Thursday, 4 July 2019

Treasure: Horns

Treasure: Horns

The Dungeon Master's Guide for D&D 3.5 has a surprising number of magical horns. Let's convert them and get even more closer to finishing the wonderous items section.

NEW FORM MULTIPLIER FOR SORCERY ITEMS

Horn (x0.4)
DR 4 (-15%); SM-4 (-15%); can be stolen with a Quick Contest of DX (-30%).

NEW ITEMS
  
Greater Horn of Blasting

Greater Horn of Blasting – as an enchanted item (using Sorcery)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played (thus, the activation takes at least 2 seconds), it produces a cone of intense sonic vibrations that does 6d non-incendiary burning damage. Cones use special rules; see Area and Spreading Attacks (p. B413). Use Innate Attack (Breath) to hit. The cone has a maximum width of 6 yards at the effect’s maximum range of 10 yards. This effect has no 1/2D range. Targets stuck by this effect must make an HT roll, at -1 per 2 points of penetrating damage, or be deafened for (20 – HT) minutes, minimum 1 minute.
If a horn of blasting is used magically more than once in a given day, there is a chance per usage during that day that the device explodes, dealing 6d non-incendiary explosion burning damage. On the second use, the horn explodes on a 3d roll resulting in 6 or less. On the third use, the horn explodes on a 3d roll resulting in 9 or less. On the fourth use, the horn explodes on a 3d roll resulting in 12 or less. On the later uses, the horn explodes on a 3d roll resulting in 15 or less. Each use costs 1 FP.
Statistics: Burning Attack 6d (Cone 6, +110%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, x10, +15%; Limited Use, 1/day, Variant, -30%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Requires command word, -10%; Side Effect, Deafness, +70%; Takes Extra Time 1, -10%) [57]. Horn, x0.4; 23 EP.
            TL3 Price: 2 x ($150 + 23 x $320) = $15,020.
TL8 Price: 2 x ($3,000 + 23 x $1,180) = $60,280.

Greater Horn of Blasting – as a metatronic generator (using Pyramid 3-46)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played (thus, the activation takes at least 2 seconds), it produces a cone of intense sonic vibrations that does 6d non-incendiary burning damage. Cones use special rules; see Area and Spreading Attacks (p. B413). Use Innate Attack (Breath) to hit. The cone has a maximum width of 6 yards at the effect’s maximum range of 10 yards. This effect has no 1/2D range. Targets stuck by this effect must make an HT roll, at -1 per 2 points of penetrating damage, or be deafened for (20 – HT) minutes, minimum 1 minute.
If a horn of blasting is used magically more than once in a given day, there is a chance per usage during that day that the device explodes, dealing 6d non-incendiary explosion burning damage. On the second use, the horn explodes on a 3d roll resulting in 6 or less. On the third use, the horn explodes on a 3d roll resulting in 9 or less. On the fourth use, the horn explodes on a 3d roll resulting in 12 or less. On the later uses, the horn explodes on a 3d roll resulting in 15 or less. Each use costs 1 FP.
            Statistics: Burning Attack 6d (Apparatus, +0%; Cone 6, +110%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, x10, +15%; Limited Use, 1/day, Variant, -30%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Requires command word, -10%; Side Effect, Deafness, +70%; Takes Extra Time 1, -10%) [57].
            TL3 Cost: 2 x 57 x $125 = $14,250.
TL8 Cost: 2 x 57 x $2,500 = $285,000.

Horn of Blasting

Horn of Blasting – as an enchanted item (using Sorcery)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played (thus, the activation takes at least 2 seconds), it produces a cone of intense sonic vibrations that does 3d non-incendiary burning damage. Cones use special rules; see Area and Spreading Attacks (p. B413). Use Innate Attack (Breath) to hit. The cone has a maximum width of 6 yards at the effect’s maximum range of 10 yards. This effect has no 1/2D range. Targets stuck by this effect must make an HT roll, at -1 per 2 points of penetrating damage, or be deafened for (20 – HT) minutes, minimum 1 minute.
If a horn of blasting is used magically more than once in a given day, there is a chance per usage during that day that the device explodes, dealing 6d non-incendiary explosion burning damage. On the second use, the horn explodes on a 3d roll resulting in 6 or less. On the third use, the horn explodes on a 3d roll resulting in 9 or less. On the fourth use, the horn explodes on a 3d roll resulting in 12 or less. On the later uses, the horn explodes on a 3d roll resulting in 15 or less. Each use costs 1 FP.
Statistics: Burning Attack 3d (Cone 6, +110%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, x10, +15%; Limited Use, 1/day, Variant, -30%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Requires command word, -10%; Side Effect, Deafness, +70%; Takes Extra Time 1, -10%) [29]. Horn, x0.4; 12 EP.
            TL3 Price: 2 x ($70 + 12 x $320) = $7,820.
TL8 Price: 2 x ($1,400 + 12 x $1,180) = $31,120.

Horn of Blasting – as a metatronic generator (using Pyramid 3-46)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played (thus, the activation takes at least 2 seconds), it produces a cone of intense sonic vibrations that does 3d non-incendiary burning damage. Cones use special rules; see Area and Spreading Attacks (p. B413). Use Innate Attack (Breath) to hit. The cone has a maximum width of 6 yards at the effect’s maximum range of 10 yards. This effect has no 1/2D range. Targets stuck by this effect must make an HT roll, at -1 per 2 points of penetrating damage, or be deafened for (20 – HT) minutes, minimum 1 minute.
If a horn of blasting is used magically more than once in a given day, there is a chance per usage during that day that the device explodes, dealing 6d non-incendiary explosion burning damage. On the second use, the horn explodes on a 3d roll resulting in 6 or less. On the third use, the horn explodes on a 3d roll resulting in 9 or less. On the fourth use, the horn explodes on a 3d roll resulting in 12 or less. On the later uses, the horn explodes on a 3d roll resulting in 15 or less. Each use costs 1 FP.
            Statistics: Burning Attack 3d (Apparatus, +0%; Cone 6, +110%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, x10, +15%; Limited Use, 1/day, Variant, -30%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Requires command word, -10%; Side Effect, Deafness, +70%; Takes Extra Time 1, -10%) [29].
            TL3 Cost: 2 x 29 x $125 = $7,250.
TL8 Cost: 2 x 29 x $2,500 = $145,000.
  
Horn of Fog

Horn of Fog – as an enchanted item (using Sorcery)
This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an Fog Cloud spell. You may fill a four-yard-radius area around yourself with fog. This gives -4 to all vision rolls made through it. The fog drifts from the origin point with the wind. Each use lasts 10 seconds and costs 1 FP.
Statistics: Obscure Vision 4 (Area Effect, 4 yards, +50%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Magical, -10%; Persistent, +40%) [16]. Horn, x0.4; 7 EP.
            TL3 Price: 2 x ($50 + 7 x $320) = $4,580.
TL8 Price: 2 x ($1,000 + 7 x $1,180) = $18,520.

Horn of Fog – as a metatronic generator (using Pyramid 3-46)
This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an Fog Cloud spell. You may fill a four-yard-radius area around yourself with fog. This gives -4 to all vision rolls made through it. The fog drifts from the origin point with the wind. Each use lasts 10 seconds and costs 1 FP.
            Statistics: Obscure Vision 4 (Apparatus, +0%; Area Effect, 4 yards, +50%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Magical, -10%; Persistent, +40%) [16].
            TL3 Cost: 2 x 16 x $125 = $4,000.
TL8 Cost: 2 x 16 x $2,500 = $80,000.

Horn of Goodness/Evil

Horn of Goodness/Evil – as an enchanted item (using Sorcery)
This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner’s alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of Protection from Evil 2. If he is evil, then blowing the horn has the effect of Protection from Good 2. The horn can be blown once per day, and each use costs 1 FP.
Statistics: Protection from (Ethical Category) 2 (Limited Use, 1/day, -40%) [30]. Horn, Alignment-Based, x0.35; 11 EP.
 TL3 Price: 2 x ($70 + 11 x $320) = $7,180.
TL8 Price: 2 x ($1,400 + 11 x $1,180) = $28,760.

Horn of Goodness/Evil – as a metatronic generator (using Pyramid 3-46)
This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner’s alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of Protection from Evil. If he is evil, then blowing the horn has the effect of Protection from Good. The horn can be blown once per day, and each use costs 1 FP.
Statistics: Protection from (Ethical Category) 2 (Apparatus, +0%; Limited Use, 1/day, -40%) [30].
 TL3 Cost: 2 x 30 x $125 x 0,95 = $7,125.
TL8 Cost: 2 x 30 x $2,500 x 0,95 = $142,500.

Horn of the Tritons
                 
Horn of the Tritons – as an enchanted item (using Sorcery)
This device is a conch shell that can be blown once per day. Each use costs 1 FP. A horn of the tritons can perform any one of the following functions when blown.
- Calm the waves within 0,1 miles around the user. This decreases the penalty to actions that could be hindered by waves by 1. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows. To use this function successfully, the user must make a successful roll against the better of his Musical Instrument (Horn) or IQ. In this case, the waves remain calmed down until the user stops blowing the horn, up to 1 minute.
- Attract 1d+2 tiger sharks (1-3 on a die roll) (p. B457) or 1d+2 sea cats (4-6 on a die roll) if the character is in a body of water in which such creatures dwell. The creatures are friendly and obey, to the best of their ability, for 10 minutes the one who sounded the horn. The point cost of one such creature must be 75% of the user’s point total or lower.
- Cause aquatic creatures with IQ of 6 or lower that hear the horn to roll an immediate Fright Check. They get +1 per Fright Check after the first within 24 hours. The user can exclude any creatures from the effect.
Statistics: Ally (Sharks or sea cats; Built on 75%; Group Size 6; Constantly; Adjustable, Undersea Critters, Random, +40%; Conjured, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%; Maximum Duration, 10 minutes, -40%) [105] + Control Waves 1 (Limited Use, 1/day, -40%; Natural Phenomenon, +100%; Sorcery, -15%) [22 / 5 = 5] + Control Waves 2 (Does not increase the area, -50%; Limited Use, 1/day, -10%; Natural Phenomenon, +100%; Sorcery, -15%) [29 / 5 = 6] + Terror (Hearing; Accessibility, Only on aquatic creatures with IQ 6 or lower, -30%; Costs 1 FP, -5%; Limited Uses, 1/day, -40%; Magical, -10%; Selective Area, +20%) [8 / 5 = 2]. Horn, x0.4; 52 EP.
TL3 Price: 2 x ($1,500 + 52 x $320) = $36,280.
TL8 Price: 2 x ($30,000 + 52 x $1,180) = $182,720.

Horn of the Tritons – as a metatronic generator (using Pyramid 3-46)
This device is a conch shell that can be blown once per day. Each use costs 1 FP. A horn of the tritons can perform any one of the following functions when blown.
- Calm the waves within 0,1 miles around the user. This decreases the penalty to actions that could be hindered by waves by 1. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows. To use this function successfully, the user must make a successful roll against the better of his Musical Instrument (Horn) or IQ. In this case, the waves remain calmed down until the user stops blowing the horn, up to 1 minute.
- Attract 1d+2 tiger sharks (1-3 on a die roll) (p. B457) or 1d+2 sea cats (4-6 on a die roll) if the character is in a body of water in which such creatures dwell. The creatures are friendly and obey, to the best of their ability, for 10 minutes the one who sounded the horn. The point cost of one such creature must be 75% of the user’s point total or lower.
- Cause aquatic creatures with IQ of 6 or lower that hear the horn to roll an immediate Fright Check. They get +1 per Fright Check after the first within 24 hours. The user can exclude any creatures from the effect.
 Statistics: Ally (Sharks or sea cats; Built on 75%; Group Size 6; Constantly; Adjustable, Undersea Critters, Random, +40%; Apparatus, +0%; Conjured, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%; Maximum Duration, 10 minutes, -40%) [105] + Control Waves 1 (Apparatus, +0%; Limited Use, 1/day, -40%; Natural Phenomenon, +100%; Sorcery, -15%) [22 / 5 = 5] + Control Waves 2 (Apparatus, +0%; Does not increase the area, -50%; Limited Use, 1/day, -10%; Natural Phenomenon, +100%; Sorcery, -15%) [29 / 5 = 6] + Terror (Hearing; Accessibility, Only on aquatic creatures with IQ 6 or lower, -30%; Apparatus, +0%; Costs 1 FP, -5%; Limited Uses, 1/day, -40%; Magical, -10%; Selective Area, +20%) [8 / 5 = 2].
 TL3 Cost: 2 x 128 x $125 = $32,000.
TL8 Cost: 2 x 128 x $2,500 = $640,000.

Horn of Valhalla
                 
Horn of Valhalla – as an enchanted item (using Sorcery)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played (thus, the activation takes at least 2 seconds), it summons 1d+2 barbarians of Valhalla. The creatures are friendly and obey, to the best of their ability, for 10 minutes the one who sounded the horn. The point cost of one such creature must be 75% of the user’s point total or lower. Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the equipment described in their typical stat blocks. Each use costs 1 FP.
Statistics: Ally (Barbarians of Valhalla; Built on 75%; Group Size 6; Constantly; Conjured, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%; Maximum Duration, 10 minutes, -40%; Requires a command word, -10%; Takes Extra Time 1, -10%) [62]. Horn, x0.4; 25 EP.
TL3 Price: 2 x ($150 + 25 x $320) = $16,300.
TL8 Price: 2 x ($3,000 + 25 x $1,180) = $65,000.

Horn of Valhalla – as a metatronic generator (using Pyramid 3-46)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played (thus, the activation takes at least 2 seconds), it summons 1d+2 barbarians of Valhalla. The creatures are friendly and obey, to the best of their ability, for 10 minutes the one who sounded the horn. The point cost of one such creature must be 75% of the user’s point total or lower. Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the equipment described in their typical stat blocks. Each use costs 1 FP.
  Statistics: Ally (Barbarians of Valhalla; Built on 75%; Group Size 6; Constantly; Apparatus, +0%; Conjured, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%; Maximum Duration, 10 minutes, -40%; Requires a command word, -10%; Takes Extra Time 1, -10%) [62].
 TL3 Cost: 2 x 62 x $125 = $15,500.
TL8 Cost: 2 x 62 x $2,500 = $310,000.


NEW MONSTER

Barbarian of Valhalla

111 points
Attributes: ST+4 [40]; DX+2 [40]; HT+2 [20].
Secondary Characteristics: Will+1 [5]; Basic Move +1 [5].
Advantages: Combat Reflexes [15]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Automaton [-85]; Berserk (9) [-15]; Cannot Learn [-30]; No Sense of Smell/Taste [-5]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Features: Not Subject to Fatigue.
Racial Skills: Axe/Mace (A) DX+2 [8]; Brawling (E) DX+2 [4]; Shield (E) DX+2 [4].
Creature Type: Construct.

Typical Stats
ST:
14
HP:
14
Speed:
6
DX:
12
Will:
13
Move:
7
IQ:
10
Per:
12


HT:
12
FP:
N/A
SM:
+0
Dodge:
11
Parry:
Block:
12U
12
DR:
3 (arms and limbs)
Punch (14): thrust 1d crushing (KYOS: 1d+2 crushing), Reach C.
Axe (14): swing 2d+2 cutting, Reach 1.

                Traits: Automaton; Berserk (9); Cannot Learn; Combat Reflexes; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); No Sense of Smell/Taste; Reprogrammable; Social Stigma (Valuable Property); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vaccum Support; Wealth (Dead Broke).
Skills: Axe/Mace-14; Brawling-14; Shield-14.
Gear: Axe, small light shield (DB 1), heavy hardened leather (DR 3, torso, limbs).
Creature Type: Construct.


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