Post by Spus on Jul 12, 2007 0:37:22 GMT -5
The Security Policy
Randall Korton is a vicious man who does very many things that would sicken the common man. A cutthroat businessman, he will do anything and anything to make sure he gets his way- even threatening violence and delivering on those threats. A light crossbow he keeps in arm's reach at all times that he calls "The Security Policy" is evidence of this. If your deal goes too far in the way Korton doesn't want it to, he won't hesitate to use it.
Lv0: MW Light Crossbow.
Lv1: Quick Draw & Point Blank Shot: In the blink of an eye, you can have your Security Policy ready, and ready to put a bolt through a numbskull's... skull. Gain the benefits of Quick Draw and Point Blank Shot when using this Crossbow.
Lv2: Distracted Accuracy: Korton rarely doesn't have back up. If your target is in melee with someone, gain the benefits of the Precise Shot feat and an additional +1 to attack rolls in this situation.
Lv3: Bargaining Chip: Deals quickly go your way when you bring this into negotations. +5 Competence to Intimidate.
Lv4: Deadly Shot: Gain +1d6 sneak attack when conditions permit.
--
Mystics Quiver
A wizard's son direly wanted to become a mercenary, having been priased by his friends and teachers as an expert marksman. The fatherly wizard sadly accepted that his son would not follow in his footsteps, and fashioned him this quiver, in hopes that it's powers would protect his son and grant him sucesss. It seems the quiver had failed.
Lv0: Slotless Item. Does Nothing but hold arrows.
Lv1: Neverending Supply: There always seems to be arrows in this quiver. No matter how many you fire, no matter how many you take out, there seems to be always more. If you try to empty it out by pouring, the arrows inside stay in place. If removed from the quiver, the arrows continue to exist for a single minute, then fade from existance. These arrows are considered masterwork, and are considered magic for purposes of overcoming damage reduction(although they grant no bonus to damage.)
Lv2: Special Make: As many times per day equal to the current level of this item, you may roll d100% to gain an arrow made of a special material.
0-25: Steel
26-65: Cold Iron
66-85: Alchemical Silver
86-100: Adamanite
Lv3: Spell Shot: The arrows that come from this quiver have a special ability to guide ranged touch attack spells(Such as Orb of Fire or Scorching Ray) to thier target. Such spells used in this manner are considered empowered(on top of normal arrow damage). However, when used in this matter, the touch spell does not hit unless the arrow hits and deals damage(meaning it could normally hit the touch AC, but still miss due to AC modifiers such as armor). The spell cast on the arrows do not have to be your own, they can be from an allied character, if they are in consecutive initiative order with you.
Lv4: Pleasant Surprise: As many times per day equal to the current level of this item, you may roll a d100% to gain an arrow with a special magical quality.
0-10: Normal
11-20: +1 Enhancement
21-30: Keen
31-40: +2 Enhancement
41-50: Flaming
51-60: +3 Enhancement
61-70: Frost
71-80: +4 Enhancement
81-90: Shock
91-100: +5 Enhancement
Lv5: Right Back At Ya: The magical nature of these arrows enable a small bit of precognition. Once per day as an attack of oppurtunity, when you are the target of a ranged touch attack spell, you may fire an arrow at the spell, and if your attack roll beats theres, your arrow absorbs the spell and sends it back at the caster, inflicting them with thier own spell(if it hits thier normal AC), and leaving you unharmed.
--
Ashura
Ashura Blade
A sword made by the outcast Kojinese clan, the Ashura. Ashurans hold typical Kojinese values highly, but are the black sheep of the nation nonetheless. Ashurans, having no cities or lords to call thier own, commonly work as soldiers for hire in thier country's interior squabbles. They teach a very unique sword fighting style, one based on patience and tactical strikes. Thier calm resolve throws off thier opponents. This is one of the Blades that are given to one of the students upon completion of thier training.
Charge: Ashura techniques require concentration, moments of just waiting and observing your opponents. Charging is a move action, and each move action grants you one charge level. You retain charge for as long as you are actively in combat. When you use an Ashura technique, your charge level falls to 0, regardless of the technique you used. Activating a technique benefit is a standard action, unless it's part of a full attack action or otherwise noted.
Lv0: MW Katana(Bastard Sword)
Lv1: Focused Strike
Lv2: Retort
Lv3: Dividing Slash, +1 Katana
Lv4: Quadra Slam
Lv5: Empowerer, +2 Katana
Lv6: Stunning Strike
Lv7: Quadra Slice
Lv8: Death Cleave, +3 Katana
Focused Strike, Charge Level 1
On your next melee attack with the Ashura, you gain a +4 bonus on your first attack roll.
Retort, Charge Level 2
You enter a state of of waiting, and the first sucessful melee attack on you in range of your Ashura gets counterattacked, and if your attack is sucessful, it is automatically treated as a critical hit if applicable. If you take another action, this effect is dropped.
Dividing Slash, Charge Level 3
When you make your next melee attack, if sucessful, your opponent must make a fortitude save(DC=Damage dealt) or have thier current hit point total halved.
Quadra Slam, Charge Level 4
As a full round action, make 4 melee attacks against any targets in range, all at your highest attack bonus.
Empowerer, Charge Level 5
On your next melee attack, heal HP equal to damage you deal to the target. Additionally, if the target is a spellcaster, they must make a will save equal to the damage dealt, or lose one spell of thier highest level, and you gain that spell, and can cast it as if you were them in terms of caster level and DCs.
Stunning Strike, Charge Level 6
Your next melee attack may stun your foe. On the strike, they make a will save(DC=Damage Dealt), or become Stunned for rounds equal to the level of the Ashura.
Quadra Slice, Charge Level 7
As Quadra Slam, but your attacks are treated as touch attacks, as if you were under the effect of the spell Wraithstrike.
Death Cleave, Charge Level 8
You attempt to tear your foe literally in two with a single strike. On a sucessful melee strike, they must pass a fortitude save(DC=Damage Dealt) or be torn in two, killing them instantly.
--
Other LEWT:
Masterwork Breastplate
Ring of Protection +1
Randall Korton is a vicious man who does very many things that would sicken the common man. A cutthroat businessman, he will do anything and anything to make sure he gets his way- even threatening violence and delivering on those threats. A light crossbow he keeps in arm's reach at all times that he calls "The Security Policy" is evidence of this. If your deal goes too far in the way Korton doesn't want it to, he won't hesitate to use it.
Lv0: MW Light Crossbow.
Lv1: Quick Draw & Point Blank Shot: In the blink of an eye, you can have your Security Policy ready, and ready to put a bolt through a numbskull's... skull. Gain the benefits of Quick Draw and Point Blank Shot when using this Crossbow.
Lv2: Distracted Accuracy: Korton rarely doesn't have back up. If your target is in melee with someone, gain the benefits of the Precise Shot feat and an additional +1 to attack rolls in this situation.
Lv3: Bargaining Chip: Deals quickly go your way when you bring this into negotations. +5 Competence to Intimidate.
Lv4: Deadly Shot: Gain +1d6 sneak attack when conditions permit.
--
Mystics Quiver
A wizard's son direly wanted to become a mercenary, having been priased by his friends and teachers as an expert marksman. The fatherly wizard sadly accepted that his son would not follow in his footsteps, and fashioned him this quiver, in hopes that it's powers would protect his son and grant him sucesss. It seems the quiver had failed.
Lv0: Slotless Item. Does Nothing but hold arrows.
Lv1: Neverending Supply: There always seems to be arrows in this quiver. No matter how many you fire, no matter how many you take out, there seems to be always more. If you try to empty it out by pouring, the arrows inside stay in place. If removed from the quiver, the arrows continue to exist for a single minute, then fade from existance. These arrows are considered masterwork, and are considered magic for purposes of overcoming damage reduction(although they grant no bonus to damage.)
Lv2: Special Make: As many times per day equal to the current level of this item, you may roll d100% to gain an arrow made of a special material.
0-25: Steel
26-65: Cold Iron
66-85: Alchemical Silver
86-100: Adamanite
Lv3: Spell Shot: The arrows that come from this quiver have a special ability to guide ranged touch attack spells(Such as Orb of Fire or Scorching Ray) to thier target. Such spells used in this manner are considered empowered(on top of normal arrow damage). However, when used in this matter, the touch spell does not hit unless the arrow hits and deals damage(meaning it could normally hit the touch AC, but still miss due to AC modifiers such as armor). The spell cast on the arrows do not have to be your own, they can be from an allied character, if they are in consecutive initiative order with you.
Lv4: Pleasant Surprise: As many times per day equal to the current level of this item, you may roll a d100% to gain an arrow with a special magical quality.
0-10: Normal
11-20: +1 Enhancement
21-30: Keen
31-40: +2 Enhancement
41-50: Flaming
51-60: +3 Enhancement
61-70: Frost
71-80: +4 Enhancement
81-90: Shock
91-100: +5 Enhancement
Lv5: Right Back At Ya: The magical nature of these arrows enable a small bit of precognition. Once per day as an attack of oppurtunity, when you are the target of a ranged touch attack spell, you may fire an arrow at the spell, and if your attack roll beats theres, your arrow absorbs the spell and sends it back at the caster, inflicting them with thier own spell(if it hits thier normal AC), and leaving you unharmed.
--
Ashura
Ashura Blade
A sword made by the outcast Kojinese clan, the Ashura. Ashurans hold typical Kojinese values highly, but are the black sheep of the nation nonetheless. Ashurans, having no cities or lords to call thier own, commonly work as soldiers for hire in thier country's interior squabbles. They teach a very unique sword fighting style, one based on patience and tactical strikes. Thier calm resolve throws off thier opponents. This is one of the Blades that are given to one of the students upon completion of thier training.
Charge: Ashura techniques require concentration, moments of just waiting and observing your opponents. Charging is a move action, and each move action grants you one charge level. You retain charge for as long as you are actively in combat. When you use an Ashura technique, your charge level falls to 0, regardless of the technique you used. Activating a technique benefit is a standard action, unless it's part of a full attack action or otherwise noted.
Lv0: MW Katana(Bastard Sword)
Lv1: Focused Strike
Lv2: Retort
Lv3: Dividing Slash, +1 Katana
Lv4: Quadra Slam
Lv5: Empowerer, +2 Katana
Lv6: Stunning Strike
Lv7: Quadra Slice
Lv8: Death Cleave, +3 Katana
Focused Strike, Charge Level 1
On your next melee attack with the Ashura, you gain a +4 bonus on your first attack roll.
Retort, Charge Level 2
You enter a state of of waiting, and the first sucessful melee attack on you in range of your Ashura gets counterattacked, and if your attack is sucessful, it is automatically treated as a critical hit if applicable. If you take another action, this effect is dropped.
Dividing Slash, Charge Level 3
When you make your next melee attack, if sucessful, your opponent must make a fortitude save(DC=Damage dealt) or have thier current hit point total halved.
Quadra Slam, Charge Level 4
As a full round action, make 4 melee attacks against any targets in range, all at your highest attack bonus.
Empowerer, Charge Level 5
On your next melee attack, heal HP equal to damage you deal to the target. Additionally, if the target is a spellcaster, they must make a will save equal to the damage dealt, or lose one spell of thier highest level, and you gain that spell, and can cast it as if you were them in terms of caster level and DCs.
Stunning Strike, Charge Level 6
Your next melee attack may stun your foe. On the strike, they make a will save(DC=Damage Dealt), or become Stunned for rounds equal to the level of the Ashura.
Quadra Slice, Charge Level 7
As Quadra Slam, but your attacks are treated as touch attacks, as if you were under the effect of the spell Wraithstrike.
Death Cleave, Charge Level 8
You attempt to tear your foe literally in two with a single strike. On a sucessful melee strike, they must pass a fortitude save(DC=Damage Dealt) or be torn in two, killing them instantly.
--
Other LEWT:
Masterwork Breastplate
Ring of Protection +1