The Hammer of Malice was once wielded by Rothschild "the bloody" Ullesar. Rumored to have been constructed through clerical rituals in the name of Talos, it was presented as a gift to Rothschild for his prestige and rank amongst the order.
*Bleeding damage on strike *15% chance on strike of knocking target unconscious (save vs death)
Every time the wielder of this weapon is hit with a critical attack the weapon will want to strike back, so his/her next attack on the target that inflicted critical damage will have a 25% chance to be a critical hit. (a roll of 16-20 will be a critical hit)
Of course helmets revert critical hits to normal hits, so if you have a helmet equipped you won't be able to enjoy the benefit of the weapon.
It could be a +1 or +2 weapon, or with NO bonus to THAC0 but still considered a magical weapon. The 16-20 critical threat range will be a critical hit provided the attack beats the target's AC.
Also I'm all up for a modified version of a ' Dagger +1, Life-stealer':
On a natural 20 the target must save vs death or die instantly, his soul engulfed in the dagger itself. If the target had 10 or more HD/Lvls then the dagger's attack/damage bonus will climb to +2.
Then later it could climb to +3 when a 14 HD creature is slain and finally to +4 when it engulfs an 18 HD creature.
When you first aquire the life-stealer dagger it has a +1 bonus, meaning that the soul of a 6 or more HD creature already resides within the weapon.
Hippolyta’s Bow The bow wielded by the famed Queen of the Amazons, defender of female virtue. +1 Short Bow +1 vs males Not usable by males
(cursed) Cloak of the Undercellar The lascivious dens of the Undercellar attract many of unusual tastes who would prefer their identity remain secret. +2 AC bonus Not usable by females; gender changes upon equipping (I actually don't know what happens if a piece of EQ has both these two traits. Only males can equip it, but they cease to be males after they do so. Does it automatically un-equip?)
Shadow Shroud Designed by a thief who used his cloak as both shield and portable hiding place. Buckler +1 +15% to Hide in Shadows Not usable by Mage, Kensai
Spear of the Hunter Keeping a trap at arms' length makes it much easier to set them. Spear +1 +20% to Set Traps
(cursed) Cloak of the Nether Wind Tavern regular Gorm was known for his love of onions, garlic sausage, and fragrant cheeses. His drinking buddies presented this cloak to him as a way to counteract Gorm's gassy diet. AC +1 Charisma -2 Cast Zone of Free Air 2/day
Ten Foot Pole Everyone needs one of these. Quarterstaff +1 +15% to Find Traps
(Cursed) Staff of Tim What manner of man was Tim, who could summon up fire without flint or tinder? Quarterstaff +1 5% chance per hit of Fireball on target Usable only by Mage
Sword of Sparring It is a training weapon, designed for non-lethal use in practice battles for the soldiers of Amn. Short Sword +1 10% chance of Mass Cure on allies 5% chance of Mass Cure on enemies
The Great Diviner of Halruaa, King Zalathorm, in his younger days as an apprentice wizard, adventured beyond the mountain walls of his beloved country. In Calimshan, after following many predictions and divinations saying that he would be granted great wisdom if continued on his quest, discovered the veritable Djinni of the Lamp. On rubbing the lamp, the noble Djinni informed him that he had only one wish remaining to grant. Without hesitating the young Zalathorm, apprentice Diviner, asked to see further and farther into the darkness, so as to see what the future held. The Djinni granted this sword. Zalathorm walked away, solemnly and much wiser...
On succesful hit, casts the spell infravision on user.
@Hertz Dude! One at a time! Some great stuff! I think the sword of sparring is a tad overpowered... Could you limit it to just healing the user and mass heal the monsters?
Eleven foot pole- +2 Quarterstaff. To hit the things you wouldn't youch with a 10-foot pole...
Potent Black Brew- a potion that provides immunity to sleep, slow, Ray of Enfeeblement and Doom spells. Drink too many in a day and your character will find his or her hands shaking, become greatly agitated, and be unable to sleep when encamped for the night.
Sweetmeats of Enchantment- Giving these small dark treats to someone you love acts as a triple strength charm spell. After the charm wears off, the recipient becomes fascinated by the user.
Cologne of Manliness- a Few drops of this alchemical potion on the skin provides the user with +1 to Strength and Constitution and a +4 Bonus to Charisma. Can also be used by females.
I know of muskets and such from rules in 3e but not from 2e. May cause problems with the profiency table... i.e what profiency points would you use to use a gunpowdered weapon? sling as they use bullets?
@Zraenian@Anduin You mean the Starwheel pistols the Gondsmen came up with. In Forgotten Realms adventures, which was published on the heels of the end of the Time of Troubles, apparently the God Gond had manifested in Lantanna and had given the church the idea for smoke powder (aka gunpowder) and several new weapons based on early guns. Included were the Arquebus, the Blunderbuss, the Bombard (essentially a cannon), the Caviler (a less advanced arquebus) and several other smoke powder weapons. They were extremely rare unless you lived in Lantan, and only available through the church of Gond. The single-hand version was known as the Starwheel or Starwheel Pistol. These "Gonne"s were special. If you rolled maximum damage, you rolled the dice again and added the new total to the first roll. If you kept rolling maximums, you kept adding damage, so it could really add up, and theoretically, there was no limit.
The drawbacks were many. The weapons were heavy and took forever to load and fire, to the point that it took multiple rounds to reload. A bow might get off two shots a round. For a gonne, it might take 3 rounds to get off a single shot. Along with the fact that they were loud and smoke powder was just as scarce as the gonne was in the first place (not to mention hella expensive- The Gondsmen had a monopoly on it, and you can bet they kept the secret), and you can see why they were vanishingly rare.
On the legendary Isle of Evermeet, many magical weapons are forged. Moonblades are one of them, made with fell magic of the highest art and the elven swordsmiths greatest artifice. But even the greatest Wizards and Smiths need time to learn and hone their skills. Moon Minature Blades, or Moominblades as they became known vary wildly in power depending on the level of expertise of the creators. Many have a very low level of sentience that wishes to harm it's wielders enemies, but can only show this by vibrating gently when enemies are nearby. They also usually harness an element of power, they have sometimes been called Moomin Troll blades as the elemental power within them is very useful in despatching these dreaded monsters. This blade is richly decorated with Seal motifs, it appears to have been infused with the element of ice.
Dagger +1 +2D6 cold damage on hit.
Only usable by mage.
@Moomintroll What do you think? You needed a weapon naming after you...
@Anduin I think anyone who doesn't see this for the considered and intelligent work of creative storytelling that it undoubtedly is, would be a bally fool, a bally fool I say!
Next perhaps, Snorkmaiden's anklet, +1 to eyelashes.
@Smiling_imp Would these be darts? BIGGER darts obviously... Maybe create darts unusable by mages or thieves (save on creating a whole new weapon proficiency table) and have them cause double the damage of darts?
@jaxx86 You have just given me an awesome idea... Thank you!
@Smiling_imp Would these be darts? BIGGER darts obviously... Maybe create darts unusable by mages or thieves (save on creating a whole new weapon proficiency table) and have them cause double the damage of darts?
Hmm... I never thought of them as darts before, but that would be the best way to implement them.
How about a weapon that specifically for CHARNAME?
One that actually gets more powerful the higher leveled you are, and can be any weapon you have proficiency in (perhaps a choice to have it smithed for you). Similar to how Sarevok had his own unique sword.
And if you had it in your inventory when you send your character to BG2EE, it'll appear somewhere in the Dungeon in the same manner the Pantaloons did (maybe the genie will give it to you along with Sarevoks blade).
How about a weapon that specifically for CHARNAME?
Pretty good idea, like: Only if charname is Elf than add: Moonblade of Charname:] Or even better: when Xan dies moonblade choose charname for new master (if charname is elf):]
How about a weapon that specifically for CHARNAME?
Pretty good idea, like: Only if charname is Elf than add: Moonblade of Charname:] Or even better: when Xan dies moonblade choose charname for new master (if charname is elf):]
Comments
-Detect Alignment on-hit.
2d4+3
The Hammer of Malice was once wielded by Rothschild "the bloody" Ullesar.
Rumored to have been constructed through clerical rituals in the name of Talos, it was presented as a gift to Rothschild for his prestige and rank amongst the order.
*Bleeding damage on strike
*15% chance on strike of knocking target unconscious (save vs death)
(Must be of evil alignment)
http://www.youtube.com/watch?v=LqIkXA5NR8U
Every time the wielder of this weapon is hit with a critical attack the weapon will want to strike back, so his/her next attack on the target that inflicted critical damage will have a 25% chance to be a critical hit. (a roll of 16-20 will be a critical hit)
Of course helmets revert critical hits to normal hits, so if you have a helmet equipped you won't be able to enjoy the benefit of the weapon.
It could be a +1 or +2 weapon, or with NO bonus to THAC0 but still considered a magical weapon. The 16-20 critical threat range will be a critical hit provided the attack beats the target's AC.
On a natural 20 the target must save vs death or die instantly, his soul engulfed in the dagger itself. If the target had 10 or more HD/Lvls then the dagger's attack/damage bonus will climb to +2.
Then later it could climb to +3 when a 14 HD creature is slain and finally to +4 when it engulfs an 18 HD creature.
When you first aquire the life-stealer dagger it has a +1 bonus, meaning that the soul of a 6 or more HD creature already resides within the weapon.
The bow wielded by the famed Queen of the Amazons, defender of female virtue.
+1 Short Bow
+1 vs males
Not usable by males
(cursed) Cloak of the Undercellar
The lascivious dens of the Undercellar attract many of unusual tastes who would prefer their identity remain secret.
+2 AC bonus
Not usable by females; gender changes upon equipping
(I actually don't know what happens if a piece of EQ has both these two traits. Only males can equip it, but they cease to be males after they do so. Does it automatically un-equip?)
Shadow Shroud
Designed by a thief who used his cloak as both shield and portable hiding place.
Buckler +1
+15% to Hide in Shadows
Not usable by Mage, Kensai
Spear of the Hunter
Keeping a trap at arms' length makes it much easier to set them.
Spear +1
+20% to Set Traps
(cursed) Cloak of the Nether Wind
Tavern regular Gorm was known for his love of onions, garlic sausage, and fragrant cheeses. His drinking buddies presented this cloak to him as a way to counteract Gorm's gassy diet.
AC +1
Charisma -2
Cast Zone of Free Air 2/day
Ten Foot Pole
Everyone needs one of these.
Quarterstaff +1
+15% to Find Traps
(Cursed) Staff of Tim
What manner of man was Tim, who could summon up fire without flint or tinder?
Quarterstaff +1
5% chance per hit of Fireball on target
Usable only by Mage
Sword of Sparring
It is a training weapon, designed for non-lethal use in practice battles for the soldiers of Amn.
Short Sword +1
10% chance of Mass Cure on allies
5% chance of Mass Cure on enemies
Sword of Vision
The Great Diviner of Halruaa, King Zalathorm, in his younger days as an apprentice wizard, adventured beyond the mountain walls of his beloved country. In Calimshan, after following many predictions and divinations saying that he would be granted great wisdom if continued on his quest, discovered the veritable Djinni of the Lamp. On rubbing the lamp, the noble Djinni informed him that he had only one wish remaining to grant. Without hesitating the young Zalathorm, apprentice Diviner, asked to see further and farther into the darkness, so as to see what the future held. The Djinni granted this sword. Zalathorm walked away, solemnly and much wiser...
On succesful hit, casts the spell infravision on user.
LOL!
Potent Black Brew- a potion that provides immunity to sleep, slow, Ray of Enfeeblement and Doom spells. Drink too many in a day and your character will find his or her hands shaking, become greatly agitated, and be unable to sleep when encamped for the night.
Sweetmeats of Enchantment- Giving these small dark treats to someone you love acts as a triple strength charm spell. After the charm wears off, the recipient becomes fascinated by the user.
Cologne of Manliness- a Few drops of this alchemical potion on the skin provides the user with +1 to Strength and Constitution and a +4 Bonus to Charisma. Can also be used by females.
IIRC they were in the old 2e rules somewhere, and not to far fetched from the settings.
The drawbacks were many. The weapons were heavy and took forever to load and fire, to the point that it took multiple rounds to reload. A bow might get off two shots a round. For a gonne, it might take 3 rounds to get off a single shot. Along with the fact that they were loud and smoke powder was just as scarce as the gonne was in the first place (not to mention hella expensive- The Gondsmen had a monopoly on it, and you can bet they kept the secret), and you can see why they were vanishingly rare.
Two Handed, +2 to Thac0, +2 to damage.
If you miss, the sword self destructs and your opponent kicks your ass.
On the legendary Isle of Evermeet, many magical weapons are forged. Moonblades are one of them, made with fell magic of the highest art and the elven swordsmiths greatest artifice. But even the greatest Wizards and Smiths need time to learn and hone their skills. Moon Minature Blades, or Moominblades as they became known vary wildly in power depending on the level of expertise of the creators. Many have a very low level of sentience that wishes to harm it's wielders enemies, but can only show this by vibrating gently when enemies are nearby. They also usually harness an element of power, they have sometimes been called Moomin Troll blades as the elemental power within them is very useful in despatching these dreaded monsters. This blade is richly decorated with Seal motifs, it appears to have been infused with the element of ice.
Dagger +1 +2D6 cold damage on hit.
Only usable by mage.
@Moomintroll What do you think? You needed a weapon naming after you...
Next perhaps, Snorkmaiden's anklet, +1 to eyelashes.
dmg 4-13
spd 1
lbs 3
THACO +3, cast Dispel Magic twice/day
Disaffected Moonblade
dmg 4-11
spd 5
lbs 4
THACO +3, THACO +4 dmg +4 vs Elvenkind
Club +2, Petrifier
dmg 3-8
spd 4
lbs 3
THACO +2, 20% chance target is stunned for 2 rounds
@Smiling_imp Would these be darts? BIGGER darts obviously... Maybe create darts unusable by mages or thieves (save on creating a whole new weapon proficiency table) and have them cause double the damage of darts?
@jaxx86 You have just given me an awesome idea... Thank you!
One that actually gets more powerful the higher leveled you are, and can be any weapon you have proficiency in (perhaps a choice to have it smithed for you). Similar to how Sarevok had his own unique sword.
And if you had it in your inventory when you send your character to BG2EE, it'll appear somewhere in the Dungeon in the same manner the Pantaloons did (maybe the genie will give it to you along with Sarevoks blade).
Or even better: when Xan dies moonblade choose charname for new master (if charname is elf):]
I remember there being an Atlatl from 1st edition AD&D, which is basically a leverage tool for launching large darts/arrows or spears by hand.