2011/12/07

Kongthf urf Weapon dump.

Proton Pack +2 1d10 damage 5/10 Protonic Technomogy, Anti-ghost
Proton sword, +2 1d8 Protonic, Heavy blade  Technology, Anti-ghost

Anti-ghost weapons deal full damage to insubstantial creatures.
 Protonic weapons as a catagory deals one die damage larger to undead creatures. 

Ghost trap
Close Blast 5 +6 vs Will
Target: Any bloodied insubstantial undead creatures in burst.
Target is stunned, immobilized, and can not teleport. (saves ends all)
3 failed saves: Target is imprisoned within the ghost trap. The ghost trap can not be used again until all things imprisoned are removed.
Paragon tier: +15 vs will 2 failed saves
epid tier: +i don't even know, first failed save. 

Pocket Knight: 

This small item combines the speed of a short sword, with the power of a long sword, as well has a built in shield for those travelling alone in dangerous ares, but can't afford the space or weight all these items would cost.

Short blade
+3 1d6 Heavy blade Technology, off hand, Defensive

Longblade 
+3 1d8 Heavy Blade Technology, defensive 

You can switch between long or short blade as a minor action, but must still follow normal handed rules. (this needs better wording)


Owlbear mace
 Owlbears are the combination of an owl, and a bear. there is no way you can combine those creatures without it being terrifying. it is a bear, with perfect night vision that can stare right into your very soul. you want some fucking mace to fight those fuckers off. And normal bear mace doesn't work. So get some owlbear mace. starting at the low low price of 4gp!


owlbearmace (heroic tier) +7 vs fort close blast 2: every creature in burst. target is dazed and blinded (save ends both)

New exotic Weapons!
One handed Range
Light Pistol +3 1d8 10/20 30gp 1lb Gun Load Free, Technology
Heavy Pistol +2 1d10 10/20 30gp 2lb Gun Load Free, Technology, High Crit, Versatile
Two handed Range
Light Rifle +3 1d12 20/40 30gp 4lb Gun Load Free, Technology
Heavy Rifle +2 2d6 20/40 30gp 5lb Gun Load Free, Technology, Brutal 1
Shotgun +2 3d4 5/10 25gp 6lb Gun Load Free, Technology, Brutal 1, High Crit.

Light Pistol holds 17 rounds in a magazine takes a move action to replace the magazine
Heavy Pistol holds 8 rounds in a magazine, takes move action to replace
Light Rifle holds 30 "
Heavy Rifle holds 20 "
Shotgun holds 6 "

Weapons with the technology keyword can only be used with basic attacks or with powers with the technology keyword

New Feat:
Gun Expertise
Requirement: most be proficient in at least 2 gun types.
Benefit: You can use weapons with the Technology keyword with powers with out the Technology keyword.
You add +1/+2/+3 to attacks using guns by tier.

Tech Expert
Requirement: Must be able to use two types of Technology weapons.
Benefit: You can use weapons with the Technology keyword with powers with out the Technology keyword. 

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