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D&D Magic Items 3.5 to HERO


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Disclaimer: Dungeons and Dragons version 3.5 is the property of Wizards of the Coast, and no infringement is intended or should be inferred.

 

First, some general notes. In a standard D&D campaign, magic items are extremely common, and indeed absolutely required to survive certain encounters. Almost all magic items will be built with some level of Focus, and Independent. Rather than costing the player characters points, they'll be part of the Equipment Allotment. Thus, they can be taken away from the PCs whenever the plot requires it, or by unfortunate circumstances, without harming the character's power level.

 

If a player wants a particularly useful or interesting item to be more often available to the character, they can pay character points to "cement" it. In many cases, Independent can be bought off to make sure the character almost always has the magic item in question. (For example, anyone who has the necessary skills to brew potions or scribe scrolls will want to buy off Independent for their expendable items.) Certain items cannot have Independent bought off; this will be mentioned in their descriptions.

 

This feature will continue until I get tired of it.

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Re: D&D Magic Items 3.5 to HERO

 

Basic Armor and Shields

 

Always a popular category, especially for your warrior types. Almost all of these are Obvious Inaccessible Foci, and have a "Real" Limitation; they have weight, mass, and require maintenance, and can't just be pulled out of your non-magical back pocket.

 

 

 

 

+1 Leather Armor: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4)

 

Real Cost: 2

 

Description: A standard set of leather armor with a basic protective enchantment. Here primarily as a base to work from.

 

 

+1 Small Shield: +2 with DCV (10 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. attacks the user is aware of; -1), OIF (shield; -1/2),

 

Real Weapon (-1/4)

 

Real Cost: 2

 

Description: A standard small wooden shield with a basic deflection enchanment. Here primarily as a base to work from.

 

 

+1 Leather Armor, Acid Resistant: (Total: 24 Active Cost, 5 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (10 PD/0 ED) (15 Active Points); Independent (-2), Only Works Against Acid Very Limited

Type of Attack (-1), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 5

 

Description: This armor has a dull grey appearance. Not as useful as some other enchantments, but if you're going into an area with many acid-spewing monsters, it's a lifesaver. This also comes in Improved (gives 20 PD against acid for 8 Real Cost) and Greater (gives 30 PD against acid for 11 Real Cost) versions.

 

 

+1 Small Shield, Animated: +2 with DCV, Does Not Require Hand (+1/2) (15 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. attacks the user is aware of; -1), OIF (shield; -1/2), Real Weapon (-1/4)

 

Real Cost: 3

 

Description: Upon command, this shield floats in the air, protecting the user as though wielded normally. It's a great help to dual wielders and those who like using two-handed weapons. However, all other restrictions applying to shields are still in effect.

 

 

+1 Small Shield, Arrow Catching: (Total: 17 Active Cost, 4 Real Cost) +2 with DCV (10 Active Points); Independent (-2), IAF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wielder is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus +1 with Ranged Combat DCV, Usable Simultaneously (up to 2 people at once; within same hex; +1/2) (7 Active Points); Independent (-2), OIF (shield; -1/2), Real Weapon (-1/4) (Real Cost: 2)

 

Real Cost: 4

 

Description: This shield draws ranged attacks towards itself. Anyone within the same hex as the wielder is protected by this effect. The flight of arrows and other projectiles will curve towards the shield. It's not the most impressive item, but any help against archers is useful.

 

 

+1 Small Shield, Arrow Deflection: (Total: 25 Active Cost, 5 Real Cost) +2 with DCV (10 Active Points); Independent (-2), IAF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wielder is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus Missile Deflection (Bullets & Shrapnel) (15 Active Points); Independent (-2), OIF (-1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wielder is aware of; -1/2), Real Armor (-1/4), Will Not Work Against Heavy Missiles (-1/4) (Real Cost: 3)

 

Real Cost: 5

 

Description: This shield allows the wielder to completely deflect many ranged attacks. It's much more in demand than the Arrow Catcher, and thus costs more gold.

 

 

+1 Small Shield, Bashing: (Total: 20 Active Cost, 5 Real Cost) +2 with DCV (10 Active Points); Independent (-2), IAF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wielder is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus Hand-To-Hand Attack +1d6, Double Knockback (+3/4) (9 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), OIF (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus +1 OCV w/Shield Bash (Real Cost: 1)

 

Real Cost: 5

 

Description: This shield is enchanted to be especially effective at the "shield bash" maneuver, it is better at hitting, and has an improved chance of knockng the opponent down. It's a good choice for melee specialists.

 

 

+1 Small Shield, Blinding: (Total: 22 Active Cost, 4 Real Cost) +2 with DCV (10 Active Points); Independent (-2), IAF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wielder is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus Sight Group Flash 1d6, Personal Immunity (+1/4), Area Of Effect Nonselective (4" Radius; +1 1/4) (12 Active Points); Independent (-2), 2 Charges (-1 1/2), OIF (shield; -1/2), No Range -1/2, Real Weapon (-1/4) (Real Cost: 2)

 

Real cost: 4

 

Description: This shield can, twice a day, emit a searingly bright light that affects everyone except the user in range if they don't happen to have their eyes closed in time. Best used in connection with a well-trained party that knows your code word for activation, or if cut off from the rest of the group.

 

 

+1 Leather Armor, Cold Resistant: (Total: 24 Active Cost, 5 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (10 PD/0 ED) (15 Active Points); Independent (-2), OIF (armor; -1/2), Only Works Against Ice and Cold Limited Type of Attack (-1/2), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 5

 

Description: This sort of armor is usually bluish in coloration and/or trimmed with fur. It protects the wearer from ice and cold-based attacks. Note that it does not give the Safe Environment: Low Temperatures Power. Most useful in cold climes where you're likely to meet ice monsters. Also comes in Improved (20 PD for 9 Real Cost) and Greater (30 PD for 12 Real Cost) versions.

 

 

+1 Leather Armor, Electricity Resistant: (Total: 24 Active Cost, 5 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (0 PD/10 ED) (15 Active Points); Independent (-2), OIF (armor; -1/2), Only Works Against Electricity and Lightning Limited Type of Attack (-1/2), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 5

 

Description: This sort of armor is usually bluish and has a lighting or storm motif. It protects the wearer from electrical and lightning damage. Given that Lightning Bolt is a favorite arcane spell, this armor is suitable for all climates. Also comes in Improved (20 ED for 9 Real Cost) and Greater (30 ED for 12 Real Cost) versions.

 

 

+1 Leather Armor, Etherealness: (Total: 84 Active Cost, 18 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus Desolidification (affected by Magic) (40 Active Points); Independent (-2), OIF (armor; -1/2), 1 Continuing Charge lasting 13 Minutes (-1/2), Physical Manifestation (armor; -1/4) (Real Cost: 9)

plus Invisibility to Sight, Hearing, Smell/Taste and Touch Groups (35 Active Points); Independent (-2), Linked (Desolidification; Lesser Power can only be used when character uses greater Power at full value; -3/4), OIF (armor; -1/2), 1 Continuing Charge lasting 13 Minutes (-1/2), Physical Manifestation (armor; -1/4) (Real Cost: 7)

 

Real Cost: 18

 

Description: This armor allows the wearer to become ethereal for a short time each day. While ethereal, the wearer is intangible and invisible to beings and objects who are not also ethereal, though sharp-sensed beings might be able to detect their presence. Invaluable for anyone who wants to walk through solid objects to reach a goal. Note, however, that getting back out again once you deactivate the armor's power is quite another matter.

 

 

+1 Leather Armor, Fire Resistant: (Total: 24 Active Cost, 5 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (0 PD/10 ED) (15 Active Points); Independent (-2), OIF (armor; -1/2), Only Works Against Fire and Heat Limited Type of Attack (-1/2), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 5

 

Description: This sort of armor is usually reddish and has a draconic motif. It protects the wearer from fire and heat damage. Note that it does not provide Safe Environment: High Temperatures. While most valuable in volcanic regions, the popularity of fire as an attack makes this armor valuable almost anywhere. Also comes in Improved (20 ED for 9 Real Cost) and Greater (30 ED for 12 Real Cost) versions.

 

 

+1 Leather Armor, Fortification (Light): (Total: 13 Active Cost, 4 Real Cost) Armor (3 PD/3 ED), Hardened (+1/4) (11 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 3) plus Lack Of Weakness (-2) for Resistant Defenses (2 Active Points); Independent

(-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 1)

 

Real Cost: 4

 

Description: This armor is enchanted to better protect its wearer's weak points and vitals, thus making it harder for an opponent to sneak in a critical blow. Especially valuable if you know you're going to go up against skilled warriors with weakness-seeking tactics. Also comes in Medium (Double Hardened and -7 Lack of Weakness for Real Cost 5) and Heavy (Quadruple Hardened and -10 Lack of Weakness for Real Cost 8) versions.

 

 

+1 Leather Armor, Ghost Touch: (Total: 13 Active Cost, 3 Real Cost) Armor (3 PD/3 ED), Affects Desolidified Any form of Desolidification (+1/2) (13 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 3

 

Description: This armor seems almost translucent. Desolidified creatures cannot pass through it, defending against certain kinds of attacks. But its most common use is by desolidified creatures themselves as extra protection.

 

 

+1 Leather Armor, Glamered: (Total: 9 Active Cost, 2 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), IIF (armor; -1/4), Real Armor (-1/4) (Real Cost: 2)

 

Real cost: 2

 

Description: This armor is enchanted to appear as a normal set of clothing when worn, thus its Inobvious status. However, it remains in all other ways (weight, feel, noise, etc.) normal armor, so can become noticeable under certain circumstances. Most in demand in civilized areas, where wearing armor is against the local etiquette.

 

 

+1 Leather Armor, Invulnerability: (Total: 39 Active Cost, 8 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Not versus magic; -1), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 3) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Independent (-2), OIF (armor; -1/2), Limited Power Power loses about a third of its effectiveness (Not vs. Magic; -1/2), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 8

 

Description: This armor not only protects directly against damage, but softens non-magical blows, making it harder for them to hurt the wearer. Especially useful to novice adventurers against normal enemies without access to magic--won't do a scrap of good against more powerful

enemies.

 

 

+1 Small Shield, Reflecting: (Total: 50 Active Cost, 8 Real Cost) +2 with DCV (10 Active Points); Independent (-2), IAF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wielder is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); Independent (-2), 1 Charge (-2), OIF (shield; -1/2), Only Works Against Magic (-1/2), Real Armor (-1/4) (Real Cost: 6)

 

Real cost: 8

 

Description: This shield has a mirrored surface. Once per day, it can be used to hurl a spell cast at the wielder back at the caster. Excellent for the point man in a battle against a wizard. Theoretically, it should be possible to make such shields multi-use, but wary arcanists have refused to put such on the market.

 

 

+1 Leather Armor, Shadow: (Total: 24 Active Cost, 6 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus +5 with Concealment (15 Active Points); Independent (-2), OIF (armor; -1/2), Physical Manifestation (armor; -1/4), Limited Power Power loses about a fourth of its effectiveness (Self Only; -1/4) (Real Cost: 4)

 

Real cost: 6

 

Description: This armor is jet black and blurs the wearer whenever he tries to hide. Much loved by thieves and assassins, but black armor has certain connotations that might make wearing it socially awkward. It also comes in Improved (+10 to Concealment for Real Cost 9) and Greater (+15 to Concealment for Real Cost 13) versions.

 

 

+1 Leather Armor, Silent Moves: (Total: 24 Active Cost, 6 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus +5 with Stealth (15 Active Points); Independent (-2), OIF (armor; -1/2), Physical Manifestation (armor; -1/4) (Real Cost: 4)

 

Real cost: 6

 

Description: This armor is specially oiled and enchanted to reduce the sound it makes, and dull sound around it. This item is also beloved by thieves and assassins, but doesn't carry the negative social baggage of the Shadow armor. It also comes in Improved (+10 to Stealth for Real Cost 9) and Greater (+15 to Stealth for Real Cost 13) versions.

 

 

+1 Leather Armor, Slick: (Total: 24 Active Cost, 6 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus +5 with Contortionist (15 Active Points); Independent (-2), OIF (armor; -1/2), Physical Manifestation (armor; -1/4) (Real Cost: 4)

 

Real cost: 6

 

Description: This armor always has a greasy sheen to it. It's designed to help its wearer wriggle out of bonds and traps. Somewhat less useful than the last two items mentioned, and thus easier to come by. It also comes in Improved (+10 to Contortionist for Real Cost 9) and Greater (+15 to Contortionist for Real Cost 13) versions.

 

 

+1 Leather Armor, Sonic Resistant: (Total: 24 Active Cost, 5 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus Armor (10 PD/0 ED) (15 Active Points); Independent (-2), Only Works Against Sonic Very Limited

Type of Attack (-1), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 5

 

Description: This armor usually has a glistening appearance. It is enchanted for better protection against sonic attacks. Note that it does not provide Hearing Group Flash Defense. Another armor that isn't quite as useful as others, but if you know you're up against a sound user, worth buying. This also comes in Improved (gives 20 PD against sonic damage for 8 Real

Cost) and Greater (gives 30 PD against sonic damage for 11 Real Cost) versions.

 

 

+1 Leather Armor, Spell Resistance: (Total: 29 Active Cost, 6 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus +2 with DCV (10 Active Points); Independent (-2), OIF (armor; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Magic; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus +2 with Defensive Mental Combat (10 Active Points); Independent (-2), OIF (armor; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Magic; -1/2), Real Weapon (-1/4) (Real Cost: 2)

 

Real Cost: 6

 

Description: This armor makes the wearer harder to affect with harmful magic. Extremely useful to adventurers, and very hard to find in the shops. Also comes in Improved (+4 DCV for Real Cost 12), Greater (+ 6 DCV for Real Cost 16) and Ultimate (+8 DCV for Real cost 20) varieties.

 

 

+1 Leather Armor, Undead Control: (Total: 171 Active Cost, 38 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 2) plus Mind Control 13d6 (Undead class of minds), Reduced Endurance (0 END; +1/2), Continuous (+1) (162 Active Points); Independent (-2), OIF (armor; -1/2), Does Not Provide Mental Awareness (-1/4), Real Weapon (-1/4), Reduced By Range (-1/4), Limited Power Power loses about a fourth of its effectiveness (Automatically expires at dawn; -1/4) (Real Cost: 36)

 

Real Cost: 38

 

Description: This armor appears to be made of bone, but this is decorative only. It allows the user to seize control of any nearby undead. If the undead being is still active and controlled at dawn, the control automatically ceases at that time. Use of this armor is not evil in and of itself, but can lead to social awkwardness.

 

 

+1 Leather Armor, Wild: (Total: 11 Active Cost, 3 Real Cost) Armor (3 PD/3 ED), Custom Modifier (Wild; +1/4) (11 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 3

 

Description: This armor usually has a leaf pattern motif. It is enchanted to still be active when the wearer is in Wild Shape form. This armor is really only useful to people who have the Wild Shape ability, generally druids.

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Re: D&D Magic Items 3.5 to HERO

 

Specific Armor

 

These are armors that either only come in one combination, or are only available from specific crafters. They tend to be rarer, and more expensive, than standard magical armor.

 

 

Adamantine Breastplate: (Total: 54 Active Cost, 11 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), Activation Roll 11- (-1), OIF Unbreakable (breastplate; -1/2), Real Armor (-1/4) (Real Cost: 5) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Independent (-2), Activation Roll 11- (-1), OIF Unbreakable (breastplate; -1/2), Linked

(Armor; Greater Power is Constant or in use most or all of the time; -1/4), Real Armor (-1/4) (Real Cost: 3) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Independent (-2), Activation Roll 11- (-1), OIF Unbreakable (breastplate; -1/2), Linked (Armor; Greater Power is Constant or in use most or all of the time; -1/4), Real Armor (-1/4) (Real Cost: 3)

 

Real Cost: 11

 

Description: This breastplate is made of the rare unbreakable metal adamantine, and thus is exceptionally protective, even without enchantment. Due to its rarity, the cost of this item is far more than even justified by its properties.

 

 

Banded Mail of Luck: (Total: 36 Active Cost, 8 Real Cost) Armor (7 PD/7 ED) (21 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 6) plus Luck 3d6 (15 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), OIF (armor; -1/2) (Real Cost: 2)

 

Real Cost: 8

 

Description: This banded mail set is set with ten fair-sized gems. Once a week, the wearer can invoke the mystic power in the gems to try to improve his luck. Pretty and functional. Cannot have Independent removed.

 

 

Breastplate of Command: (Total: 40 Active Cost, 8 Real Cost) Armor (10 PD/10 ED) (30 Active Points); Independent (-2), Activation Roll 11- (-1), OIF (breatplate; -1/2), Real Armor (-1/4) (Real Cost: 6) plus +10 PRE (10 Active Points); Independent (-2), OIF (breastplate; -1/2), Requires Light To Use (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work if breastplate is hidden or disguised by any means; -1/4) (Real Cost: 2)

 

Real Cost: 8

 

Description: This extremely impressive breastplate makes the wearer seem more prepossessing and worthy of respect. Since this bonus comes from the brilliant construction of the item, it won't have any effect if the breastplate cannot be seen for whatever reason. In countries with a strong class system, only nobles and high-ranking military officers will be allowed to use this. Cannot have Independent removed.

 

 

Celestial Armor: (Total: 48 Active Cost, 13 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), IIF (armor; -1/4) (Real Cost: 7) plus Flight 12" (24 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Minutes (-3/4), IIF (Armor; -1/4) (Real Cost: 6)

 

Real Cost: 13

 

Description: This bright gold or shiny silver chainmail is so fine and light that it can be concealed beneath normal clothing and is only half the weight of ordinary chain. In addition, the wearer can fly for a short period each day. Can only be created by arcane casters attuned to the forces of good, so is quite rare. Cannot have Independent removed.

 

 

Demon Armor: (Total: 96 Active Cost, 23 Real Cost) Armor (12 PD/12 ED) (36 Active Points); Independent (-2), OIF (armor; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1 to all rolls if wearer is not "Evil"; -1/2), Real Armor (-1/4) (Real Cost: 8) plus Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent

(-2), OIF (Armor claws; -1/2), Real Weapon (-1/4) (Real Cost: 7) plus +1 with Claws (5 Active Points); Independent (-2), OIF (armor claws; -1/2), Real Weapon (-1/4) (Real Cost: 1) [/b]plus[/b] Drain STR 1d6, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (30 Active Points); Independent (-2), OIF (armor claws; -1/2), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Claws must do at least 1 BODY damage for Drain to begin; -1/4) (Real Cost: 7)

 

Real Cost: 23

 

Description: This full plate armor is designed to look like a demon, with the wearer's eyes peering out through the demon's toothed maw. In addition, it has built-in claws which can be used as weapons, and which will inflict the victim with a horrible disease if they draw blood. (The turnoff condition is "Cure Disease" or a Paramedic roll at -5.) The armor is inherently

Evil, and will actively work against any non-Evil person who wears it. Combine that with the social disapproval you'll get for wearing this armor, and it's just not worth it for anyone who isn't working for the forces of Hell. Cannot have Independent removed.

 

 

Dragonhide Plate: Armor (8 PD/8 ED) (24 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4)

 

Real Cost: 6

 

Description: Just like normal plate armor, but made out of dragonhide, so that druids and others who can't handle metal armor can use it. May inflict social penalties when dealing with dragons and those who worship them. Can be enchanted to protect against the kind of breath weapon the dragon had in life, but this is not included in the basic set.

 

 

Dwarven Plate: (Total: 54 Active Cost, 14 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), OIF Unbreakable (Armor; -1/2), Real Armor (-1/4) (Real Cost: 6) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Independent (-2), OIF Unbreakable (armor; -1/2), Real Armor (-1/4) (Real Cost: 4) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Independent (-2), OIF Unbreakable (armor; -1/2), Real Armor (-1/4) (Real Cost: 4)

 

Real Cost: 14

 

Description: This full set of plate armor is made of unbreakable adamantine, and is especially protective, even without enchantments. Due to the rarity of adamantine, it is only made by dwarves for dwarves, and usually specially fitted to a particular dwarf warrior.

 

 

Elven Chain: Armor (5 PD/5 ED) (15 Active Points); Independent (-2), OIF (armor; -1/2)

 

Real Cost: 4

 

Description: This fine chainmail is made of mithral, strong as steel but half as heavy. Due to the rarity of mithral, the elves generally only make these items for elves or very, very good friends. (Even owning an elven chain shirt is a mark of great respect.)

 

 

Mithral Full Plate of Speed: (Total: 79 Active Cost, 19 Real Cost) Armor (9 PD/9 ED) (27 Active Points); Independent (-2), OIF (armor; -1/2) (Real Cost: 8) plus +4 SPD (40 Active Points); Independent (-2), 1 Continuing Charge lasting 10 Phases (-1), OIF (armor; -1/2) (Real Cost: 9) [/b]plus[/b] Running +6" (12" total) (12 Active Points); Independent (-2), 1 Continuing

Charge lasting 10 Phases (-1), OIF (armor; -1/2), Linked (SPD; Lesser Power need not be used proportionally to Power with which it is Linked; -1/4) (Real Cost: 2)

 

Real Cost: 19

 

Description: This set of plate armor is made of mithral, and thus weighs half as much as usual. In addition, for a short time each day, the wearer can move at superhuman speed. Another item you're unlikely to find just lying around. Cannot have Independent removed.

 

 

Mithral Shirt: Armor (5 PD/5 ED) (15 Active Points); Independent (-2), Activation Roll 12- (-3/4), OIF (chain shirt; -1/2)

 

Real Cost: 3

 

Description: A chainmail shirt made of light mithral, almost exclusively created by elves.

 

 

Plate Armor of the Deep: (Total: 63 Active Cost, 15 Real Cost) Armor (9 PD/9 ED) (27 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 7) plus Environmental Movement (no penalties underwater) (4 Active Points); Independent (-2), OIF (Armor; -1/2), Physical Manifestation (-1/4) (Real Cost: 1) plus Water Breathing (Expanded Breathing) (5 Active Points); Independent (-2), OIF (armor; -1/2) (Real Cost: 1) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only water-breathing creatures; -1), OIF (armor; -1/2), Physical Manifestation (-1/4) (Real Cost: 6)

 

Real Cost: 15

 

Description: This special platemail is decorated with a fish and water motif. In addition to its protective powers, it allows the wearer to move freely and breathe underwater, and to communicate with waterbreathers in their native environment. Absolutely priceless for anyone planning an underwater adventure. Cannot have Independent removed.

 

 

Rhino Hide: (Total: 22 Active Cost, 5 Real Cost) Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF (armor; -1/2), Real Armor (-1/4) (Real Cost: 3) plus Hand-To-Hand Attack +2d6 (10 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), OIF (armor; -1/2),

Limited Power Power loses about a third of its effectiveness (Must follow Full Move; -1/2), Real Weapon (-1/4) (Real Cost: 2)

 

Real Cost: 5

 

Description: This heavy leather armor is made from rhino hide. In addition to being protective, it also gives extra power to any charges made by the wearer (including mounted ones.) It's fairly ugly armor, mostly used by barbarians. Cannot have Independent removed.

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Re: D&D Magic Items 3.5 to HERO

 

Specific Shields

 

As above, special shields that require unusual expertise to create, or are only available from limited craftspeople.

 

Absorbing Shield: (Total: 520 Active Cost, 70 Real Cost) +2 with DCV (10 Active Points); Independent (-2), OIF Durable (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wearer is aware of.; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus Killing Attack - Ranged 34d6 (510 Active Points); 1 Charge which Recovers every 2

Days (-2 1/2), Independent (-2), OIF Durable (shield; -1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Only affects first object struck, CON Roll reduces to 5d6; -1/2), Real Weapon (-1/4), No Knockback (-1/4) (Real Cost: 68)

 

Real Cost: 70

 

Description: This heavy steel shield is flat black and seems to absorb the light it touches. Once every 48 hours, on command, it can disintegrate an item it is touched to. If this is a living being, that being gets a "saving throw" to only be horribly injured. Note that for the most part, only the object touched is disintegrated. (Magic armor is counted as one object even

if the description makes it clear there's multiple parts.) Due to the relative difficulty of using this function properly in combat, the Absorbing Shield's special power might be better used as an effective aid to Presence Attacks. "HOLY CRYSTAL DRAGON JESUS! He just disintegrated the city gate! Run!" As with all black items, this shield may cause social difficulties for the wearer. Cannot have Independent removed.

 

 

Caster's Shield: (Total: 50 Active Cost, 9 Real Cost) +2 with DCV (10 Active Points); Independent (-2), OIF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks wearer is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus Spell (40 Active Points); Independent (-2), 1 Charge (Recovers Under Limited Circumstances; -2), IIF (shield; -1/4), Incantations (-1/4), Physical Manifestation (-1/4), Limited Power Power loses about a fourth of its effectiveness (Can only be used by suitable caster; -1/4) (Real Cost: 7)

 

Real Cost: 9

 

Description: This light wooden shield has a special leather strip on the inside surface designed to be inscribed with a spell, ala a scroll. It can be reused, but must be reinscribed each time. Best used by clerics and druids, but some wizards who have the training to use shields might also appreciate it. Smart casters will install a spell that they'll need under the same circumstances they'd be actively using a shield. Cannot have Independent removed.

 

 

Darkwood Buckler: +1 with DCV (5 Active Points); Independent (-2), OIF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wearer is aware of; -1/2)

 

Real Cost: 1

 

Description: A very small shield made of darkwood, which is half the weight of oak, but just as strong. Much appreciated by rogues and wizards, who need the ability to move.

 

 

Lion's Shield: (Total: 45 Active Cost, 8 Real Cost) +3 with DCV (15 Active Points); Independent (-2), OIF (Shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wearer is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 3) plus Killing Attack - Hand-To-Hand 2d6 (30 Active Points); Independent (-2), 3 Charges (-1 1/4), OIF (shield; -1/2), No STR Bonus (-1/2), Real Weapon (-1/4), No Knockback (-1/4) (Real Cost: 5)

 

Real Cost: 8

 

Description: This heavy steel shield is decorated with a bas-relief of a roaring lion's head. Three times a day, the lion can be commanded to bite an opponent. Sought after by warriors who have a lion as their totem spirit or symbolic animal.

 

 

Spined Shield: (Total: 50 Active Cost, 11 Real Cost) +2 with DCV (10 Active Points); Independent (-2), OIF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wearer is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 2) [/b]plus[/b] Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OIF (shield; -1/2), Real Weapon (-1/4) (Real Cost: 3) plus Killing Attack - Ranged 1 1/2d6 (25 Active Points); Independent (-2), 3 Charges (-1 1/4), OIF (shield; -1/2), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/shot spines (5 Active Points); Independent (-2), 3 Charges (-1 1/4), OIF

(shield; -1/2), Linked (Killing Attack - Ranged; -1/2), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 11

 

Description: This heavy steel shield is covered in spines. Not only does this make it a nasty off-hand weapon, it can also shoot a spine up to three times a day for long distances. Very helpful for a heavy fighter whose lightly-armored opponents keep moving out of reach. Difficult to clean, though.

 

Winged Shield: (Total: 44 Active Cost, 10 Real Cost) +4 with DCV (20 Active Points); Independent (-2), OIF (shield; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. attacks the wearer is aware of; -1/2), Real Weapon (-1/4) (Real Cost: 5) plus Flight 12" (24 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Minutes (-3/4), OIF (shield; -1/2), Physical Manifestation (-1/4) (Real Cost: 5)

 

 

Real Cost: 10

 

Description: This round wooden shield is encircled by feathery wings. Once a day, these can be commanded to unfold and fly the shield (and thus the wearer) around. A bit awkward of a way to fly, but it can come in very handy indeed, and gives superior shield protection.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Weapons A-E

 

Pretty much every player character in a Fantasy campaign loves them some magical weapons. They're usually built as Obvious Accessible Foci, and a "Real" Limitation to represent weight, bulkiness and need for maintenance. First up are the standard enchantments sold in stores or found in ordinary treasure hordes.

 

+1 Shortsword: (Total: 25 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real cost: 6

 

Description: A standard enchanted sword suitable for a beginning adventurer. Your mother probably keeps it in the locked chest where all your missing father's other possessions are.

 

 

Quiver of +1 Arrows: (Total: 40 Active Cost, 9 Real Cost) Killing Attack - Ranged 1d6+1, 20 Recoverable Charges (+3/4) (35 Active Points); Independent (-2), OAF (arrows; -1), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV w/arrow, 20 Recoverable Charges (+0) (5 Active Points);

Independent (-2), OAF (arrows; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 9

 

Description: A quiver full of basic magic arrows. A must-have for your archery specialist.

 

 

+1 Club: (Total: 12 Active Cost, 2 Real Cost) Hand-To-Hand Attack +1d6+1 (7 Active Points); Independent (-2), OAF (club; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) (Real Cost: 1) plus +1 OCV w/club (5 Active Points); Independent (-2), OAF (club; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 2

 

Description: A basic enchanted club, probably carried by a beginning druid or an upwardly mobile footpad.

 

 

+1 Shortsword, Anarchic: (Total: 55 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); Independent (-2), OAF (sword; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Lawful opponents; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1 to all rolls while held by a Lawful creature; -1/2), Real Weapon (-1/4) (Real Cost: 6)

 

Real Cost: 12

 

Description: This weapon is usually decorated with a Chaos symbol somewhere, but sometimes not, because Chaos isn't going to force you to conform to some rigid ornamentation scheme. It's imbued with Chaos energy, and any Lawful creature struck by it takes a bunch more damage. On the

other hand, if a Lawful critter tries to hold the weapon, the Chaos energy will interfere with everything it does. If you're not using the D&D alignment system, this enchantment will not be available.

 

 

 

+1 Shortsword, Axiomatic: (Total: 55 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); Independent (-2), OAF (sword; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Chaotic opponents; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1 to all rolls while held by a Chaotic creature; -1/2), Real Weapon (-1/4) (Real Cost: 6)

 

Real Cost: 12

 

Description: This weapon will be marked with a regulation Law symbol on the pommel, as specified in the ancient Smiths of Order bylaws. It's the opposite and equal of the Anarchic weapon.

 

 

+1 Shortsword, Bane: (Total: 65 Active Cost, 14 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); Independent (-2), OAF (sword; -1), Limited Power Power loses about half of its effectiveness (Only vs.Baned opponent type; -1), Real Weapon (-1/4) (Real Cost: 6) plus +2 OCV w/sword (10 Active Points); Independent (-2), OAF (sword; -1), Limited Power Power loses about half of its effectiveness (Only vs. Baned opponents; -1), Real Weapon (-1/4) (Real Cost: 2)

 

Real Cost: 14

 

Description: This weapon is often decorated with a bit of hide, feather or fur from the species it is Bane to. It's been enchanted to be especially dangerous to a specific type of opponent, hitting them more easily and doing more damage. Often found in areas where one specific type of monster is prevalent. Carrying a weapon that is Bane to your own species is considered

suspicious behavior in civilized lands.

 

 

+1 Shortsword, Brilliant Energy: (Total: 67 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Limited Power Power loses about a third of its effectiveness (Does not harm non-living beings; -1/2), Real Weapon (-1/4) (Real Cost: 4) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Limited Power Power loses about half of its effectiveness (Only to penetrate non-living defenses; -1), Real

Weapon (-1/4) (Real Cost: 4) plus Sight Group Images Increased Size (2" radius; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Independent (-2), OAF (sword; -1), Only To Create Light (-1), No Range (-1/2), Real Weapon (-1/4) (Real Cost: 4)

 

Real Cost: 13

 

Description: The "significant" portion of the weapon (blade, in the case of a sword) has been transformed into shining energy (this does not affect the weight.) As a result, it glows like nobody's business when unsheathed. The damage done by the weapon ignores non-living matter. Thus it goes right through metal, stone, leather, etc. to damage the living being inside. Living

and energy defenses work just fine. The weapon is useless against the undead, constructs, and the like.

 

(Gamespeak: Essentially, the second 1d6+1 of HKA is applied against any non-living defenses first, and only up to the point where its damage equals those defenses, so that the amount rolled on the first die can affect the target. This is an awful brute force simulation, and I'm interested in alternative builds.)

 

 

+1 Shortsword, Dancing: (Total: 28 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -

1), Real Weapon (-1/4) (Real Cost: 1) plus No Hands (+1/2); Independent (-2), OAF (sword; -1), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Can only "dance" for one Turn, then needs to "rest" for a Turn; -1/4) for up to 25 Active Points of +1

Short Sword, Dancing (3 Active Points) (Real Cost: 3)

 

Real Cost: 9

 

Description: This weapon is enchanted so that the wielder can let go of it in combat, and it will continue to fight alongside her. This frees up the wielder's hand for other weapons or tasks. After one Turn, the weapon must "rest" and must be grasped again or fall to the ground. It will be a full Turn before it can "dance" again. A favorite item of flashy fighters and

rogues.

 

 

+1 Shortsword, Defending: (Total: 25 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV or DCV w/Shortsword (5 Active Points); Independent (-2), OAF

(shortsword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 6

 

Description: This weapon differs from the typical magic weapon only in that its built-in levels can be used offensively or defensively, as the wielder prefers. Think of it as magical parrying. A good choice for fencers and other finesse fighters.

 

 

+1 Club, Disruption: (Total: 147 Active Cost, 23 Real Cost) Hand-To-Hand Attack +1d6+1 (7 Active Points); Independent (-2), OAF (club; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) (Real Cost: 1) plus +1 OCV w/club (5 Active Points); Independent (-2), OAF (club; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Ranged 6d6, Reduced Endurance (0 END; +1/2) (135 Active Points); Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Only vs. undead, EGO roll or failing to reduce to 0 BODY negates; -1 1/2), OAF (club; -1), No Range (-1/2), Real Weapon (-1/4), No Knockback (-1/4) (Real Cost: 21)

 

Real Cost: 23

 

Description: This bludgeoning weapon is usually decorated with the colors of a "good" religion, preferably one of the ones that goes around militantly smashing the undead. When it hits an undead creature, the victim must make an EGO Roll or the "disruption" effect is activated. If the damage done by the disruption would be sufficient to reduce the undead's BODY to 0, the

monster is destroyed; otherwise there is no effect. Great against low-powered, will-less undead like skeletons and zombies, a crapshoot against self-willed ones, and forget about trying to use it on liches.

 

 

Quiver of +1 Arrows, Distance: (Total: 40 Active Cost, 9 Real Cost) Killing Attack - Ranged 1d6+1, Increased Maximum Range (175"; +0), 20 Recoverable Charges (+3/4) (35 Active Points); Independent (-2), OAF (arrows; -1), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV w/arrow,

20 Recoverable Charges (+0) (5 Active Points); Independent (-2), OAF (arrows; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 9

 

Description: These ranged weapons are enchanted to travel longer distances. Mind, the accuracy tends to drop pretty severely after a while.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Weapons F-J

 

+1 Shortsword, Flaming: (Total: 40 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword;

-1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack vs. ED - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 3)

 

Real Cost: 9

 

Description: These weapons generally have a reddish tint, and may be decorated in fire or dragon patterns. At command, the weapon is coated in flames (except where grasped) and does extra fire-based damage when it hits. Best used against creatures that are weak to fire, but flaming weapons are generally impressive and can be used to boost Presence Attacks.

 

 

+1 Short Sword, Flaming Burst: (Total: 65 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Energy Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 3) plus Energy Killing Attack - Hand-To-Hand 2d6-1 (25 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit; -2), OAF (sword; -1), No STR Bonus (-1/2), Real Weapon (-1/4) (Real Cost: 4)

 

Real Cost: 13

 

Description: This weapon looks like a standard Flaming weapon, but on an especially effective hit, it will flare up with even more flame. Due to its unpredictable nature, the Flaming Burst isn't considered that much more impressive than the standard model. (Gamespeak: If your campaign isn't using "critical hit" rules, then just have the burst effect activated by a roll of

natural 3.)

 

 

+1 Shortsword, Frost: (Total: 40 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword;

-1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack vs. ED - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 3)

 

Real Cost: 9

 

Description: These weapons generally have a bluish tint, and may be decorated in snow patterns. At command, the weapon is coated in frost (except where grasped) and does extra cold-based damage when it hits. Best used against creatures that are weak to cold.

 

 

+1 Short Sword, Ghost Touch: (Total: 35 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 7) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 8

 

Description: This weapon can affect desolid creatures, such as ghosts, fully. Conversely, desolid creatures can wield this weapon against solid ones. A must-have for ghost hunters, and may be handy for some unusual Desolid-based tactics.

 

 

+1 Shortsword, Holy: (Total: 55 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -

1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); Independent (-2), OAF (sword; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Evil opponents; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1 to all rolls while held by a Evil creature; -1/2), Real Weapon (-1/4) (Real Cost: 6)

 

Real Cost: 12

 

Description: This weapon is usually decorated with the colors/symbols of a "good" religion. It's enchanted to do more damage to "evil" creatures, and will actively work against one that holds it. Most frequently the enchantment of choice for paladins and other strongly religious warriors. (Gamespeak: If the campaign does not use the D&D alignments, the limitation becomes more valuable, as it would only apply to demons and other such "automatically evil" beings.)

 

 

+1 Short Sword, Icy Burst: (Total: 65 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real

Weapon (-1/4) (Real Cost: 1) plus Energy Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 3) plus Energy Killing Attack - Hand-To-Hand 2d6-1 (25 Active Points); Independent (-2), Limited

Power Power loses almost all of its effectiveness (Only on a critical hit; -2), OAF (sword; -1), No STR Bonus (-1/2), Real Weapon (-1/4) (Real Cost: 4)

 

Real Cost: 13

 

Description: This weapon looks like a standard Frost weapon, but on an especially effective hit, it will flare up with even more ice. Due to its unpredictable nature, the Icy Burst isn't considered that much more impressive than the standard model. (Gamespeak: If your campaign isn't using "critical hit" rules, then just have the burst effect activated by a roll of natural 3.)

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Re: D&D Magic Items 3.5 to HERO

 

This is useful stuff; makes me want to do a write-up for everyone's favourite item (yeah, right...) - Bohemian Ear-Spoon (often found in the "+2 vs. Kobolds" variety :o).

 

Of course, this is HERO and a spear with side flanges for disarming purposes (and, like with boar spears, for preventing opponents sliding up the shaft) is rather more useful than in D&D :eg:

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Re: D&D Magic Items 3.5 to HERO

 

Standard Weapons K-O

 

+1 Short Sword, Keen: (Total: 30 Active Cost, 7 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Semi-Armor Piercing (+1/4) (25 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 6) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 7

 

Description: This weapon is sharper than normal, and cuts through defenses better. This enchantment does not combine with other powers or skills that grant Armor Piercing. But hey, every little bit helps.

 

 

+1 Club, Ki Focus: (Total: 17 Active Cost, 3 Real Cost) Hand-To-Hand Attack +1d6+1 (7 Active Points); Independent (-2), OAF (club; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) (Real Cost: 1) plus +1 OCV w/club (5 Active Points); Independent (-2), OAF (club; -1), Real Weapon (-1/4) (Real Cost: 1) plus Stretching 1" (5 Active Points); Independent (-2), OAF (club; -1), Only To Carry Ki-based powers (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (club only; -1/4), Physical Manifestation (-1/4) (Real Cost: 1)

 

Real Cost: 3

 

Description: This weapon, which can only be enchanted by casters who have mastered both spellcasting and an esoteric martial art, is able to carry the currents of the wielder's ki, allowing what would normally be a touch-only attack to hit someone further away. Only useful to those with Ki-based powers.

 

 

+1 Short Sword, Merciful: (Total: 40 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR) (35 Active Points); Independent (-2), OAF (sword; -1), Limited Power Power Does No BODY (-3/4), Real Weapon (-1/4) (Real Cost: 7) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 8

 

Description: Sometimes called a "nerfed" weapon, this item does more nonlethal damage than a normal item of its type, but no lethal damage whatsoever. This enchantment can be a curse or a blessing, depending on your point of view.

 

 

+1 Short Sword, Mighty Cleaving: (Total: 30 Active Cost, 7 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Extra Cleave attempt (+1/4) (25 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 6) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 7

 

Description: This weapon has an enchantment specifically designed to work with the "Cleave" Feat. What Cleave does, is allow you to attack the next-closest target in the same segment as you dropped the last one, provided they are within arm's reach. Mighty Cleaving allows the wielder to go on to a third target within arm's reach if the second one is felled in a single blow. Obviously, only useful to truly powerful warriors.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Weapons P-T

 

+1 Club, Returning: (Total: 19 Active Cost, 3 Real Cost) Hand-To-Hand Attack +1d6+1 (7 Active Points); Independent (-2), OAF (club; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) (Real Cost: 1) plus +1 OCV w/club (5 Active Points); Independent (-2), OAF (club; -1), Real Weapon (-1/4) (Real Cost: 1) plus Energy Blast 1d6+1 (7 Active Points); Independent (-2), OAF (club; -1), Lockout (Cannot also use HtH attack power at same time; -1/2), Real Weapon (-1/4), Range Based On Strength (-1/4) (Real Cost: 1)

 

Real Cost: 3

 

Description: This enchantment is only available for weapons designed to be thrown. A Returning weapon, like the legendary boomerang, returns to its owner's grasp at the end of its flight. Note that this property does not activate if the weapon is dropped or knocked from the wielder's grasp. Proper use of such a weapon is inherently cool, and can enhance a Presence Attack.

 

 

Quiver of 20 +1 Arrows, Seeking: (Total: 55 Active Cost, 12 Real Cost) Killing Attack - Ranged 1d6+1, 20 Recoverable Charges (+3/4) (35 Active Points); Independent (-2), OAF (arrows; -1), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV w/arrow, 20 Recoverable Charges (+0) (5 Active Points); Independent (-2), OAF (arrows; -1), Real Weapon (-1/4) (Real Cost: 1) plus Penalty Skill Levels: +5 vs. Concealment modifiers with Arrows, 20 Recoverable Charges (+0) (15 Active Points); Independent (-2), OAF (arrows; -1), Real Weapon (-1/4) (Real Cost: 3)

 

Real Cost: 12

 

Description: This enchantment, usable only on missile weapons, causes them to veer towards their target, negating any benefits the target would normally have from cover or concealment. The target must be at least partially visible--it won't work against invisible enemies, or ones completely behind a solid wall. Very helpful in a siege situation.

 

 

+1 Shortsword, Shock: (Total: 40 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack vs. ED - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 3)

 

Real Cost: 9

 

Description: These weapons generally have a metallic blue tint, and may be decorated in lightning patterns. At command, the weapon is coated in electrical sparks (except where grasped) and does extra electrical-based damage when it hits. Not as spiffy as the Flaming or Frost enchantments, since the list of monsters weak against electrical attacks is far smaller than the one of monsters resistant to electricity. But it still looks pretty cool.

 

 

+1 Short Sword, Shocking Burst: (Total: 65 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Energy Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 3) plus Energy Killing Attack - Hand-To-Hand 2d6-1 (25 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit; -2), OAF (sword; -1), No STR Bonus (-1/2), Real Weapon (-1/4) (Real Cost: 4)

 

Real Cost: 13

 

Description: This weapon looks like a standard Shock weapon, but on an especially effective hit, it will flare up with even more sparks. Due to its unpredictable nature, the Shocking Burst isn't considered that much more impressive than the standard model. (Gamespeak: If your campaign isn't using "critical hit" rules, then just have the burst effect activated by a roll of natural 3.)

 

 

+1 Short Sword, Speed: (Total: 30 Active Cost, 7 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Autofire (2 shots; +1/4) (25 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 6) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 7

 

Description: This weapon allows the wielder to attack twice at once, which can be very helpful against sturdier opponents. Note that it does not stack with other powers or skills that grant extra attacks.

 

 

+1 Short Sword, Spell Storing: (Total: 65 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Custom Talent--Stored Spell (40 Active Points); 1 Charge (Recovers Under Limited Circumstances; -2 1/4), Independent (-2), OAF (sword; -1), Physical Manifestation (-1/4) (Real Cost: 6)

 

Real Cost: 12

 

Description: This weapon has been enchanted so that a spell (up to 40 Active Points) may be stored inside it, to be released when the wielder hits a target with the weapon and wills it. Generally, this spell will be harmful to the target. It can only be refilled by a spellcaster between adventures. Depending on the stored spell, this weapon can be a godsend.

 

 

+1 Short Sword, Thundering: (Total: 54 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit; -2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 3) plus Hearing Group Flash 3d6 (9 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit; -2), OAF (sword; -1), No Range (-1/2), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 10

 

Description: This weapon appears to be a normal magical weapon until a critical hit is made with it, at which point a thunderous sonic boom is generated. Not only does it do sonic damage to the target, but also tends to deafen them. Few monsters are resistant to sonic attacks, but the unpredictability of the enchantment makes it less popular. There appears to be no enchantment that gives standard sonic damage to a weapon. (Gamespeak: If your campaign isn't using "critical hit" rules, then just have the burst effect activated by a roll of natural 3.)

 

 

+1 Short Sword, Throwing: (Total: 45 Active Cost, 9 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Ranged 1d6+1 (20 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (sword; -1), Lockout (-1/2), Range Based On Strength (-1/4), Real Weapon (-1/4) (Real Cost: 3)

 

Real Cost: 9

 

Description: This enchantment allows weapons that would normally be too heavy or unaerodynamic to thrown to be used as thrown weapons. Naturally, the wielder is then without a weapon until they walk over and pick it up again. This enchantment stacks nicely with the Returning enchantment; imagine your two-handed sword sailing through the air, slicing up the opponent who thought he was safe, then returning to you. Very cool.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Weapons U-Z

 

+1 Shortsword, Unholy: (Total: 55 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (short sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/Shortsword (5 Active Points); Independent (-2), OAF (shortsword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); Independent (-2), OAF (sword; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Good opponents; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1 to all rolls while held by a Good creature; -1/2), Real Weapon (-1/4) (Real Cost: 6)

 

Real Cost: 12

 

Description: This weapon is usually black and/or blood red, and decorated with skulls or other "evil" trappings. The kinds of evil priests who forge such weapons have no concept of subtlety. It's enchanted to do more damage to "good" creatures, and will actively work against one that holds it. Most frequently the enchantment of choice for demons and blackguards. As always, people who are not openly dedicated to pure evil for its own sake may find using this weapon socially awkward. (Gamespeak: If the campaign does not use the D&D alignments, the limitation becomes more valuable, as it would only apply to angels and other such "automatically good" beings.)

 

 

+1 Short Sword, Vicious: (Total: 55 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR) (50 Active Points); Independent (-2), OAF (sword; -1), Side Effects, Side Effect occurs automatically whenever Power is used (User takes half the damage inflicted on the target; -1), Real Weapon (-1/4) (Real Cost: 9) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 10

 

Description: This weapon is enchanted with disruptive energy that does much more damage than a normal weapon of the same type, but with a cost. After the damage done to the target is calculated, half the amount is applied to the weapon's user, with no defenses applying. Usually a weapon of desperation, but regenerators may find it a worthwhile tradeoff.

 

 

+1 Short Sword, Vorpal: (Total: 85 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 4d6 (4 1/2d6 w/STR) (60 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit, only to remove heads; -2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 10)

 

Real Cost: 16

 

Description: This fearsome enchantment can only be cast on slashing-type weapons. On a critical hit, it will simply remove the head of the target. It has no effect on beings without a distinct head, and many mindless creatures can function just fine without a head, but most other victims will die. (Gamespeak: If your campaign isn't using "critical hit" rules, then just have the Vorpal effect activated by a roll of natural 3.)

 

 

+1 Short Sword, Wounding: (Total: 35 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Penetrating (+1/2) (30 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Penetrating does not work on beings without blood; -1/4) (Real Cost: 7) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 8

 

Description: This enchantment causes the weapon to burst blood vessels in the target, so every blow does at least some damage. Naturally, this doesn't work on creatures with no blood. Useful against opponents otherwise too heavily-armored or enchanted to affect.

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Re: D&D Magic Items 3.5 to HERO

 

Specific Weapons A-E

 

These are special weapons that only come in one configuration or are only available from specific weaponsmiths. Usually more expensive than standard enchanted weapons.

 

Adamantine Battleaxe: (Total: 25 Active Cost, 6 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF Unbreakable (Battleaxe; -1) (Real Cost: 5) plus +1 OCV w/Battleaxe (5 Active Points); Independent (-2), OAF Unbreakable (-1) (Real

Cost: 1)

 

Real Cost: 6

 

Description: This battleaxe is made out of unbreakable adamantine by dwarves, and is a superior weapon even without enchantments. Like most adamantine objects, seldom bestowed on non-dwarves.

 

 

Adamantine Dagger: (Total: 15 Active Cost, 3 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF Unbreakable (Dagger; -1) (Real Cost: 2) plus +1 OCV w/Dagger (5 Active Points); Independent (-2), OAF Unbreakable (-1) (Real Cost: 1)

 

Real Cost: 3

 

Description: Like the Adamantine Battleaxe, but a dagger. Much more likely to fall into the hands of non-dwarves.

 

 

Assassin's Dagger: (Total: 25 Active Cost, 5 Real Cost) Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF(Dagger; -1), Real Weapon (-1/4) (Real Cost: 2) plus +2 OCV w/Dagger (10 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus Negative Combat Skill Levels (-1 to opponent's DCV) (5 Active Points); Independent (-2), OAF (dagger; -1), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only for sneak attacks; -1/4) (Real Cost: 1)

 

Real cost: 5

 

Description: This wicked-looking curved dagger is especially designed for backstabbing, and reduces even further a victim's chance of avoiding a sneak attack. Since it's highly distinctive, non-assassins caught with such a weapon will need to do some fast talking. Cannot have Independent removed.

 

 

Dagger of Venom: (Total: 102 Active Cost, 16 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF Unbreakable (Dagger; -1), Real Weapon (-1/4) (Real Cost: 2) plus +1 OCV w/Dagger (5 Active Points); Independent (-2), OAF Unbreakable (-1), Real Weapon (-1/4) (Real Cost: 1) plus Drain CON 3 1/2d6, Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (87 Active Points); Independent (-2), 1 Charge (-2), OAF (Dagger; -1), Gradual Effect (1 Minute; -1/2), Real Weapon (-1/4) (Real Cost: 13)

 

Real Cost: 16

 

Description: This dagger has a black blade with a serrated edge. Once per day, the wielder can choose to have it ooze poison into a wound he's just inflicted. This can weaken the target sufficiently to have the rest of the party finish it off easily, or just make it bedridden. A socially-awkward weapon, though many nobles in more decadent countries will have one hidden away just in case. Cannot have Independent removed.

 

 

Dwarven Thrower: (Total: 48 Active Cost, 9 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), OAF (warhammer; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus +2 OCV w/Warhammer (10 Active Points); Independent (-2), OAF (warhammer; -1), Real Weapon (-1/4) (Real Cost: 2) plus +1 OCV w/warhammer (5 Active Points); Independent (-2), OAF (warhammer; -1), Limited Power Power loses about a third of its effectiveness (Only if user is a dwarf; -1/2), Real Weapon (-1/4) (Real Cost: 1) plus Energy Blast 3d6+1 (17 Active Points); Independent (-2), OAF (warhammer; -1), Lockout (-1/2), Limited Power Power loses about a third of its effectiveness (Only if user is dwarf; -1/2), Real Weapon (-1/4), Range Based On Strength (-1/4) (Real Cost: 3) plus Energy Blast 1 1/2d6 (8 Active Points); Independent (-2), OAF (warhammer; -1), Limited Power Power loses about half of its effectiveness (User must be dwarf and target must be giant; -1), Lockout (-1/2), Real Weapon (-1/4), Range Based On Strength (-1/4) (Real Cost: 1)

 

Real Cost: 9

 

Description: This warhammer is carved with dwarven runes. In the hands of a non-dwarf, it's just a very good hammer. But to a dwarf, not only does it become slightly more effective in hand-to-hand, it becomes Throwable and Returning. As well, if the dwarf is fighting a giant, the Thrower inflicts even more damage. Dwarves can become quite tiresome if they see one in an

outsider's hands. Cannot have Independent removed.

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Re: D&D Magic Items 3.5 to HERO

 

Specific Weapons F-J

 

Flame Tongue: (Total: 130 Active Cost, 23 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 6) plus +1 OCV w/longsword (5 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 1) plusEnergy Killing Attack - Hand-ToHand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 3) plusEnergy Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 w/STR) (25 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit; -2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 4) plusEnergy Killing Attack - Ranged 4d6 (60 Active Points); Independent (-2), 1 Charge (-2), OAF (longsword; -1), Beam (-1/4), Real Weapon (-1/4), No Knockback (-1/4) (Real Cost: 9)

 

Real Cost: 23

 

Description: This is a Flaming Burst longsword, but it has added a fiery ray that can be used once a day. A very impressive weapon, best used against creatures vulnerable to fire. Cannot have Independent removed.

 

 

Frost Brand: (Total: 154 Active Cost, 29 Real Cost) Killing Attack - Hand-To-Hand 2 1/2d6 (3d6+1 w/STR) (40 Active Points); Independent (-2), OAF (Greatsword; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 8) plus +3 OCV w/Greatsword (15 Active Points);

Independent (-2), OAF (greatsword; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 3) plus Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (Greatsword; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)

(Real Cost: 3) plus Sight Group Images Increased Size (2" radius; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Independent (-2), OAF (greatsword; -1), Only To Create Light (-1), Limited Power Power loses about half of its effectiveness (Only when temperature is 0 degrees Fahrenheit or below; -1), No Range (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus Armor (0 PD/10 ED) (15 Active Points); Independent (-2), OAF (greatsword; -1), Required Hands Two-Handed (-1/2), Only Works Against Limited Type of Attack (Fire and heat attacks; -1/2), Real Armor (-1/4) (Real Cost: 3) plus Dispel Fire-based powers 14d6, any fire power one at a time (+1/4) (52 Active Points); Independent (-2), OAF (Greatsword; -1), No Range (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 10)

 

Real Cost: 29

 

Description: A mighty Frost greatsword forged by the barbarians of the ice lands, this weapon glows brightly when exposed to freezing temperatures. It's especially effective against fire users, since it protects the wielder from fire damage, and can dispel (almost) any flame it is touched to. Note, however, that it does not provide Safe Environment. Cannot have Independent removed.

 

 

Holy Avenger: (Total: 367 Active Cost, 76 Real Cost) Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR), Difficult To Dispel (x2 Active Points; +1/4) (31 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 7) plus +2 OCV w/longsword, Difficult To Dispel (x2 Active Points; +1/4) (12 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 3) plus Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Difficult To Dispel (x2 Active Points; +1/4) (12 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about a third of its effectiveness (Only when held by a paladin; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus +3 OCV w/longsword, Difficult To

Dispel (x2 Active Points; +1/4) (19 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about a third of its effectiveness (Only when held by a paladin; -1/2), Real Weapon (-1/4) (Real Cost: 4) plus Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Difficult To Dispel (x2 Active Points; +1/4) (37 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about half of its effectiveness (Only when held by a paladin vs. evil beings; -1), Real Weapon (-1/4) (Real Cost: 7) plus +12 DCV vs. magic, Difficult To Dispel (x2 Active Points; +1/4), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2) (135 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about a third of its effectiveness (Only when held by a paladin; -1/2), Real Weapon (-1/4) (Real Cost: 28) plus Dispel Magic 18d6, any magic power one at a time (+1/4), Custom Modifier (Removes Curses; +1/4), Area Of Effect Nonselective (8" Radius; +3/4)

(121 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about a third of its effectiveness (Only when held by a paladin; -1/2), Real Weapon (-1/4) (Real Cost: 25)

 

Real Cost: 76

 

Description: This weapon appears to be merely a finely-made cold iron longsword (and ironically, can thus be used by even the most evil of beings who aren't allergic to cold iron), but when held by a paladin, reveals its true nature as a Holy sword of great power. In addition to its Holy properties, the sword protects its wielder and anyone who happens to be next to him from hostile magic, and can be used to dispel magic over a wide area--even magical effects that normally require a Remove Curse. These weapons all have names and histories, and if one is lost, retrieving it will be a primary mission for young paladins seeking to prove their worthiness. Cannot have Independent removed.

 

 

Javelin of Lightning: Multipower, 50-point reserve, (50 Active Points); all slots Independent (-2), OAF (javelin; -1)

1) Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (javelin; -1), Inaccurate 1/2 OCV (-1/4), Real Weapon (-1/4)

2) Lightning Bolt: Energy Blast 5d6, Area Of Effect (10" Line; +1) (50 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (javelin; -1), Real Weapon (-1/4)

 

Real Cost: 14

 

Description: This javelin can be used as a melee weapon, with some difficulty, but its true purpose is to be thrown, at which point it turns into a lightning bolt. It's destroyed in the process, so use it wisely. Cannot have Independent removed.

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Re: D&D Magic Items 3.5 to HERO

 

Specific Weapons: K-O

 

Life Drinker: (Total: 65 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 2d6+1 (3d6 w/STR) (35 Active Points); Independent (-2), OAF (Greataxe; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus +1 OCV w/greataxe (5 Active Points); Independent (-2), OAF (greataxe; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 1) plus Drain BODY 0 1/2d6, Cumulative (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2), all Basic Characteristics simultaneously (+2) (25 Active Points); Independent (-2), OAF (greataxe; -1), Required Hands Two-Handed (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Lose one point from all Basic Characteristics; -1/2), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Undead; -1/4) (Real Cost: 4)

 

Real Cost: 12

 

Description: This mighty greataxe sucks the vital essence out of those it hits, whittling them down bit by bit. Which would be cooler if it didn't also slowly drain the user of her vital essence as well. As such, it is usually used by undead warriors, who are immune to its drawback. Cannot have Independent removed.

 

 

Luck Blade: (Total: 50 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +2 OCV w/sword (10 Active Points); Independent (-2), OAF (sword; -1), Real Weapon (-1/4) (Real Cost: 2) plus +1 with any Characteristic Roll to avoid damage (5 Active Points); Independent (-2), OAF (short sword; -1), Physical Manifestation (-1/4) (Real Cost: 1) plus Luck 3d6 (15 Active Points); Independent (-2), 1 Charge (-2), OAF (short sword; -1) (Real Cost: 2)

 

Real Cost: 10

 

Description: A weapon beloved of rogues and halflings, it makes the wielder luckier. A little less likely to be injured, and once per day, very lucky. Some of these blades come with up to three wishes stored inside; this is purely GM's option. Even if all wishes are used, the sword will retain its other properties. Cannot have Independent removed.

 

 

Mace of Smiting: (Total: 112 Active Cost, 21 Real Cost) Hand-To-Hand Attack +2d6 (10 Active Points); Independent (-2), OAF Unbreakable (heavy mace; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 2) plus +3 OCV w/mace (15 Active Points); Independent (-2), OAF Unbreakable (heavy mace; -1) (Real Cost: 4) plus Hand-To-Hand Attack +1 point (2 Active Points); Independent (-2), OAF Unbreakable (heavy mace; -1), Hand-To-Hand Attack (-1/2), Limited Power Power loses about a third of its effectiveness (Only vs. constructs; -1/2) (Real Cost: 1) plus +2 OCV

w/mace (10 Active Points); Independent (-2), OAF Unbreakable (heavy mace; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Constructs; -1/2) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 3 1/2d6 (4d6+1 w/STR) (55 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit against a Construct; -2), OAF Unbreakable (heavy mace; -1) (Real Cost: 9) plus Hand-To-Hand Attack +4d6 (20 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit against an Outsider; -2), OAF Unbreakable (heavy mace; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 3)

 

Real Cost: 21

 

Description: This heavy mace is made of unbreakable adamantine, and is specially made by the dwarves to be extra effective against constructs. If a critical hit is landed, the construct will suffer massive damage. As a side effect, the mace also does extra damage against Outsiders (beings from another dimension) if a critical hit is made. Cannot have Independent removed. (Gamespeak: If your campaign isn't using "critical hit" rules, then just have the Smiting effect activated by a roll of natural 3.)

 

 

Mace of Terror: (Total: 78 Active Cost, 12 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), OAF (heavy mace; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus +2 OCV w/mace (10 Active Points); Independent (-2), OAF (mace; -1), Real Weapon (-1/4) (Real Cost: 2) plus Mind Control 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); Independent (-2), 3 Charges (-1 1/4), Set Effect (Only to create fear; -1), OAF (heavy mace; -1), No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Real Weapon (-1/4) (Real Cost: 8)

 

Real Cost: 12

 

Description: This mace allows the wielder to three times a day create a cone area in which all perceive her as a figure from their nightmares, inducing great fear. Best used if you're the point person, or at least facing away from the main party. Cannot have Independent removed.

 

 

Masterwork Cold Iron Longsword: (Total: 37 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Difficult To Dispel (x2 Active Points; +1/4) (31 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 7) plus +1 OCV w/sword, Difficult To Dispel (x2 Active Points; +1/4) (6 Active Points); Independent (-2), OAF

(longsword; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 8

 

Description: A non-magical, but very well made longsword composed of durable cold iron. Usually of dwarf make, but they're quite willing to sell these if you have the money.

 

 

Nine Lives Stealer: (Total: 262 Active Cost, 34 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (longsword; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 to all rolls if held by Good being; -1/2), Real Weapon (-1/4) (Real Cost: 5) plus +2 OCV w/sword (10 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 4d6+1, Does BODY (+1), Attack Versus Limited Defense (Power Defense, Force Field, not being

alive; +1 1/2) (227 Active Points); 9 Charges which Never Recover (-2 1/4), Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit, CON Roll at -5 negates (but prevents charge from being used, not vs. non-living; -2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 27)

 

Real Cost: 34

 

Description: This longsword is embued with an evil lifesucking enchantment that can steal the very living essence from a victim, with a maximum capacity of nine lives. Once these are expended, the sword becomes merely magical and slightly evil. The sword will actively resist being used by good beings, and known use of this is socially awkward. Cannot have Independent

removed.

 

 

Oathbow: (Total: 85 Active Cost, 15 Real Cost) Killing Attack - Ranged 2d6 (30 Active Points); Independent (-2), OAF (composite longbow; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Strength must be minimum of 14 to use; -1/4) (Real Cost: 6) plus +2 OCV w/longbow (10 Active Points); Independent (-2), OAF (composite longbow; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus Killing Attack - Ranged 2d6 (30 Active Points); Independent (-2), OAF (Composite Longbow; -1), Side Effects, Side Effect occurs automatically whenever Power is used (All other targets take only 1d6 RKA from bow while Oathbow is sworn; -1), Required Hands Two-Handed (-1/2), Limited Power Power loses about a third of its effectiveness (Only against sworn foe; -1/2), Real Weapon (-1/4) (Real Cost: 5) plus +3 OCV w/bow (15 Active Points);

Independent (-2), OAF (composite longbow; -1), Side Effects, Side Effect occurs automatically whenever Power is used (All other weapons become Inaccurate until Sworn foe is killed; -1), Required Hands Two-Handed (-1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Sworn opponent; -1/2), Real Weapon (-1/4) (Real Cost: 2)

 

Real Cost: 15

 

Description: This white composite longbow is exclusively of elvish make; only elves and their very close friends would be expected to carry one. When nocked and pulled, the bow whispers "swift defeat to my enemies" in High Elvish. If the wielder states aloud a vow to kill a certain opponent, the bow shouts (still in High Elvish) "swift death to those who have wronged me." The Oathbow then becomes attuned to that foe, hitting them more easily and doing more damage until that foe is dead or seven days pass. However, during this sworn period, the wielder's ability to harm foes other than the sworn one or use other weapons is drastically reduced. Even if the sworn foe is killed, another one cannot be chosen for twenty-four hours. Cannot have Independent removed.

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Re: D&D Magic Items 3.5 to HERO

 

Specific Weapons P-T

 

There are no Specific Weapons for U-Z in the 3.5 base book. :thumbdown

 

 

Rapier of Puncturing: (Total: 65 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (1/2 END; +1/4), Penetrating (+1/2) (35 Active Points); Independent (-2), OAF (rapier; -1), No STR Bonus (-1/2), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Penetrating does not work vs. opponents with no blood; -1/4) (Real Cost: 7) plus +2 OCV w/rapier (10 Active Points); Independent (-2), OAF (rapier; -1), Real Weapon (-1/4) (Real Cost: 2) plus Drain CON 1d6, Cumulative (+1/2), Penetrating (+1/2) (20 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (rapier; -1), Real Weapon (-1/4), Limited

Power Power loses about a fourth of its effectiveness (Not vs. Opponents with no blood; -1/4) (Real Cost: 3)

 

Real Cost: 12

 

Description: This Wounding Rapier has the additional power, three times a day, of puncturing deep into an opponent, causing them to bleed out. Most often seen in the hands of professional duelists, particularly the more ruthless ones. Cannot have Independent removed.

 

 

Screaming Bolt: (Total: 91 Active Cost, 13 Real Cost) Killing Attack - Ranged 1 1/2d6 (25 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (crossbow bolt; -1), Real Weapon (-1/4) (Real Cost: 4) plus +2 OCV w/crossbow bolt (10 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (crossbow bolt; -1), Real Weapon (-1/4) (Real Cost: 2) plus Mind Control 5d6, Area Of Effect (10" Long, 1" Tall, 2" Wide Line; +1 1/4) (56 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (crossbow bolt; -1), Set Effect (Only to cause fear; -1), Does Not Provide Mental Awareness (-1/4), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), Subject To Range Modifier (-1/4), Limited Power Power loses about a fourth of its effectiveness (Hearing Group Flash Defense adds to any Mental Defense; -1/4) (Real Cost: 7)

 

Real Cost: 13

 

Description: This crossbow bolt makes a high-pitched screeching sound, which tends to frighten anything along its flight path. (Note that the flight path ends when the bolt hits something, which could make the Area of Effect much smaller.) Protecting the ears will soften the effect somewhat by dulling the ultrasonic vibrations. Like most Area of Effect attacks, it's best fired

well away from your allies. Cannot have Independent removed.

 

 

Shatterspike: (Total: 49 Active Cost, 11 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 6) plus +1 OCV w/longsword (5 Active Points); Independent (-2), OAF (longsword; -1), Real

Weapon (-1/4) (Real Cost: 1) plus Penalty Skill Levels: +3 vs. Hit Location modifiers for striking foci with longsword (9 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about half of its effectiveness (Only for users with the "Improved Sunder" Feat; -1), Real Weapon (-1/4) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about half of its effectiveness (Only when wielded by user with "Improved Sunder" Feat, only to damage Foci; -1), Real Weapon (-1/4) (Real Cost: 2)

 

Real Cost: 11

 

Description: This longsword has a very specialized enchantment that only works for wielders that have bought the "Improved Sunder" Feat (Penalty Skill Levels: +4 vs. Hit Location modifiers for striking Foci). If this condition is present, the sword is even better at hitting and damaging foci. The look on an opponent's face when you slice their sword in half is well worth it. Cannot have Independent removed.

 

 

Shifter's Sorrow: (Total: 185 Active Cost, 32 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6 w/STR), Autofire (2 shots; +1/4) (31 Active Points); Independent (-2), OAF (two-bladed sword; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 6) plus +1 OCV w/two-bladed sword (5 Active Points); Independent (-2), OAF (two-bladed sword; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Autofire (2 shots; +1/4) (37 Active Points); Independent (-2), OAF (two-bladed sword; -1), Limited Power Power loses about half of its effectiveness (Only vs. shapeshifters; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 6) plus Dispel Shape-shifting powers 15d6, any "shape-shifting" power one at a time (+1/4), Autofire (2 shots; +1 1/4) (112 Active Points); Independent (-2), OAF (two-bladed sword; -1), No Range (-1/2), Required Hands Two-Handed (-1/2), Limited Power Power loses about a third of its effectiveness (EGO Roll negates; -1/2), Real Weapon (-1/4) (Real Cost: 19)

 

Real Cost: 32

 

Description: This two-bladed sword (like Darth Maul's double lightsaber, requires a special Weapon Familiarity) has blades of alchemical silver (a special process that makes silver as sturdy as steel.) Not only that, but it does extra damage to any being that has shapeshifting as an innate ability, whether or not it is shifted at the time. Plus, any being that is not in its

base form when hit by Shifter's Sorrow must muster their will power or be forced back into their base form. In other words, this is the cool weapon all lycanthrope hunters put on their Hogswatch lists. Cannot have Independent removed.

 

 

Silver Dagger, Masterwork: (Total: 15 Active Cost, 3 Real Cost) Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF (Dagger; -1) (Real Cost: 2) plus +1 OCV w/Dagger (5 Active Points); Independent (-2), (Dagger; -1) (Real Cost: 1)

 

Real Cost: 3

 

Description: A finely made but nonmagical dagger with a blade of alchemical silver. A handy backup weapon if you run into a werecreature; it's also an excellent gift to show your devotion to a loved one. However, has been known to figure heavily in murder ballads.

 

 

Slaying Arrow: (Total: 120 Active Cost, 19 Real Cost) Killing Attack - Ranged 1 1/2d6 (25 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (arrow; -1), Real Weapon (-1/4) (Real Cost: 4) plus +1 OCV w/arrow (5 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (arrow; -1), Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Ranged 6d6 (90 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (arrow; -1), Limited Power Power loses about half of its effectiveness (Only vs. narrowly-specified targets, CON Roll at -5 or Failing to bring BODY to 0 negates; -1), Real Weapon (-1/4) (Real Cost: 14)

 

Real Cost: 19

 

Description: This arrow is usually marked to indicate what species or subspecies it is especially effective against. If it hits a member of that target group, it has a strong chance to kill them outright. Carrying one of these attuned to your own species is considered very suspicious. (Gamespeak: If the arrow is attuned to a species with a lot more Resistant

Defenses/BODY than humans, go ahead and increase the dice of Killing Attack to make it at least a 50/50 chance of success.) Cannot have Independent removed.

 

 

Sleep Arrow: (Total: 55 Active Cost, 9 Real Cost) Killing Attack - Ranged 2 1/2d6, +1 Increased STUN Multiplier (+1/4) (50 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (arrow; -1), Limited Power Power Does No BODY (-3/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV w/arrow (5 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4),

OAF (arrow; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 9

 

Description: This arrow is painted white, and has white fletching. When it strikes a target, instead of wounding them, it releases a magical energy that makes the target sleepy. A good choice to use against sentries when a dead body would prove problematic. Cannot have Independent removed.

 

 

Sun Blade: (Total: 122 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); Independent (-2), OAF (bastard sword; -1), Side Effects (-1 to all rolls when held by Evil being; -1/4) (Real Cost: 7) plus +2 OCV w/bastard sword (10 Active

Points); Independent (-2), OAF (bastard sword; -1) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF (bastard sword; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Evil Opponents; -1/2) (Real Cost: 2) plus +2 OCV w/bastard sword (10 Active Points); Independent (-2), OAF

(bastard sword; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Evil opponents; -1/2) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); OAF (bastard sword; -1), Limited Power Power loses about half of its effectiveness (Only vs. Undead and Negative Plane creatures; -1) (Real Cost: 8) plus Sight Group Images Increased Size (6" radius; +3/4) (17 Active Points); Independent (-2), OAF (broadsword; -1), Only To Create Light (-1), Limited Power Power loses about half of its effectiveness (Only once per day, but lasts as long as sword is waved; -1), Gestures, Requires

Gestures throughout (-1/2), No Range (-1/2), Linked (Change Environment; -1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) (Real Cost: 2) plus Change Environment 6" radius (20 Active Points); Independent (-2), OAF (bastard sword; -1), Limited Power Power loses about half of its effectiveness (Only once per day, but lasts as long as sword is waved; -1), No Range (-1/2), Gestures, Requires Gestures throughout (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) (Real Cost: 3)

 

Real Cost: 26

 

Description: This bastard sword has a golden glow to its blade, and is as light and maneuverable as a short sword. (Thus it does not require a special Weapon Familiarity or take the Real Weapon Limitation.) The sword is inherently good, doing more damage to Evil entities and actively working against Evil wielders. Imbued with the power of sunshine, it's more powerful against the undead and beings from the Negative planes. Once a day, the wielder can wave the sword in circles above his head, creating a circle of light that acts in all ways like sunshine, gradually covering a wide area. This sun circle lasts as long as the sword is waved, then fades at the same rate it was created. A Sun Blade is especially helpful to those seeking to fight the

undead. Cannot have Independent removed.

 

 

Sword of Life Stealing: (Total: 89 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 6) plus +2 with HTH Combat (10 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 2) plus Transfer 1d6 (BODY to BODY), Can

Transfer Maximum Of 12 Points, Cumulative (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (54 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only on a critical hit; -2), OAF (longsword; -1), Real Weapon (-1/4) (Real

Cost: 9)

 

Real Cost: 17

 

Description: This black longsword will sometimes steal the life essence of a target and deliver it to the wielder. This ability is very unreliable, and while the sword is not inherently evil, it is socially awkward to use. Cannot have Independent removed. (Gamespeak: If your campaign does not use Critical Hit rules, the Transfer activates on a roll of natural 3.)

 

 

Sword of the Planes: (Total: 55 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 6) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4) (Real Cost: 1) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (longsword; -1), Real Weapon (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only while on another plane or against opponent from another plane; -1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points);

Independent (-2), OAF (longsword; -1), Limited Power Power loses about a third of its effectiveness (Only on the Astral, Ethereal or Outer Planes, or against opponents that come from those planes; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about a third of its

effectiveness (Only when on the Astral, Ethereal or Outer Planes, or against opponents from those planes; -1/2), Real Weapon (-1/4) (Real Cost: 1) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (longsword; -1), Limited Power Power loses about half of its effectiveness

(Only when on the Outer Planes or against opponents from those planes; -1), Real Weapon (-1/4) (Real Cost: 1)

 

Real Cost: 12

 

Description: This sword is more effective the further away from the Prime Material Plane it gets, or the further away an extraplanar opponent has traveled to reach the Material Plane. The physics involved give theoretical wizards a severe headache. Cannot have Independent removed.

(Gamespeak: Lord, this one is complicated.)

 

 

Sword of Subtlety: (Total: 50 Active Cost, 11 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR) (20 Active Points); Independent (-2), OAF (shortsword; -1), Real Weapon (-1/4) (Real Cost: 5) plus +1 OCV w/sword (5 Active Points); Independent (-2), OAF (shortsword; -1),

Real Weapon (-1/4) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Independent (-2), OAF (shortsword; -1), Limited Power Power loses about a third of its effectiveness (Only for Sneak Attacks; -1/2), Real Weapon (-1/4) (Real Cost: 2) plus +3 OCV w/sword (15 Active Points); Independent (-2), OAF (shortsword; -1), Limited Power Power loses about a third of its effectiveness (Only for Sneak Attacks; -1/2), Real Weapon (-1/4) (Real Cost: 3)

 

Real Cost: 11

 

Description: This short sword has an unusually thin dull grey blade. Favored by rogues and footpads, it's enchanted to be more effective when used for sneak attacks. No honorable warrior would ever use one. Cannot have Independent removed.

 

 

Sylvan Scimitar: (Total: 65 Active Cost, 14 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (scimitar; -1), Real Weapon (-1/4) (Real Cost: 6) plus +3 OCV w/scimitar (15 Active Points); Independent (-2), OAF (scimitar; -1), Real Weapon (-1/4) (Real Cost: 3) plus Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR) (15 Active Points); Independent (-2), OAF (scimitar; -1), Limited Power Power loses about a third of its effectiveness (Only outdoors in temperate climates; -1/2), Real Weapon (-1/4) (Real Cost: 3) plus "Cleave" Follow-Through Attack (10 Active Points); Independent (-2), OAF (scimitar; -1), Limited Power Power loses about a third of its effectiveness (Only outdoors in a temperate climate; -1/2), Physical Manifestation (-1/4) (Real Cost: 2)

 

Real Cost: 14

 

Description: This powerful scimitar becomes even more powerful if taken outdoors in a temperate climate. Favored by druids and rangers, but sometimes carried by horse-riding barbarians. Not recommended for city-dwellers or dungeon delvers. Cannot have Independent removed.

 

 

Trident of Fish Command: (Total: 114 Active Cost, 20 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (trident; -1), Real Weapon (-1/4), Reduced Penetration (-1/4) (Real Cost: 5) plus +1 OCV w/trident (5 Active Points); Independent (-2), OAF (trident; -1), Real Weapon (-1/4) (Real Cost: 1) plus Stretching 1" (5 Active Points); Independent (-2), OAF (trident; -1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts

(trident; -1/4), Physical Manifestation (-1/4) (Real Cost: 1) plus Mind Control 7d6 (Animal class of minds), Telepathic (+1/4), Area Of Effect (10" Cone; +1) (79 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (trident; -1), Limited Class Of Minds Aquatic Animals (-1/2), Does Not Provide Mental Awareness (-1/4), Real Weapon (-1/4) (Real Cost: 13)

 

Real cost: 20

 

Description: This trident allows the user to communicate orders to aquatic animals (mostly fish) and sometimes have them obey. Note that this item in no way grants the ability to breathe water or swim, so is best used by those who already have those powers. Cannot have Independent removed.

 

 

Trident of Warning: (Total: 64 Active Cost, 13 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (trident; -1), Real Weapon (-1/4), Reduced Penetration (-1/4) (Real Cost: 5) plus +2 OCV w/trident (10 Active Points); Independent (-2), OAF (trident; -1), Real Weapon (-1/4) (Real Cost: 2) plus Stretching 1' (5 Active Points); Independent (-2), OAF (trident; -1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (trident; -1/4), Physical Manifestation (-1/4) (Real Cost: 1) plus Detect Aquatic Predators 18- (Unusual Group), Discriminatory, Increased Arc Of Perception (240 Degrees), Range (24 Active Points); Independent (-2), OAF (trident; -1), Extra Time (Full Phase, -1/2) (Real Cost: 5)

 

Real Cost: 13

 

Description: This trident allows the wielder to detect the location, depth, number and kind of aquatic predators in the area. Using the function requires grasping and aiming the trident in the desired direction, and waiting for the information to filter in. As with the Fish Command trident, the Warning trident gives no ability to breathe water or swim, and is thus best used by

those who already have those abilities.

 

 

 

Next up is potions, which are generally less complex builds. Thank goodness.

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Re: D&D Magic Items 3.5 to HERO

 

Some general notes on potions.

 

In D&D 3.5, "potions" are a liquid delivery form for low-level spells. They are generally confined to spells that help the user directly, rather than attack enemies. There are two sub-types, "potion" (for internal use) and "oil" (to rub on things.) Experienced adventurers will be able to tell these types apart at a glance.

 

I've built the potions as OAF Fragile (small glass or ceramic bottles), 1 Charge (often Continuing) that Never Recovers, and Independent. If a character wants regular access to a kind of potion, they can buy off Independent, and change Never Recovers to Only Recovers Between Adventures. This applies especially to spellcasters who have learned the PS: Brew Potion skill.

 

Activating a potion or oil is a half-Phase action, provided the potion is ready to hand. Forcing a potion down the throat of an unconscious person (often done with the Cure series) takes a full action. The GM may require extra time to ready a potion if it must be pulled out of a backpack or sack first.

 

The 3.5 DM guide doesn't say how many potions can be active at one time. So there are three ways to handle it.

 

1. Only one potion can affect a person at a time. Further potions will fail to operate. Saves the GM a lot of paperwork keeping track of multiple effects, but makes using long-duration potions a crapshoot.

 

2. More than one potion can be active at a time, but their effects don't "stack." So if one Potion gives +4 STR and another gives +2 STR, only the highest modifier is taken, instead of giving the character +6 STR. Probably the best compromise.

 

3. You can take as many potions as you like, they all stack, but you can still only take one potion per Phase, so duration may become a factor. Mixing two potions outside a living body will negate both of them. Mucho paperwork for the GM.

 

 

Potions are readily available in temples and magic shops; selling Cure Light Wounds potions to adventurers is a huge money-maker for all the religions. Store-bought potions will always be marked to indicate what's in the bottle; potions found as treasure may not be so marked, and will need to be identified by taste, smell and detect.

 

Potions are also "boostable." Store-bought potions will always be made by the least-senior spellcaster that qualifies to make one, but player characters can brew or commission the stronger varieties.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions A-B

 

Aid Potion: (Total: 33 Active Cost, 5 Real Cost) +5 PRE (5 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about half of its effectiveness (For defense against fear-based effects

only; -1) (Real Cost: 1) plus +3 Mental Defense (5 points total) (3 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4), Only Works Against Limited Type of Attack (fear-based effects; -1/2) (Real Cost: 1) plusAid BODY 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (25 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 3)

 

Real Cost: 5

 

Boostable: 10 Minute Duration and 3d6 BODY Aid for 6 Real Cost.

 

Description: This potion boosts the subject's resistance to fear and ability to take damage. Unlike the Cure series of potions, Aid can boost BODY above starting values, so is most valuable at the start of combat.

 

 

Barkskin Potion: Armor (2 PD/2 ED) (6 Active Points); 1 Continuing Charge lasting 30 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about a fourth of its effectiveness (Does not stack with "natural" armor; -1/4)

 

Real Cost: 1

 

Boostable: 3 PD/3 ED for a duration of 1 Hour for 1 Real Cost; 4 PD/4 ED for a duration of 90 Minutes for 2 Real Cost; 5 PD/5 ED for a duration of 2 Hours for 2 Real Cost.

 

Description: Swallowing this potion makes the user's skin tougher, taking on a bark-like appearance. It does not work on beings who already have "natural" (Non-Focus) Armor. Most useful to characters who can't wear heavy armor, but some tank-types will take it for a little extra protection.

 

 

Bear's Endurance Potion: +4 CON (8 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 1/2), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Boostable: 10 Minute duration for 1 Real Cost.

 

Description: This potion strengthens the imbiber's overall health for a short time. Always helpful when about to go into combat, but especially nice if you're dealing with disease or poison. (Gamespeak: Yes, it boosts Figured Characteristics as well.)

 

 

Bless Weapon Oil: Variable Special Effects (Limited Group of SFX; adds "magic" and "good" to weapon; +1/4), Variable Targets (any form of weapon; +1/4) for up to 30 Active Points of weapon, Continuous (+1) (30 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (oil; -1 1/4)

 

Real Cost: 4

 

Boostable: 10 Minute Duration for 4 Real Cost.

 

Description: This oil, when spread over a weapon, temporarily makes it "magical" and aligned to "good." Thus, the weapon will now be able to hit creatures that are immune to non-magical weapons, and do extra damage to creatures vulnerable to Good. Most useful to beginning adventurers who do not yet have magical weapons of their own.

 

 

Blur Potion: +2 with DCV (10 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 1/2), Independent (-2), OAF Fragile (-1 1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. attacks not targeted by sight; -1/4)

 

Real Cost: 1

 

Boostable: 10 Minute Duration for 1 Real Cost.

 

Description: Drinking this potion causes the user's outline to become fuzzy and blurred to vision. This makes it harder to hit the imbiber with sight-targeted attacks. A good defensive potion.

 

 

Bull's Strength Potion: +4 STR (4 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 1/2), Independent (-2), OAF Fragile (-1 1/4)

 

Real Cost: 1

 

Boostable: 10 Minute Duration for 1 Real Cost.

 

Description: This potion makes the imbiber stronger for a short time. Mostly used by warrior types, who can turn it into more damage for their attacks. Tastes like bull dung.

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