Sunday, November 30, 2008

Gladiator's Net

These nets are used to capture men or animals in gladiatorial arenas and in the wild. The nets are large enough to ensnare one large or smaller creature, and do so with the help of many small hooks and weights attached to the net. A strong tether is attached to the net, and the thrower holds it to prevent the ensnared creature from escaping.

Attacking with the net is a range 3 Dexterity vs. Reflex attack. A hit indicates that you have initiated a grab against the target. This works as a normal grab except that the target can move, just not farther away from you. As normal for a grab, an Acrobatics vs Reflex or an Athletics vs. Fortitude attack is used to escape.

Once the net has been thrown, it takes two move actions to reel it back in and prepare it to be thrown again.

Weapon Prof. Damage Range Price Weight Group Properties
Net +0 special 3 25 g 5 lbs none reload 2 move

Tuesday, November 18, 2008

Helm of the Beast


Helm of the Beast - Level 13
Worn by the barbarians of the Kitel Wood, this helm's sharpened jaws have left their mark on many a warrior.
Item slot: head 17,000 gold
Power - (Encounter): Minor action. Make a bite attack with Strength vs AC for 1d6 + strength damage.

Monday, November 10, 2008

Daren Riverboat

These small, flat-bottomed boats ply the waters of the River Daren. This design has been used for generations to move goods and people from Lake Abernath and the Middle Kingdoms all the way to the Soral Sea. They are propelled by small square sails, or poled or rowed along. They can navigate calm sea waters, but in stormy weather are easily overwhelmed, and so tend to sail close to shore when leaving the rivers.


Daren Riverboat
Gargantuan vehicle
HP 150 Space 4 squares by 9 squares Cost 2,5000 gp
AC 3; Fortitude 20, Reflex 2
Speed swim 5

Pilot
The pilot may stand or sit at the stern of the Daren Riverboat and operate the rudder.

Crew
In addition to the pilot, a Daren Riverboat requires a crew of three, all of whom use a standard action each round to control the ship.
Reduce the ship’s speed by 2 squares for each missing crew member. At swim speed 0, the ship sails out of control.

Load
Twenty Medium creatures; one ton of cargo.

Out of Control
An out-of-control Daren Riverboat moves forward at half speed. At the
DM’s discretion, it can move in the same direction as a strong wind at up to full speed.

Sails
At the DM’s discretion, a Daren Riverboat can take a penalty or bonus to its speed of –4 to +4, depending on the strength and direction of the wind.

Saturday, November 8, 2008

Duergar Berzerker Armor

Level 8+
Made by the craftiest, deepest dwarves, this armor was often given as a gift to their "friends", with the promise that wearing it would make them invincible in battle. The armor grants the wearer great strength and speed, but to do so it makes them insensible to pain. As a result, those who wear it often receive mortal wounds without knowing it and die of them.

Lvl 8 +1 3,400 gp
Lvl 13 +2 17,000 gp
Lvl 18 +3 85,000 gp
Lvl 23 +4 425,000 gp
Lvl 28 +5 2,125,000 gp

Armor: hide, chain, scale, plate
Enhancement: AC, Dexterity & Strength

Property: The player does not keep track of their own hit points while wearing the armor, instead the DM does. In addition, whenever the player wishes to use a healing surge, they must make a saving throw. Success indicates that they can, failure indicates that they instead attack the nearest enemy (via charge etc.)

Cursed: Removing the armor from a living creature requires a Remove Affliction ritual with a penalty to the Heal check equal to the armor’s level.

Thursday, November 6, 2008

Baldrik Ostov, Death Knight

A knight in dirt-encrusted full armor steps forward and levels a glowing black blade at you. His black shield is emblazoned with a white sword and a diagonal red stripe, faded with age and numerous gashes. He raises the visor of his helm to reveal a fleshless skull for a face, with red pits for eyes. He swings his sword and a wave of screaming, lurid green hell-flame sweeps forth.

Baldrik Ostov was once the head of the Knights of the Crimson Sash, an order who served the Duke of Oleander in the time before the fall of Soguer. When the capitol fell and the lords of Soguer's provinces fell to warring for succession, Baldrik led the Duke's armies to many victories.

Eventually he went the way of all men and was struck down during a battle to subjugate one of the Duke's rebellious vassals. His body was brought back to the Duke's castle and interred there. This proved to be too great of a loss for Oleander to survive, and the majority of his vassals seceded over the next several years, leaving the Duchy as a tiny portion of it's former lands.

There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service. Now Baldrik rides the land as a horrible skeletal warrior doing the bidding of his evil master.

Baldrik in your game: Baldrik could make a great climactic encounter for a group of 11th level PCs. He could almost even be used as a solo monster against them. Alternatively, for a group of epic tier characters you could use a bunch of "Baldriks" as an encounter.


Statistics

Baldrik OstovLevel 15 Elite Fighter (Leader)
Medium natural humanoid (undead) XP 2400

Initiative +8 Senses Perception +9; Darkvision
HP 256; Bloodied 128; Healing Surge 64; Healing Surges: 2 see also power reference
AC 37; Fortitude 34, Reflex 26, Will 27
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 5
Action Points 1

Powers

Basic Melee ✦ At-Will ✦ Martial, Weapon
Bastard Sword +21 vs. AC; 1d10 + 5 and 5 necrotic

Cleave ✦ At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 6 and 5 necrotic damage, and an enemy adjacent to you takes 6 damage.

Anvil of Doom ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 2d10 + 6 and 5 necrotic damage, and the target is dazed until the end of your next turn.

Storm of Blows ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 7 and 5 necrotic damage.
Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.

Dragon's Fangs ✦ Daily ✦ Martial,Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: +21 vs. AC, two attacks against one target or one attack against each target
Hit: 3d10 + 6 and 5 necrotic damage.
Miss: Half damage

Unbreakable ✦ Encounter ✦ Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 6.

Last Ditch Evasion ✦ Daily ✦ Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you.
However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.

Marshal Undead
Aura 10; lower-level undead allies in the aura gain a +2 bonus to their attack rolls.

Soul Weapon ✦ Necrotic, Weapon
When attacking with its melee weapon, the death knight deals an additional 5 necrotic damage to its target.

Unholy Flames (standard; recharge 5,6) ✦ Fire, Necrotic
Close burst 2; +17 vs. Reflex; 6d8 + Constitution modifier necrotic and fire damage to living creatures; undead creatures within the burst (including the death knight) deal an extra 2d6 fire damage with melee attacks until the end of the death knight’s next turn.


Alignment Alignment Languages Common, Abyssal
Skills Athletics +18, Endurance +18, Intimidate +13
Str 22 (+13) Dex 12 (+8) Wis 14 (+9)
Con 13 (+8) Int 18 (+11) Cha 11 (+8)

Equipment: Warplate armor, Heavy Shield, Bastard Sword (soul weapon)