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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