Saturday, 27 June 2020

Endjinn related magic items

Last day of Endjinn month, maybe I just ran out of classes to post :) Did i miss anything obvious? To finish it off the following items have appeared in my games or been created when I was building endjinn characters. Enjoy.

Bracers of expertise: these items are forged by arcane military orders and come in many forms. The most common is that of a leather forearm guard with intricately etched electrum banding on the outer facing. When both bracers in a set are worn the character benefits from a fighting style proficiency bonus as determined by the bracers. If they are already trained in the style they gain no additional benefit. Roll on the table below to determine the unique bonus of any bracers found. When two sets of four bracers are worn by a being with four arms they gain the relevant special fighting style proficiency as presented in BCK based on the combinations shown on the table below (they do not gain both styles). Value: 25,000gp (1st level permanent effect).

Fighting style provided
Roll 1d6
Style provided
1
Pole weapon
2
Missile weapon
3
Single weapon
4
Two weapons
5
Two-handed weapon
6
Weapon and shield

Four-armed fighting style bracer combinations
Multiarm fighting style
Bracer set required
Three weapon styles

1 small weapon & 2 shields
“Weapon and shield” x2
2 small weapons & 1 shield
“Single weapon” & “Weapon and shield”
3 small weapons
“Single weapon” & “Two weapons”
1 medium/large weapon & 1 shield
“Two-handed weapon” & “Weapon and shield”
Four Weapon Styles

1 small weapon & 3 shields
“Weapon and shield” x2
2 small weapons & 2 shields
“Weapon and shield” x2
3 small weapons & shield
“Two weapons” & “Weapon and shield”
4 small weapons
“Two weapons” x2
1 medium/large weapon & 2 shields
“Two-handed weapon” & “Weapon and shield”
1 md/lg. weapon, 1 small weapon, 1 shield
“Two-handed weapon” & “Weapon and shield”
2 medium/large weapons
“Two-handed weapon” x2

Radiant Plate Armor: this suit of +2 plate mail was originally created for use by the iron giants, but may be used by anyone capable of wearing plate armor. The armor itself is made of polished steel and has a unique chest construction with an emitter matrix of red zircon housed centrally on the chest. On command the user may emit scorching rays (as the spell) using their character level as the caster level. They may do this a number of times per day equal to the Endjinn mote level of their class plus one. For example, a brass courtier is built off Endjinn 1 and may use it twice per day, while a human may use it once. Value: 27,000gp (+2 enchantment, 2nd level spell 3/day - scorching ray; Variable use prices as three per day to favour use by people that benefit most).


Clockwork Alce: These mechanical artifacts are often remnants of the original boarding actions on the worldship. Similar to clockwork griffons, they are modelled after the wingless griffon, or Alce. Their bodies are made of steel, brass and electrum with intricate etching making them as much works of art as they are lethal mounts in battle. While an Alce can carry a bronze chevalier into battle it can strain under the load for extended durations, leading some chevaliers to only mount their steeds in battle. The clockwork design suffers none of this problem, though many endjinn still see them as heartless machines nonetheless. 

The Alce are a replica of the wingless griffon in every way and retain the creatures fast ground speed of 180'. It is a five hit dice construct that saves as a level 3 fighter and has an armor class of 4. It attacks with two claws and a bite (doing 1d4 and 1d6+1 damage respectively). It can carry two passengers with the rider operating the machines as they would a normal beast. The Alce weights 250 stone and can carry half that amount.

Forged by the creators many are hardened designs with more hit points than the standard template below, when found as treasure roll a d8 and grant hardening (optional rule in machinery to the max) equal to the dice roll if the roll is 5 or higher (the hit points are calculated as the dice roll, minimum four, times five hit dice).

The Alce can be build by a 3th level machinist at a +4 build penalty taking 29 days with a base construction cost of 21,875 gp.

Clockwork Alce
Hit dice: 5 (20 HP, save F3)
Armor class: 4
Move: 180’ (60’)
Weight: 250 st. (1.75 ton)
Carry: 180 st. (no passengers)
Attacks: 2 talons (1d4 damage), 1 bite (1d6+1 damage)
Cost (net abilities): 21,875 (** ###)
Positive abilities (total): Automaton immunities *, Increased AC +1, Increased move (ground +120’) *, Passengers (2) ##. (** ###)
Negative abilities (total): Ridden as animal -. (-)

Gloves of holding: these gloves come in many forms, from the military design of a soldier to the silk glove of a courtier. Their benefits vary between users, courtiers favour their discreet concealment of weapons held within while soldiers favour their ability to rapidly swap between weapons. Each glove may store one weapon of up to one stone in weight, the weapon is stored within a dimensional pocket until needed. The stored weapon may be recalled into an empty hand, or swapping weapons between hand and glove, without taking an action. Shields count as weapons for the purpose of storage, and only weapons may be stored in the gloves. While normally made in pairs, each glove counts as its own storage device. As such these items may be found in pairs or as a single glove. Value: 25,000gp per glove (1st level permanent effect - reduce weapon).

Chevalier's Estoc: these two handed swords have thin pointed blades without edges and are designed for rapid thrusting and armor defeating attacks. Estoc's are a common weapon used by all Endjinn, in particular the Bronze Chevaliers, though the enchanted versions are higly revered as Endjinn generally lack the ability to enchant them. Each sword is a +1 two handed sword that has no initiative penalty. Value: 30,000gp (+1 enchantment, 1st level permanent effect - speed of action).

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