spot and Sense Motive checks.

Devout Gloves
The wearer may, up to three times per day, cast Dispel Magic on command, or forego all three uses to cast Greater Dispel Magic instead.

Devout Robes
Any Evil wearer may take a shadowy form at will. This effectively makes them Incorporeal, except that they cannot move through solid objects. While in this form, he/she may cast Mind Flay, Mental Blast and any Necromancy spell Empowered up to their Spirit modifier in times per day, but cannot cast any spells other than these in this form (and spells that the GM determines to be 'Shadow' spells). They take an additional 50% damage from all Holy damage sources.
Any Good wearer may use Holy Aura twice per day as a spell-like ability as if a Priest of their own caster level.
Any non-Good, non-Evil wearer chooses what bonus they receive when they first put on the robe.

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#3 [url]

Mar 22 09 2:56 AM

Beaststalker Armour (Hunter)

Two-Item Set Bonus
+1 Sacred bonus to AC to both the wearer and his/her Animal/Hunter's Companion as long as both are still conscious.
+1 Sacred bonus to attack and damage rolls with ranged weapons.

Four-Item Set Bonus
+2 Sacred bonus to AC to both the wearer and his/her Animal/Hunter's Companion as long as both are still conscious.
+2 Sacred bonus to attack and damage rolls with ranged weapons.
Once per day, the wearer's Animal or Hunter's Companion may Rage as a Barbarian of its HD in levels.

Six-Item Set Bonus
+3 Sacred bonus to AC to both the wearer and his/her Animal/Hunter's Companion as long as both are still conscious.
+3 Sacred bonus to attack and damage rolls with ranged weapons.
When the wearer's Companion Rages, the wearer may also Rage as a Barbarian equal to his current Character Level (if he has levels in Barbarian or can otherwise enter a Rage, such as from Orc racial traits/levels, this does not use up one of his Rage uses). If either one's Rage ends for any reason, the other stops Raging as well.



Beaststalker's Belt
These boots give the wearer a +6 Enhancement bonus to Agility.

Beaststalker's Bracers
These bracers allow the wearer to use his/her full Strength bonus when making off-hand attacks or using a double weapon.

Beaststalker's Breastplate
The Beaststalker's Breastplate is a +4 Archer's Breastplate of the Boar, that also gives the wearer to use Aspect of the Monkey even though the breastplate is Medium armour.

Beaststalker's Cap
The wearer benefits from a +5 Competence bonus to Spot and Search checks, and gains the Sniper Shot feat.

Beaststalker's Gloves
The wearer receives the Call Shot feat, even if he/she doesn't meet the prerequisites, and benefits from a +2 bonus to attack and damage rolls against Animals and Magical Beasts.

Beaststalker's Pants
The wearer and his/her Animal/Hunter's Companion receives a +6 Competence bonus to Stealth checks.

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#4 [url]

Mar 22 09 2:59 AM

Dreadmist Raiment (Warlock)

Two-Item Set Bonus
Fire Resistance 5
Sense Demon at will
+2 Insight bonus to saves against Demons (this includes all special attacks, spells and feats)

Four-Item Set Bonus
Fel/Shadow Resistance 5
All 'Curse' spells are cast at +1 Caster Level
+4 Insight bonus to saves against Demons

Six-Item Set Bonus
+2 bonus to Turning checks against Outsiders
The wearer's primary Fel Companion requires a spell slot 1 lower than normal to gained improved HD, Abilities and Special Attacks/Qualities
Once per day, the wearer may cast a 'Curse' spell as though under the effects of the Extend Spell feat, but does not use a higher level spell slot



Dreadmist Belt
The wearer counts as though under the effects of the Demon Skin spell (so receives a +3 Enhancement bonus to Natural Armour and +18 Hit Points). In addition, the wearer may use Greater Demon Skin once per day upon command (giving an additional 18 temporary Hit Points and +3 Natural Armour for 30 minutes). However, the wearer will always appear Evil to anyone using the Detect Evil spell or similar spells/abilities, even if not of Evil alignment.

Dreadmist Bindings
When crafted, Dreadmist Bindings are enchanted with a damage bonus to one of the two most used energies used by both demons and warlocks - Fire or Shadow. This gives a +1 bonus to damager per dice rolled when casting spells that deal the wearer's chosen type of damage (this applies to Fel and/or Shadow if Shadow is chosen). The bracers are then known as Dreadmist Bindings of Fire, or Dreadmist Bindings of Shadow, depending on which was chosen.

Dreadmist Boots
Upon command, these boots create identical copies as though he/she had cast the Mirror Image spell. This ability can be used a number of times per day equal to his/her Intellect modifier + 1, and the spell is cast as though by an Arcanist of a level equal to the wearer's HD. However, while wearing these boots he/she leaves a trail of burning footsteps, which stay alight for 10 minutes. This reduces the difficulty to track them by 2.

Dreadmist Crown
A number of times per day equal to his/her Intellect modifier, the wearer may invokes the power of the crown. When activated, the wearer seems to almost phase out of existence. While under this effect, all attacks made against the wearer are at -2 to attack rolls, all spell DCs of hostile spells cast against him/her are decreased by 2, the wearer receives the bonuses of Evasion against traps effecting him/her, and all Area of Effect spells and abilities that deal damage miss the wearer 10% of the time. The wearer benefits this for 10 rounds, but also suffers 2d6 + 8 damage upon using it. The wearer may extend this effect for as long as wanted, but each extra round deals an additional 1d6 + 4 damage. This damage can't be ignored by anything (Damage Reduction, Regeneration or anything else), but can be healed as normal.

Dreadmist Gloves
At will the wearer may regain up to double his/her Intellect modifier in Hit Points, but will inflict that amount of damage to their Fel Companion. If he/she does not have a Fel Companion, or that Companion is not in sight, this ability has no effect.

Dreadmist Robes
When the wearer is struck in melee combat, there is a 25% chance that the attacker will be affected by Fear. The DC to resist is (10 + wearer's Int mod + (damage dealth / 5)), and can affect any opponent with HD equal to or less than the wearer.

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#5 [url]

Mar 22 09 3:03 AM

Tempest Regalia (Mage)

Note that this is a high level item set, and should only be used by characters at least level 20!

Three-Item Bonus
- The wearer always count as though under the effects of a Spellstone.
- The wearer receives Resistance to Fire, Cold, Force, Shadow/Fel and Electricity 5.

Five-Item Bonus
- The wearer receives Resistance to Fire, Cold, Force, Shadow/Fel and Electricity 10.
- In addition to the bonuses provided by Gloves of the Tempest, all damage spells cast by the wearer do another 1d4 damage per damage dice rolled (so a spell that would deal 10d6 damage from a caster with Int 26 would deal 10d6 + 10d4 + 8 damage instead).

Special Bonus
- The wearer receives a number of spell levels equal to the number of pieces of the Tempest Regalia they are wearing + 1 each day (so would receive 6 extra spell levels each day when wearing all 5 pieces).
- When in the Twisting Nether or the Netherstorm (in the Outlands), the wearer's spell save DCs increase by the number of pieces worn, but also increases the risks of Arcane Corruption (as well as draw the attention of mana-based creatures, such as Mage Hunters, and certain Demons, such as Fel Beasts, within a number of feet equal to 25 x the bonus given).



Cowl of the Tempest
Looking almost identical to the spires on the Exodar and Tempest Keep, the Cowl of the Tempest gives its wearer the ability to see the flow of mana around them, and also clears their mind of useless thoughts.
Powers: The wearer receives a +4 enhancement bonus to Intellect and +2 enhancement bonus to Spirit. In addition, the wearer always benefits from the Identify and Detect Magic spells as long as the crown is worn.

Gloves of the Tempest
The Gloves of the Tempest flow with magic, and to the wearer appears as though they can be used to actually bend and shape the mana flowed from the user's own fingertips.
Powers: The wearer's damage-causing spells deal extra damage (of the appropriate energy type) equal to their Intellect modifier. They can also be used to deliver a Touch Attack that deals this same amount in Force damage as a standard attack action. Finally, the wearer also gains the Quicken Spell feat, and can cast a spell of level 4 or lower once per day using Quicken Spell without using a higher spell slot.

Leggings of the Tempest
Although usually hidden from sight because of the Robes of the Tempest, the Leggings of the Tempest are by no means shadowed in power by them.
Powers: The Leggings of the Tempest provide the same bonus as the Magister's Boots (from the More Magic & Mayhem book). In addition, up to three times per day they can project a transparent 'bridge' of mana. This 'bridge' is created between 5 and 15 feet in width (wearer's choice), and can extend any length up to 100 feet, starting at the wearer's feet. The bridge vanishes the moment the wearer steps off of it (causing any remaining on it that don't have Flight movement to fall).

Mantle of the Tempest
This large mantle, while considered too bulky by some, provides its wearer with defensive capabilities against the attacks of their enemies, responding in kind with arcane energies.
Powers: The wearer receives the Improved Counterspell feat, and in addition may use its benefits a second time each round as a Free Action. In addition, whenever the wearer is struck in melee combat, the Mantle deals Force damage equal to the wearer's Intellect modifier to the attacker.

Robes of the Tempest
These long, elegant robes give off an aura of power, which even those normally without the ability to sense arcane magic can feel. It projects an invisible barrier around the wearer, protecting them from attacks, and helps the wearer channel more mana.
Powers: The wearer receives a +6 bonus to AC (this is an unnamed bonus!). In addition, the wearer benefits from the Epic Spell Penetration feat (if you don't have access to this feat, the wearer otherwise receives the effects of Greater Spell Penetration with another +2 to checks) and the Improved Spell Capacity feat.

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#6 [url]

Mar 22 09 3:06 AM

Felsteel Battlegear

Two-Item Bonus
The wearer increases his/her Fel Resistance by +2 (making it 6 with the Felsteel Breastplate, 2 without unless they receive Fel Resistance through other means)
+1AC to Breastplate
The wearer registers as Evil to uses of Detect Evil

Three-Item Bonus
The wearer increases his/her Fel Resistance by a further +2
+1AC to Breastplate
Fire Resistance 5

Four-Item Bonus
The wearer increases his/her Fel Resistance by a further +2
+1AC to Breastplate
Fire Resistance 10
The wearer gains the Corrupt template, which is lost after 1 whole week without contact with any items of the set. They gain all the bonuses and penalties associated with the Corrupt template, and their alignment automatically shifts to Chaotic-Evil

Penalties
Each hour, the wearer suffers Fel damage equal to 1 + the number of pieces worn. However, the Fel Resistance and Immunity provided by the armour or any other magical items is ignored (as the damage is caused by the armour being in close contact with the wearer). Fel Resistance provided by racial bonuses or class features still apply.



Felsteel Breastplate
Felsteel Breastplate is a +2 Felsteel Breastplate (the bonuses and penalties for Felsteel have already been included in item set bonuses). The wearer receives DR 5/Good, +2 enhancement bonus to Strength and Stamina, and Fel Resistance 4. The armour itself takes half damage from all Fel sources, and the Fel Resistance is to represent the protection it provides, while unable to protect all areas.

Felsteel Gauntlets
The wearer's attacks count as Evil for the purposes of Damage Reduction and receives a +4 bonus to resist disarm attempts. In addition, for each 10 points of damage caused by the wearer's melee or natural weapons in one round of combat, the wearer receives +1 to attack rolls for 10 rounds, maximum +5.

Felsteel Greaves
The wearer receives a +4 bonus to resist Bull Rush attempts. In addition, the wearer becomes completely immune to all magical spells and abilities designed to hinder movement (such as Entangling Roots).

Felsteel Helm
The wearer receives a +4 bonus to resist being stunned and/or dazed. In addition, he/she may cast See Invisibility (CL = wearer's HD) twice per day.

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#7 [url]

Mar 22 09 3:39 AM

Armour of the Beast

Two-item Bonus
The Beast armour bonus is improved to +2 for each Ability

Three-item Bonus
The Beast armour bonus is improved to +3 for each Ability, and the Hide Armour becomes a +2 Hide Armour

Four-item Bonus
The Beast armour bonus is improved to +4 for each Ability

Five-item Bonus
The Beast armour bonus is improved to +5 for each Ability, and the Hide Armour becomes +3 Hide Armour



Animal Hide Armour
+1 Inscribed Hide Armour, despite the fact only Light Armour may benefit from Inscribed Beast Armour bonuses. The 'Beast Armour' bonus of the Animal Hide Armour is chosen when the item is crafted (randomize if acquired otherwise).

Animal Hide Gloves
These gloves may be used as +1 Orc Claws of Attack, and the wearer is considered proficient with them if they otherwise cannot use them. This Enhancement bonus increases with each additional item of the set worn (ie. if they were the Gloves and 2 others items, they become +3 Orc Claws of Attack)
The wearer may still make use of other weapons and shields in their hands, but may not attack with the claws unless they are otherwise 'unarmed'.
In addition, when using weapons other than the Claws, they improve the Enhancement bonus of those weapons if the Enhancement bonus of the Claws are higher (ie. if the wearer wields a +1 Longsword while wearing the Animal Hide Gloves and 2 other items of the set, it becomes a +3 Longsword). Obviously, if the another weapon wielded have a higher Enhancement bonus, no bonus is gained.

Animal Hide Boots
The wearer may move an additional 10 feet per round on foot, and may ignore movement penalties from natural sources (such as thick brush).

Animal Hide Cloak
This cloak provides a +2 Resistance bonus to all saving throws. In addition, the wearer benefits from a +10 Competence bonus to Stealth and Survival.

Animal Hide Pants
Once per day, the wearer make invoke the predatory spirits within the pants as a Free Action. For a number of rounds equal to the number of set items worn, the bearer deals 1 additional damage per damage dice rolled on all physical attacks (melee and ranged), and gains one of the following benefits, chosen when the power is invoked:

Predatory Leap: The wearer may make a Full Attack Action after charging an enemy. In addition, in any turn they did not charge, they may make an additional attack at their highest Attack bonus when making an Attack or Full Attack.

Hawk Strike: The wearer may make an additional ranged attack with any non-technological ranged weapon (such as crossbows, longbows, slings etc), regardless of how long the weapon would normally take to reload. This attack is made as the highest Attack bonus of the wearer.

Animal Reflexes: The wearer immediately gains a +10 bonus to Initiative, applying it on each round of the effect's duration. They act in their new Initiative order.



This set was actually incomplete, so I made some changes and additions to it. Let me know what you think.

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#8 [url]

Mar 22 09 3:42 AM

Raiments of Undeath

Crafted by the few sentient Scourge minions skilled with the forge, the Raiments of Undeath are crafted specifically for the Lich King's most powerful warriors and officers - the Death Knights. These suits of armour, with a similarly created rune sword, match the Lich King's own in appearance, and with a portion of their power.



Special Features

Due to the nature of each of the pieces of the Raiments of Undeath, certain rules and effects are in place in addition to the usual bonuses provided by the items.

Lure of the Lich King: Non-Death Knights who use the Raiments risk losing their mind and soul to the Lich King. Each week they possess an item of the set (mins 1 day for additional items), they move one step towards Evil alignment. When they are of Evil alignment and one additional interval has passed, they may take levels in the Death Knight prestige class, ignoring the prerequisite for Paladin class levels.

For Death Knights Made: All Death Knights are considered proficient with all pieces of the Raiments of Undeath, regardless of actual proficiencies.

Runic Powers: Every item in the set has a series of glowing runes carved (or stitched) into them. A user with Death Knight levels may activate these runes to gain additional powers. When activated, the rune stops glowing for 24 hours, during which time they cannot be used again. If an item granting a runic power is removed, destroyed or rendered mundane (ie. the wearer enters a Anti-Magic Zone, or the enchantments are removed), the power ends immediately. See later for rune effects.



Two-Item Bonus
5 Cold and Fel Resistance
Detect Undead at Will

Three-Item Bonus
10 Cold Resistance
The wearer/wielder gains access to the Aura of Might ability as though a Paladin of a level equal to his/her Paladin + Death Knight levels (eg. a level 6 Paladin / 6 Death Knight can activate the aura 4 times per day for 12 rounds, giving +4 to damage rolls).

Four-Item Bonus
10 Fel Resistance
All Runes are Strengthened (see Rune entries later for details)



Armour of Undeath
This heavy-looking suit of armour is actually quite light, and resembles the Lich King's own. It is all-encompassing, making it all but impervious to attack. A glowing black rune is located upon the centre of the breastplate.
Powers: This armour is a +3 Mithril Full Plate that gives the wearer a 50% chance to negate the extra damage caused by Critical Hits and Sneak Attacks. In addition, it bears the 'Death Rune'.

Cloak of Undeath
A hooded cloak made of furs, it resembles the cloak worn by Arthas the day he killed his own father, King Terenas. Faintly glowing blue runes are stitched along the edges.
Powers: The cloak grants its wearer a +2 bonus to saving throws, and a +4 competence bonus to Intimidate checks. In addition, it bears the 'Rune of Frost'.

Helm of Undeath
This helm is almost a complete duplicate of the Lich King's own. A glowing purple rune sits upon the forehead.
Powers: Grants the wearer the effects of both See Invisibility and Detect Magic, as well as a +2 divine bonus to attack rolls. In addition, it bears the 'Unholy Rune'.

Rune Blade of Undeath
This rune sword is similar in shape to the legendary Frostmourne, but is forged with a blackened finish. In addition to the red runes carved along the blade itself, another sits upon the hilt.
Powers: The Rune Blade is a +1 Unholy Arcanite Bastard Sword. If the wielder possesses Death Knight levels it replaces their normal rune weapon, gaining the usual benefits of a rune weapon (including enchantments and enhancements). If another character attempts to wield it before the death of its owner, it deals them 1d6 Fel damage per level of Death Knight the owner possesses per round. In addition, it bears the 'Rune of Blood'.



Runes

Death Rune
This Rune automatically activates when the wearer dies. They are immediately resurrected as an Undead at 1 hit point and 1 negative level. They receive Fast Healing equal to their Stamina modifier for 1 minute, but are fatigued for the duration of the current encounter. Make a note of the character's undead status and make the appropriate changes (ie. no Stamina modifier, Undead traits, Mind Over Matter feat instead of Undying Death Knight class feature etc.).
When Strengthened, the wearer suffers no negative level, and the Fast Healing value is doubled.
Note that the Death Rune can only be used to resurrect the wielder only if he/she was wearing the Armour of Undeath at the time of their death and the Rune had not been activated in the last 24 hours. It cannot resurrect them after they have been killed.

Rune of Frost
Activation of the Rune of Frost is a full round action that does not provoke an attack of opportunity. It draws the heat from the immediate area, Chilling all enemies within 15 feet for 1d6 rounds. Those affected must also pass a Fortitude save (DC 10 + 1/2 wearer's Death Knight levels) or become encased in ice for 2 rounds. A frozen opponent cannot perform any actions, but receives DR 10/Fire and Immunity to Cold damage. If the ice absorbs a total of 50 damage it breaks early.
When Strengthened, the save DC increases by 2 and the range is doubled to 30 feet.

Unholy Rune
Activating the Unholy Rune is a free action. The wearer and all friendly undead or Death Knights within 30 feet receive +2 to attack rolls and saving throws, and a +4 bonus to Turn resistance and Initiative rolls.
When Strengthened the aura affects all friendly characters (not just undead and Death Knights) with 40 feet, and all of their melee attacks may grant an additional attack as though they had the Flurry enchantment.
The effects grants last one round per Death Knight level the wearer possesses.

Rune of Blood
Activating the Rune of Blood is a free action, and requires an empty square adjacent to the wielder. An exact duplicate of the weapon appears in a free space and attacks the Death Knight's enemies. It retains all of the abilities of the Rune Blade of Undeath (including those granted through Death Knight levels), as well as the any Abilities, Feats, BAB and Class Features that would affect its ability to hit and deal damage, and uses the Death Knight's current Initiative. It may move (hover) 20 feet per round, and can only perform charge, move, 5-foot step, attack and full attack combat actions. The weapon disappears 1d6 rounds after activation.
When Strengthened, a second copy appears in another adjacent square (if any), and the two swords may use the Aid Another combat action.

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#9 [url]

Mar 22 09 3:44 AM

Battlegear of the Undead Slayer

During the last major Scourge invasion, when Kel'thuzad revealed himself within the Necropolis of Naxxramas, the Argent Dawn proved itself one of the strongest forces to fight against the Undead legions.

As they fought for control of the Plaguelands, the Argent Dawn crafted dozens of Light blessed suit of armour and robes for their warriors and allies to fight against the Scourge. While many of them were lost in the fighting, the Argent Dawn still holds onto a few that they are willing to give to members who have proven themselves.



Special Rules

Multiple Options: The Battlegear of the Undead Slayer is unique in that it is made up of 5 separate items, but only 3 can be worn at any time. To acquire the Set Bonus for the Battlegear of the Undead Slayer, a character only has to wear the Bracers, the Belt, and their choice of either the Robes, Breastplate or Tunic (depending on their armour proficiencies).

Light-Blessed: Due to the enchantments woven into the separate items, Undead, Death Knights, Corrupted creatures, Demons, and creatures with Fel Sworn levels cannot wear any items of the set. If they attempt to wear or carry any, they suffer 1d6 Holy damage per round for each item they are carrying/wearing. This is in addition to the 1d6 damage caused from the Chest pieces.



3-Item Bonus
* The wearer automatically knows the location of all Undead creatures within 50 feet.
* All of the wearer's melee, ranged, and spell attacks deal an additional 2d6 Holy damage to Undead.
* The wearer may Turn Undead once per day, as though they were a Priest with levels equal to their total Hit Die.



Belt of Undead Slaying
The wearer becomes immune to Fear affects and attempts to Possess them (such as from a Banshee). In addition, they receive a +2 circumstance bonus to Saving Throws, and a +2 bonus to Dispel checks against spells with the [Necromancy] descriptor.

Bracers of Undead Slaying
The wearer gains the ability to heal a friendly non-Undead target 5d6 damage with a touch twice per day. Alternatively, they may instead make a Touch attack as a standard action against Undead to deal 5d6 damage, using up one of their uses (whether or not the attack is successful. This provokes an Attack of Opportunity as normal, unless the wearer has the Improved Unarmed Strike feat.
In addition, the wearer may perform Critical Hits and Sneak Attacks against Undead as though they were not immune to them.

Breastplate of Undead Slaying
This Breastplate is a +1 Breastplate. In addition, the wearer benefits from a +4 AC bonus against Undead, and any successful melee attack against the wearer from Undead deals 1d6 Holy damage to the attacker. Undead creatures grappling or grappled by the wearer suffer this damage each round.

Robes of Undead Slaying
These robes give the wearer Damage Reduction 5/Magic. In addition, the wearer benefits from a +4 AC bonus against Undead, and any successful melee attack against the wearer from Undead deals 1d6 Holy damage to the attacker. Undead creatures grappling or grappled by the wearer suffer this damage each round.

Tunic of Undead Slaying
This tunic is a suit of +1 Leather Armour. In addition, the wearer benefits from a +4 AC bonus against Undead, and any successful melee attack against the wearer from Undead deals 1d6 Holy damage to the attacker. Undead creatures grappling or grappled by the wearer suffer this damage each round.

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Xander212

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#10 [url]

Mar 23 09 6:27 PM

*rolls around in magical armour goodness*

Aaaahhhhh... Its good to have you back Kerrahn

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#12 [url]

Apr 23 09 11:58 PM

Hurricane

Description: Hurricane is simple and plain looking bow, but its wielder's foes quickly learn not to underestimate it. Imbued with the power of storms, Hurricane can quickly unleash a series of shocking attacks on those unfortunate to be in the way.

Powers: Hurricane is a +3 composite longbow (+4) of speed. Although the user can employ any ammunition they wish, they can also will the bow to create its own arrows in unlimited quantity. These arrows appear as the wielder makes the normal motion of drawing the string. An arrow created this way deals an additional +1d6 points of electric damage on a hit.
Strong evocation and transmutation; CL 13th; Craft Magic Arms and Armor, bloodlust, lightning strike; Price 98,800 gp; Cost 49,800 gp + 4,680 XP



Felt like starting to make some magic weapons as well, and looked at MM&M for some ideas. I saw Bow of Searing Arrows, which my Night Elf Hunter used to have, until she replaced it with Hurricane 10 or so levels later, so I decided I had to make it

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Xelloss

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#15 [url]

Apr 25 09 1:12 AM

Atiesh?

I should finish writing up the story of each legacy weapon I made for my game, when they're done I'll see about adding a legacy item thread XD. And I'll post some of my villain's magic items too XD

One thing that I've been thinking about, and sorry for hijacking the thread, is posting 2nd ed. updates for the different characters in Shadows & Light. If someone already has stats for some of them, It would be great to have them in the forums XD

See ya,
Xelloss

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#16 [url]

Apr 25 09 2:57 AM

Thread hijacking will be overlooked this time, lol

Atiesh is Medivh's staff, a one of the 3 original Legendary weapons in the MMO.

One was Sulfuras, which was made after doing lots of farming of Molten Core and blacksmithing.

One was Thunderfury, which needed you to acquire two halves of an amulet from Molten Core and remake them, and fighting the Windseeker afterwards to get it.

Atiesh was included in the last of the pre-BC patches, apparently stored in Dalaran but broken up sometime just before, during, or after its destruction to prevent the enemy from getting it. Kel'thuzad later found the shards, and gifted them to each of his minions in Naxxramas, so that no one person could take them all to rebuild Atiesh themselves.

So, because Sulfuras and Thunderfury were included in MM&M, I wanted to make an Atiesh to complete the original 'set'.

Might later also work on the bow from the last BC patch, and other Legendaries in a full thread dedicated to just Legendary weapons.

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Xelloss

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#17 [url]

Apr 25 09 2:14 PM

Well, I've just checked Shadows & Light, and there aren't any stats for Atiesh, so any stats would be greatly appreciated.

How about stats for the Ashbringer? Would you be interested on making those?

See ya,
Xelloss

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#18 [url]

Apr 26 09 12:54 AM

I had made an Ashbringer ages ago (both Corrupt and Cleansed), but don't where I put the book with all my stuff. My room's a mess, lol

Still, probably not as good back then at making items as I am now.

Just as soon as I get these exams and assignments, and MMO holiday event stuff out of the way (maybe not in that order, lol), I'll start working on them

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Xelloss

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#19 [url]

May 2 09 1:00 AM

Hey, my players just "raided" a dungeon I created in Azshara, a cave with a lot of magical traps and in the far end a huge room, big enough to be an arena, with 4 doors, one to an armory, one to a study, one to a library and one leading to a lab. In the main room there was also a huge door, leading the place's vault. I told them this was an ancient Highborne's "batcave", I haven't told them the guy's name, because I only ever remember the last name, but it's actually Dath'Remar Sunstrider. They cleared the dungeon and opened the vault, and emptied the place as much as they could. Some of the stuff they took were weapons, magical ones. I'll post them tomorrow. They're 2 shields, 2 warblades, a composite longbow and a staff. In the vault were also a shield, a sword and a staff, but these I've only named, not made, because these were actually the objective of their quest. The weapons are:

Shield: Aegis
Sword: Caladbolg
Staff: Indra

See ya,
Xelloss

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Xelloss

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#20 [url]

May 2 09 7:28 AM

So, here are the weapons. Both swords are warblades, both shields are heavy steel shields, and the staff and composite longbow are, well, a staff and a composite longbow XD.

Warblades:

Queen's Light: +5 Ghost Touch Brilliant Energy Warblade. This warblade's guard looks like it was made of leafs, only they're completely made of steel with inlaid emeralds.

Raven's Dive: +5 Mighty Cleaving Nature's Bite Multiattack Magic Defense Warblade. This warblade's hilt has a Raven's head sticking out the bottom.

Shields:

Queen's Sign: +4 Blinding Reflecting Heavy Steel Shield. This shield's emblem is an image of Azshara with 2 crossed arrows behind her.

Raven's Flight: Knight's +5 Bashing Heavy Steel Shield
Favored Enemy (Knight's): Earthen, which basically mean all dwarves XD.
Ability Scores Improved (Knight's): Stamina & Spirit (Raven)
This shield has Lord Ravencrest's emblem on it.

Bow:

Queen's Way: +5 Holy Healing Composite Longbow (+3)
Greater Trueshot Aura: 3 charges/ day
This bow's sight (the aiming aid, the 2 parallel shafts that help you aim) are carved to look like hands (Karate Chop Style). Each end of the bow is also carved to look like hands, fingers positioned as if holding something (imagine hamlet holding the skull).

Staff:

Twin Sages
+5 Holy Quarterstaff
See Invisibility 1/day
Spells:
Lesser Firebolt x1
Firebolt x2
Greater Firebolt x3
Lesser Frostbolt x1
Frostbolt x2
Greater Frostbolt x3
This staff has a violet gem on the top that is always shining, casting light in a 5 ft radius. The staff itself is carved with scenes of a constant battle between 2 warriors, each holding a staff similar to Twin Sages.

Edit: Changed the bow's charges to 3/day

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