On an Abundance of Spikes
I guess it's magic item and gear week on Hack and Slash. More designs for your perusal. . .
Rope Ladder, Flittermouse | |||
BSC: | 15% | (R)gp: | 175 gp |
DC: | 25 | TTC: | 4 days |
CC: | 9 | CGP:: | 90 gp |
NWP: | -6 | XP: | 10 xp |
D100: | -10% | Weight: | 15 lbs. |
D6: | 1 in 6 /6 | Difficulty: | Very Hard |
Rarity | Rare |
Materials: Rare Earth (1 dram), Griffon Feather/ Flight Essence (1 dram)
Description: This is a rope sculpture knotted in the form of a bat. When tossed in the air, it will fly unerringly to any target within 60´ and attempt to attach itself. It can attach to stone, rock, hook to ledges or other surfaces easily. If the surface is a metal such as steel, it must save versus crushing blow. On a success the Flittermouse ladder fails to attach. Once attached, a 60´ rope ladder unfurls, falling down. It takes one turn to reknot the Flittermouse Rope Ladder for a second use.
Spike, Silent | |||
BSC: | 30% | (R)gp: | 500 gp |
DC: | 22 | TTC: | 10 days |
CC: | 6 | CGP:: | 200 gp |
NWP: | -3 | XP: | 10 xp |
D100: | +5% | Weight: | - / 2 |
D6: | 2 in 6 /5 | Difficulty: | Hard |
Rarity | Uncommon |
Materials: Pitons (10), Powdered Silver (5 drams)
Description: An alchemist can create specially treated spikes. When used, climbed on, hammered into a surface or interacted with in any way, they produce no sound. They also completely absorb any sound made from them being driven into a surface.
A 5 pound package of 10 is made for the price.
Spike, Self-Driving | |||
BSC: | 15% | (R)gp: | 600 gp |
DC: | 25 | TTC: | 12 days |
CC: | 9 | CGP:: | 350 gp |
NWP: | -6 | XP: | 10 xp |
D100: | -10% | Weight: | - / 2 |
D6: | 1 in 6 /6 | Difficulty: | Very Hard |
Rarity | Rare |
Materials: Pitons (10), Powdered Gold (5 drams)
Description: These spikes require no hammer to drive themselves in. They are placed in the appropriate position and triggered. One round later a bright flame shoots out the back and the spike drives itself into the ground, drilling as it goes. This is somewhat quiet, producing little sound, but a very bright light. These spikes can be used as a dagger to attack. They do 1-4 points of damage on a hit, and the next round begin to drill into an opponent doing 1-4 damage from drilling and 1-4 damage from flame. The target also must save versus paralyzation or be dazzled by the bright light for 1 round, having a -1 on attack rolls. Activating it after hitting an opponent with it requires a successful touch attack.
Spike, Locking | |||
BSC: | 15% | (R)gp: | 800 gp |
DC: | 25 | TTC: | 16 days |
CC: | 9 | CGP:: | 450 gp |
NWP: | -6 | XP: | 25 xp |
D100: | -10% | Weight: | - / 2 |
D6: | 1 in 6 /6 | Difficulty: | Very Hard |
Rarity | Rare |
Materials: Pitons (10), Ghast Claw/ Stasis Essence (1 dram),
Description: These spikes are quite useful. They are enchanted so that when they spike a door closed, the door is affected by the spell Wizard Lock. Each spike can only be used once, it’s enchantment vanishing after it is used to magically hold a door closed. The effect ends if the spike is removed, but persists otherwise without end.
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