Mighty kingdoms dot a vast landscape filled with danger and treasure.
 
HomePortalCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 shop inventory

View previous topic View next topic Go down 
AuthorMessage
Jason

avatar

Posts : 1246
Join date : 2010-07-29

PostSubject: shop inventory    Sun 16 Feb 2014, 03:29

weapons:  http://www.d20srd.org/srd/equipment/weapons.htm#meleeandRangedWeapons
Armor: http://www.d20srd.org/srd/equipment/armor.htm

Any weapon can become masterwork and recieve +1 attack for 300 gold.

Any weapon can get a magical enchantment giving it +1 to att./def. for every +1 you get on a wepon it cost 1,000 GP (ex: +1 = 1,000 GP so +2 = 2,000 GP)

Any armor can get a magical enchantment giving it +1 AC for every +1 you get on an armor it cost 2,500 GP
(ex: +1 = 2,500 so +2 = 5,000 GP)

Weapon enchantments:
Axiomatic: weapon deals +2d6 against chaotic characters, and no damage against lawful characters. It also cannot be held by a chaotic character. (15,000 GP)

Lawful Bane: weapon deals +2d6 against lawful characters, and no damage against chaotic characters.  It also cannot be held by a lawful character. (15,000 GP)

Brilliant energy: weapon glows bright like a torch. (1,500 GP)

Dancing: Weapon fights on its own for 4 rounds before falling to the ground (10,000 GP)

Disruption: A bludgeoning weapon can kill any undead that doesn't pass a fortitude save of DC 14. (2,500 GP)

distance: can only be placed on a ranged weapon.  Doubles its' range. (1,000 GP)

Flaiming: weapon is covered in fire and deal +1d6 damage. (2,000 GP)

Flaiming burst: Weapon is covered in fire and deals +1d10 damage or +2d6 on a critical hit. (4,500 GP)

Keen: piercing and slashing weapons double their critical range this doesn't stack. (20,000 GP)

merciful: deals +1d6 damage but all damage is non-lethal this ability can be de-activated at weilders command. (10,000 GP)

seeking: ranged weapons cannot miss target. (25,000 GP)

Speed: allows you to make an extra attack with a weapon. (25,000 GP)

Vicious: weapon deals +2d6 against opponent and 1d6 to you. (2,500 GP)

Vorpal: Rolling a 20 on an attack roll with a slashing weapon decapitates your opponent. (50,000 GP)

wounding: when you hurt someone with this weapon it deals 1 constitution damage to them. (7,500 GP)

Spell tomes can be used to cast one spell for free by destroying the tome

Spell tomes:

create water: Creates 2 gallons of water/level (400 GP)

Cure minor wounds: Cure 1 point of damage (5 GP)

calm emotions: calms creatures (500 GP)

cure moderate wounds: cures 2d8 damage+1/level (1,000 GP)

Gentile repose: Preserve one corpse (50 GP)

make whole: repair an object (250 GP)

zone of truth: subjects with range cannot lie (600 GP)

contagion: target gets selected disease (1,500 GP)

create food and water: feeds 3 people or 1 horse/ level (1,200 GP)

cure serious wounds: cures 3d8 damage+1/ level (2,000 GP)

wind wall: wall deflects arrows, small creatures, and gases (350 GP)

cure critical wounds: cures 4d8 damage+1/ level (3,000 GP)

Death ward: Grants immunity to death spells and negative effects (5,000 GP)

Tongues: speak any language (125 GP)

Commune: God's answer one yes or No question/ level (7,500 GP)

restore dead: raises a person who died under 24 hours ago from the dead (25,000 GP)

Wall of stone: creates a wall of stone in any shape (1,500 GP)

word of recall: teleports you back to destined location (25,000 GP)

control weather control the weather (750 GP)

resurrection: bring dead body back to life (50,000 GP)

True resurrection: Brings person back to life without needing their remains (100,000 GP)
Back to top Go down
View user profile
 
shop inventory
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Ollivander's Wand Shop
» Coding Shop!
» The Tarkit Shop/House
» Shen's Graphix Shop
» TechnoSam's Avatar/Signature Shop

Permissions in this forum:You cannot reply to topics in this forum
Valaris  :: Shipton :: Slash N' Smash-
Jump to: