| Post/Author/DateTime | Post |
|---|---|
| Novacat09-05-06, 06:26 PM | 1. Bastardly Bastard Sword of Bastardness. It doesn't kill you; it kills your dad. Price: +5 bonus, because making it so expensive is a bastardly thing to do. 2. Katanatize. This enhancement changes any weapon to look like a katana. It still functions exactly like the normal weapon. Price: +500,000 gold, because I know the fanboys will still pay it. |
| HauptSin09-05-06, 06:39 PM | 3. Singing. Your weapon sings songs as it moves through the air. Can only be placed on a weapon that already has the Dancing property. Price: +1 bonus. |
| Joseph_Silver09-05-06, 06:39 PM | 4. Conscientious Objector - The weapon deals no damage. +0 gp 5. Pimped - This weapon is for ballers, fo shizzle. -4 enhancement penalty to attack and damage. +500,000 gp |
| Rulebook09-05-06, 09:23 PM | 6. Jell-o Burst: This weapon functions as a jell-o weapon, but when a critical hit is rolled it adds +xd10 extra damage. the weapon also overcomes DR as if it were tapioca. |
| boozerker09-05-06, 09:28 PM | 7. ..of Combat Balancing. On a successful attack, the weapon vanishes from your hand to reappear in opponent's hand (or conveniently sheathed if their hands are full). 8. Hammer of Plushiness. Hits like a nerf ball or wiffle bat. |
| HauptSin09-05-06, 09:37 PM | 9. Spinnaz. Adds a magical rotating wheel to the hilt of the weapon that always spins in the opposite direction of the weapon's movement. Any creature who looks at this and fails a Will save at a DC of 20 becomes distracted, and suffers a -1 penalty on all rolls and checks for 1 round. This save must be made every time a creature views the Spinnaz, but the penalty does not stack, even if a creature looks at it more than once in any given round. Price: +3 |
| Xavon_Wrentaile09-05-06, 10:05 PM | Anti-matter: Upon being removed from its sheath (specially designed), this weapon annihilates, doing 250d20 damage to everything within a 1000 mile radius. +7 equivalent. Humming: The sonic equivalent of light, this weapon constantly emits a low hum while unsheathed. Framing: On a successful hit, the target is set-up for a minor crime they did not commit. Framing Burst: As per framing, but on a successful critical the enemy is accused of a major crime instead of a minor one. |
| bondious09-05-06, 10:25 PM | Yeah, here's one...Mighty Cleaving! It always seemed silly to me. :rolleyes: Now, on a more SILLY side... 14) Sword of Mighty Cleavage: This +3 Keen Scimitar, often mistaken by scrying mages as having the "Mighty Cleaving" enchantment, may only be wielded by females; if held by a male he suffers 2 negative levels. These negative levels never result in actual level loss, but cannot be overcome in any way (including restoration spells) while the weapon is wielded. Furtharmore, the Sword of Mighty Cleavage acts as a -3 Scimitar of Cursed Backbiting, though a Remove Curse or similar spell is unnecessary to remove this sword from a male's possession. When used in combat by a female the wielder's body tingles with every hit, with no appreciable effect. When a critical hit is scored, however, the sword's side effects are immediately known...to the wielder and those around her. Upon confirmation of a critical hit the wielder's breasts begin to swell, increasing one size category (ie: one cup size). Along with this size increase comes a secondary, distracting effect on all males within view. Each time the critical hit is scored the males within view take a cumulative -1 penalty to hit and to AC against the Sword of Mighty Cleavage's wielder. This size increasing effect lasts for 1 hour. Blind males are unaffected while those with sight may attempt to avert their eyes (as per Gaze attack rules), and any concealment upon the wielder negates this effect as long as the concelment remains. Any creature that is either asexual or without a gender (golems, oozes, plants, etc) is immune to this effect, and females are completely unaffected...unless they're interested. ;) Moderate enchantment and transmutation; CL 10th; Craft Magic Arms and Armor, charm monster, keen edge; Price: PRICELESS! |
| anki09-06-06, 02:42 AM | 15.Pastry Chefs Malet-+2 warhammer,if hit succed on DC 20 fortitude save or be turned into a cookie...chocolate or nutty depends on the wielders choice. :cookie: |
| anki09-06-06, 03:35 AM | 16.Funky Smelling-It a free enchantment!Just toss the weapon in a cess pool or stick into a goblin at let it "marinade" for a while.If the weapon hits target it must make DC 14 save or be nauseated(sp?).And when ever the weapon is removed from it scabard everyone within 20 ft,including the wielder,must succeed on dc14 fort save or be nauseated also! |
| 1337Ninja09-06-06, 04:31 AM | Pac-Morphing: Once per day, at the wielder's command, a pac-morphing weapon can transform itself or its ammunition into Pacman as it strikes its target. This lasts one round. For the round it is active, all attacks made by the weapon are treated as having been made by a 36-HD duplicate of Pacman (see below for the rules for Pacman). Strong transmutation, CL 11th, Craft Magic Arms and Armour, Retro Geek (see below), summon monster V; Price: +3 bonus Pac-Summoning: Once per day, at the wielder's command, a pac-summoning weapon can summon a 36-HD duplicate of Pacman to aid its attacks. The Pacman appears next to its target and immediately attacks it. The Pacman summoned by this ability lasts for 1d6+1 rounds. Strong conjuration, CL 17th, Craft Magic Arms and Armour, Retro Geek, summon monster IX; Price: +5 bonus Pac-Horde: Once per day, at the wielder's command, a pac-horde weapon can summon 100 duplicates of Pacman, all with 36 HD, to attack one target. The Pacmen attack the target only, and last until the target or they are slain. Strong conjuration, CL 27th, Craft Magic Arms and Armour, Craft Epic Magic Arms and Armour, Retro Geek, Retro God (see below), summon monster IX; Price: +10 bonus New Feats Retro Geek Your life revolves around retro computer gaming. Benefit: You automatically know all information about any creature from a retro computer game, such as Pacman. You may also craft certain magic items that require your deep connection with retro games. Retro God (Epic) You have ascended beyond this mortal world and are now one with retro computer games. Prerequisites: Retro Geek, Knowledge (retro computer gaming) 21 ranks Benefit: You gain DR 15/modern gamers. Your type becomes Outsider (Native, Retro). Unlike other Outsiders, you can be resurrected freely. You may also craft certain epic magic items that require your one-ness with retro gaming. Pacman Medium Abberation (Retro) Hit Dice: 10d8+40 (85 hp) Initiative: +0 Speed: 30ft. (6 squares) Armour Class: 19 (+9 natural), touch 10, flat-footed 19 Base Attack/Grapple: +7/+22* Attack: Bite +11 melee (3d6+3) Full Attack: Bite +11 melee (3d6+3) Space/Reach: 5ft./5ft. Special Attacks: Ghost touch, improved grab, swallow whole Special Qualities: Vulnerability to incorporeals Saves: Fort +6, Ref +3, Will +7 Abilities: Str 17, Dex 10, Con 16, Int 10, Wis 10, Cha 10 Skills: Hide +13, Move Silently +13 Feats: Improved grapple (Bonus), weapon focus: bite, improved natural attack: bite (x2), ghost scarred (Bonus), improved toughness Environment: Ghost- and fruit- filled dungeons Organization: Unique Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 11-22 HD (Medium), 23-36 HD (Large) Level Adjustment: - A strange, yellow ball comes down the passage towards you. It has unblinking eyes and a mouth that opens and closes constantly. Pacman is a human-sized creature that lives off small dots and fruit. It was cursed by a powerful necromancer who caught it stealing from his orchard, and has since been plagued by ghosts wherever it goes. It is always ravenous, and will eat anything it comes across. COMBAT Pacman can dislocate its jaw in order to swallow extraordinarily large creatures, which it does whenever possible. It will mindlessly eat any creature it sees. Ghost Touch (Ex): Pacman's bite affects incorporeal creatures as if it was a ghost touch weapon. Improved Grab (Ex): To use this ability, Pacman must hit a creature at most one size larger than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in same round. If it wins the grapple check, it establishes a hold and swallows the creature, automatically dealing bite damage. Swallow Whole (Ex): Pacman can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from Pacman's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the Pacman's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Pacman's gullet can hold 1 Large, 4 Medium, 16 Small, or 64 Tiny or smaller creatures. Vulnerability to Incorporeals: Pacman suffers an extra 3d6 damage whenever it is struck by an incorporeal creature's incorporeal touch attack. *Pacman has a +8 racial bonus on Grapple checks. |
| Bulletproof_Condom09-06-06, 04:46 AM | Fatalist: A weapon with this enchantment functions as a bane weapon when used against the weilder. Wet: A wet weapon is continually sheathed in a thin film of water. On each sucessful hit, the weapon deals no additional damage, but get the victim's clothes wet. Watery Burst: In addition to functioning as a wet weapon, a watery burst weapon soaks the clothes of the victim and any creatures within a 5-ft. radius burst on a successful critical hit. This includes you, soaky. Nerf: A nerf weapon deals no actual damage under any circumstances. Also, you look really silly holding it. |
| Nylkran09-06-06, 04:54 AM | I think we are on 20. 20. ...of Slickness: Weapon become coated in magical Grease, (as the grease spell), because of the slickness that this causes, the weapon cannot be disarmed, or sundered. (Since any blow that hits the weapon is greatly reduced due to the absolute lack of friction). In fact the weapon cannot be grapple, or wielded since it has the friction coeficient of of a fish. +6 350.000Gp, (Because althoughthe weapon cannot be wileded anything that meakes it immune Sunder or Disarm is pretty powerfull). |
| boozerker09-06-06, 05:56 AM | Watery Burst: In addition to functioning as a wet weapon, a watery burst weapon soaks the clothes of the victim and any creatures within a 5-ft. radius burst on a successful critical hit. This includes you, soaky.. 21. Water Balloon. Your weapon acts like a balloon filled with water, and bursts on impact. Nerf: A nerf weapon deals no actual damage under any circumstances. Also, you look really silly holding it. But you could throw it for a pass. :D |
| anki09-06-06, 08:43 AM | 22.... Of Healing-Instead of damagin your opponets this enchantment heal them instead.For every point of damage you deal it i converted into positive energy healing. The practical use of a Maul of Healing: pc1:argh...can't...breath...life,fading. ..fast... pc2:don't worry pc1,let me help (pulls out maul of healing) WHACK! pc1:thanks pc2!that smack on head was just what i needed! |
| Quotzle09-06-06, 10:39 AM | 27(actually): Katana of seppuku-The weilder may use this +1 bastard sword to perform a coup de grace as a standard action on self only. |
| The WarOverlord09-06-06, 12:17 PM | Ring of the Winds Like the Ring of the 4 winds wearing the ring will cause a slight but noticable breeze around the wearer which tightens to protect the wearer from gases and all projectile weapons. There is 50% in the heat of battle that this particular ring will give the wearer really loud flatulence (farts) that will go off 1) anytime hit 2) any time trying to attack someone 3) any time suddenly moving. 4) Anytime doing anything strenuous (like trying to lift a Large rock) As this ring is made from a Gnomish sense of Humor, if any Gnomes are around the wearer they must save v.s. Concentraton or start to giggle every time the wearer farts. Gnomes that handle the ring have a high chance of knowing it is a "cursed" item. It should be noted that all that smell the "winds" effect must save if effected by the "Stinking cloud Spell' and the "wind" can be smelled up to 20' radius and that the gas isn't magical itself, but is more of a choking stench so magic resistant creatures must roll as is not magic resistant unless the creature in question has no respiratory system |
| boozerker09-06-06, 01:08 PM | 29. Dwarven Reflection. When looking at your sword's blade, staring back is a dwarven version of yourself. If you're already a dwarf, it shows you a lot shorter. 30. Ant Power. When wielding it, you have the might of an itty bitty ant. Thus you drop the weapon. |
| bondious09-06-06, 02:00 PM | Hey 1337Ninja! I really like your Pac-Man inspired silly weapons. That's one of my all time favorite games. Hmmm...I wonder if I qualify for that Retro Geek feat. :thinks: |
| Illithid_Tentacles09-07-06, 02:55 PM | 31: Kabong. When striking an enemy, the weapon loudly cries "KABONG!" Only placeable on a weapon that deals bludgeoning damage. Price: +1 bonus. |
| Defensor_Vindex09-07-06, 09:38 PM | 32. ... of the ghetto- the user immediately becomes a rogue with 10 ranks in sleight of hand. + 100 gee pee |
| ornitholestes09-07-06, 10:10 PM | 33.) Peasant's Bane - When this +1 scythe is used against character's with 1 or more level in the common class, its effective enhancement bonus becomes +5 in addition, on a sucessful hit it causes 2D6 constitution damage. Enhancement Bonus +5 because there are a lot of commoner's out there. . . |
| Arkan_Shadesfire09-07-06, 10:40 PM | 34) ...of poor losing. This weapon functons as a +5 Brilliant energy ghost touch weapon. Whenever you miss in combat with this weapon, it begins loudly complaining and accusing the opponent it missed of "cheating", forcing all within earshot (including the wielder) to make a DC 20 will save or break off combat and leave in disgust. This is a sonic, mind-affecting effect. If the wielder of a weapon of poor losing ever fails their will save against the weapon's effect, they must make another will save at DC 20 (+5 per previous activation of the effect) or drop the weapon before walking off. |
| The_One_True_Boris09-08-06, 03:10 AM | 35)....of Pun-Pun. Immediately causes all trolls within 100 ft. of the character to stop what they were doing and attack the wielder. The wielder also takes a -5 penalty on Charisma checks involving users that do not frequent the CO boards. On users that frequent the CO boards, the weapon provides a +5 bonus on Charisma checks. |
| Grey_Mage09-08-06, 06:19 AM | 36: Of rubber.... the weapons damage die is reduced by two sizes and deals nonlethal damage only in addition to a -5 on all attack rolls. On the upside, weight is decreased by 50%. +2 enhancement that may be added to any weapon. |
| sTuMpY09-08-06, 06:24 AM | sword of herpeas (cant spell) did something silly that involved a fort save |
| Bulletproof_Condom09-08-06, 07:01 AM | Sword of Her Peas - Teleports a can, bowl, or pile of peas from a random female chef's pantry and flings it at your opponent as a standard action. |
| HaikenEdge09-08-06, 09:00 AM | Pretty sure we're on 39 39. Perfect Cooking: When a weapon with this ability slays a living creature, it immediately cooks and seasons it to perfection, although it may be prepared in the methods of any cultural cuisine. The creature can be eaten as a meal, although a single creature could never completely eat something of its own size. +1 bonus. Faint Conjuration. Heroes' Feast. 40. Enlightenment: This ability can only be placed on a weapon that deals blungeoning damage. When a weapon with the ability strikes a creature, it gains a +4 bonus to Knowledge (philosophy) checks made until the end of its next turn. On a critical hit, this bonus increases to +20, although the victim must make a Fortitude save against the damage dealt or fall unconscious for 1d4 minutes. +3 bonus. Medium Divination. Moment of Prescience. |
| boozerker09-08-06, 01:08 PM | 41. .. of earshot. Your weapon can't damage opponent unless the sound of it striking is heard by another creature (besides opponent or you) 42. ..of Metagaming. When wielded against an enemy, a multitude of stats line the weapon in rune-like fashion, detailing its random damage, crit range, size, damage type, etc. 40. Enlightenment: This ability can only be placed on a weapon that deals blungeoning damage. When a weapon with the ability strikes a creature, it gains a +4 bonus to Knowledge (philosophy) checks made until the end of its next turn. On a critical hit, this bonus increases to +20, although the victim must make a Fortitude save against the damage dealt or fall unconscious for 1d4 minutes. +3 bonus. Medium Divination. Moment of Prescience. Could make it that it only works if the wielding creature bonks its own head with the weapon :D |
| The_One_True_Boris09-08-06, 06:22 PM | 43...of manicuring. Works as a vorpal sword, but instead of lopping off the enemies head, it neatly trims their fingernails. 39. Perfect Cooking: When a weapon with this ability slays a living creature, it immediately cooks and seasons it to perfection, although it may be prepared in the methods of any cultural cuisine. The creature can be eaten as a meal, although a single creature could never completely eat something of its own size. +1 bonus. Faint Conjuration. Heroes' Feast. When you think about it, this one is more useful than a lot of the weapons in the DMG. |
| bondious09-08-06, 06:32 PM | 39. Perfect Cooking: When a weapon with this ability slays a living creature, it immediately cooks and seasons it to perfection, although it may be prepared in the methods of any cultural cuisine. The creature can be eaten as a meal, although a single creature could never completely eat something of its own size. +1 bonus. Faint Conjuration. Heroes' Feast When you think about it, this one is more useful than a lot of the weapons in the DMG. Mmmmmm...."Roast Goblin", anyone? There's PLENTY to go around! :P |
| Thomar_of_Uointer09-08-06, 06:51 PM | 44) of Froth Froth Upon command, a froth weapon is sheathed in bubbly foam. The foam does not harm the wielder. The effect remains until another command is given. A froth weapon makes a loud fizzy sound on a successful hit. Bows, crossbows, and slings so crafted bestow the foam upon their ammunition. Faint evocation; CL 5th; Craft Magic Arms and Armor, prestidigitation; Price +500 gp. |
| boozerker09-08-06, 11:38 PM | 43...of manicuring. Works as a vorpal sword, but instead of lopping off the enemies head, it neatly trims their fingernails.:rofl: |
| HaikenEdge09-09-06, 10:22 AM | Could make it that it only works if the wielding creature bonks its own head with the weapon :D Not really. I got the idea from Zen, where, in one school, the master would smack the disciple any time the disciple asked a question. On occasion, it led to enlightenment. 44. Spitboxer: On command, a weapon with this ability starts up an excellent beatbox, performing as if it had a number of ranks in Perform (beatbox) equal to 10 + its other enchantments. However, on a second command, the weapon will begin to spit some really, really horrible rap, filled with over-used cliches and wack punchlines, not to mention choppy flow and dead delivery. All listening to the rap must make a Will save (DC 15) or attempt to sunder the damn thing. Activating either command is a free action, keyed by some phrase like "Drop me a beat, dawg", "C'mon, spit somethin' ill" or "Spit that dope 'ish, mang!" +3 Bonus. Mild Illusion. Magic Mouth. Crafter must have 10 ranks in Perform (beatbox), but 0 ranks in Perform (lyricism) 45. Peer-to-Peer: As a standard action, a weapon with this ability begins to copy an enchantment on any other weapon that also has this ability, as long as it's within 60 feet. Copying the enchantment takes a total of 10d10 hours (minor Peer-to-Peer), 5d10 hours (medium Peer-to-Peer), or 10d6 minutes (greater Peer-to-Peer). Although you can interrupt the copying process at any time, resuming the copying process takes another standard action and the time required to complete copying is equal to the amount of time spent copying subtracted from the amount of time required to copy the ability. Once the ability is completely copied, the +10 (minor Peer-to-Peer), +20 (medium Peer-to-Peer) or +30 (greater Peer-to-Peer). Power Leech. Epic CL. 46. Kung-Foolery: A weapon with this ability rarely hits its intended target; in fact, your intended target always gains a +20 bonus to Armor Class against your attack. However, any opponent you attack is so distracted in performing some flashing, acrobatic maneuver that he suffers a -2 penalty to Armor Class against all other attacks until the beginning of your next turn. Likewise, you gain a +20 bonus to Armor Class against attacks made by that opponent for attacks made against you until the beginning of your next turn, but you suffer a -2 penalty to Armor Class against all other attacks; you too engage in Kung-Foolery of some sort. This armor-class affecting ability is negated if both you and the opponent you attack are wielding weapons with this ability. On a critical hit, a weapon creates an theatrically exciting sound and some illusionary Kanji script naming the attack that appear vertically next to you; this Kanji will always translate into some extra-long, generally meaningless name such as "Cherry Blossom Slicer", "Blue Fire Piercing Blow" or "Mike Tyson's Wild Bite". This Kanji lasts 1 round or until your next attack. +2 bonus. True Strike, Silent Image, Ghost Sound. |
| ToxicWiz09-09-06, 11:29 AM | 47. Unknown This weapon keeps changing it's mind. each day, it randomly chooses a new martial weapon to be. no amount of magical scrying can tell what it acutally is. only five of these exist, or maybe they were the same one, no one can tell. 48. ...Of the gullible The wielder believes this weapon to be the best weapon in the world. any d20 rolls made while wielding the weapon are halved. (eg, 20 becomes a 10). the wielder hears his weapon mentioned as '... of the mighty.' instead of it's acutal name 49. ticking tis weapon occasionally ticks, or tocks. a small dial on the hilt is covered in numbers and with two small hands. any attempts to discover what the hilt does are fruitless. 50. ... of shin-ness The wielder is relives the day after he aquires the blade over and over, until the blade is thrown into orcus's right shin. the wielder is even ressurected with no level loss each day until the shin is finally struck. when it is, the weapon reappears where the wielder first found it. |
| savant_warlord1309-09-06, 06:42 PM | Yeah, here's one...Mighty Cleaving! It always seemed silly to me. :rolleyes: Now, on a more SILLY side... 14) Sword of Mighty Cleavage: This +3 Keen Scimitar, often mistaken by scrying mages as having the "Mighty Cleaving" enchantment, may only be wielded by females; if held by a male he suffers 2 negative levels. These negative levels never result in actual level loss, but cannot be overcome in any way (including restoration spells) while the weapon is wielded. Furtharmore, the Sword of Mighty Cleavage acts as a -3 Scimitar of Cursed Backbiting, though a Remove Curse or similar spell is unnecessary to remove this sword from a male's possession. When used in combat by a female the wielder's body tingles with every hit, with no appreciable effect. When a critical hit is scored, however, the sword's side effects are immediately known...to the wielder and those around her. Upon confirmation of a critical hit the wielder's breasts begin to swell, increasing one size category (ie: one cup size). Along with this size increase comes a secondary, distracting effect on all males within view. Each time the critical hit is scored the males within view take a cumulative -1 penalty to hit and to AC against the Sword of Mighty Cleavage's wielder. This size increasing effect lasts for 1 hour. Blind males are unaffected while those with sight may attempt to avert their eyes (as per Gaze attack rules), and any concealment upon the wielder negates this effect as long as the concelment remains. Any creature that is either asexual or without a gender (golems, oozes, plants, etc) is immune to this effect, and females are completely unaffected...unless they're interested. ;) Moderate enchantment and transmutation; CL 10th; Craft Magic Arms and Armor, charm monster, keen edge; Price: PRICELESS! Wow. Incentive to make a gay character. |
| savant_warlord1309-09-06, 06:46 PM | 27(actually): Katana of seppuku-The weilder may use this +1 bastard sword to perform a coup de grace as a standard action on self only. Actually, the wakizashi was used for sepuku, not the katana. |
| savant_warlord1309-09-06, 06:49 PM | 51 Mind strike- on a critical hit, this weapon deals 1d2 points of intelligence damage, due to you hitting the opponent upside the head. Bludgeoning only. |
| Xavon_Wrentaile09-09-06, 11:37 PM | of Glue: This weapon gives you a +4 to avoid being disarmed. Of course, you must also make a Str check (DC 18) to let go of it. In addition, any time an opponent is hit, that opponent must make a Fort save (DC 22) or be stuck to the weapon. |
| boozerker09-10-06, 12:44 AM | 45. Peer-to-Peer: As a standard action, a weapon with this ability begins to copy an enchantment on any other weapon that also has this ability, as long as it's within 60 feet... That's pretty good. Reminds me of its cousin below. 53. ..of Download. Has a mouse that pops out of its pommel, and you poke its nose with a finger. You hear a low screeching sound, buzzing and one of its eye shows an hourglass and the other a small arrow pointer moving about. It can copy any enchantment on the globe, but unlike Peer-to-Peer, its wielder must first get permission from the enchantment's original creator. (However, it's memory size can only spare room for one cantrip at a time) 54. ..of Non-existance. No one knows the weapon exists, not even you. |
| Jinnai09-10-06, 01:13 AM | 55. of Pacifism: You will never feel like ever using this weapon, even if your life, or someone you cared about, depended on it. You also must make a Will save of DC50 to use any other weapon you have in your possion (this includes natural weapons). |
| HaikenEdge09-10-06, 09:17 AM | 56. Sure Striking: Every time a weapon with this ability is used, the weapon itself must make a Will saving throw (DC 50). On a failed save, the weapon immediately complains about being used, asking for reimbursement, improved work conditions and longer breaks. Unless the wielder of the weapon accepts at least two of the three conditions mentioned, the weapon ceases function, dealing no damage and forcing a -4 penalty on attacks it is used for. 57. Violent Klutz: A weapon with this ability likes to fight and grants an additional +4 bonus to attacks. Unfortunately, it's not particularly good at it, and any attempts to disarm or trip a person with a weapon with this ability in hand is always automatically successful and does not require an opposed check. +2 bonus. Rage class ability |
| savant_warlord1309-10-06, 11:28 AM | of Glue: This weapon gives you a +4 to avoid being disarmed. Of course, you must also make a Str check (DC 18) to let go of it. In addition, any time an opponent is hit, that opponent must make a Fort save (DC 22) or be stuck to the weapon. That would be a reflex save, there is a precedent. |
| MageWeasel09-10-06, 11:55 AM | 58. Photography Using this weapon in a surprise attack will create a snapshot of your opponents face as you strike them. Once per day, you may send postcards to all your friends depicting the stupid look on the opponent:eek: |
| Alpha_Moose09-10-06, 02:25 PM | 59. Sword of the Depressed Construct: this +1 longsword causes anyone who weilds it to sink into a deep depression (no save). They feel that life is worthless and won't bother to fight or even defend themselves. The weilder is immune to Tasha's hideous laughter, bardic music, and anything that tries to inspire them or give them a moral bonus. Anyone trying to inspire them in any why must make a will save (DC 15) or become depressed themselves. As a free action the weilder of the weapon can attempt to depress any creature with an int. score of 3 or more and speaks the same language. The creature must make a will save (DC 15) or feel that life is worthless and leave the battle. If they fail by 10 or more the creature attempts to kill themselves. This is a mind-compulsion effect that even works on creatures immune to such effects. (anyone guess where I got the idea?) |
| The_One_True_Boris09-10-06, 03:57 PM | 60)...of anything you can do, I can do better. Any time you swing this weapon at an opponent, it freezes in mid-air (as an immovable rod) and swings you at the enemy instead. It shares your Strength score and BAB. You deal damage as an improvised weapon of your size. |
| SolkaTruesilver09-10-06, 05:40 PM | :cheer: 59. Sword of the Depressed Construct: this +1 longsword causes anyone who weilds it to sink into a deep depression (no save). They feel that life is worthless and won't bother to fight or even defend themselves. The weilder is immune to Tasha's hideous laughter, bardic music, and anything that tries to inspire them or give them a moral bonus. Anyone trying to inspire them in any why must make a will save (DC 15) or become depressed themselves. As a free action the weilder of the weapon can attempt to depress any creature with an int. score of 3 or more and speaks the same language. The creature must make a will save (DC 15) or feel that life is worthless and leave the battle. If they fail by 10 or more the creature attempts to kill themselves. This is a mind-compulsion effect that even works on creatures immune to such effects. (anyone guess where I got the idea?) :teach: Our favorite depressed robot, who lived 4 times the lifepan of the Universe, who has the brain the size of a planet and is being asked to OPEN A DOOR. Who convinced a ship he interfaced with to commit suicide. I give you: MARVIN! |
| Kiklio09-10-06, 06:12 PM | 61) Disarming: On the roll of a Natural 20, a disarming weapon lets out a loud guffaw and promptly removes 1d4 limbs from its target. Limbs include arms, legs, wings, feelers, tentacles, pseudopods, cilia, eyestalks, abnormally long noses, servo-arms, grafted weapons, and (especially) male genitalia. These wounds immediately fountain blood, ichor, etc. at a tremendous rate, producing a grease effect in the target's square(s). Against creatures with none of the limbs specified, a roll of a Natural 20 treats that creature's body as one big limb and cuts it in twain, granting the afflicted a good size bonus to AC. |
| Secrets Untold09-10-06, 07:08 PM | 61) Disarming: On the roll of a Natural 20, a disarming weapon lets out a loud guffaw and promptly removes 1d4 limbs from its target. Limbs include arms, legs, wings, feelers, tentacles, pseudopods, cilia, eyestalks, abnormally long noses, servo-arms, grafted weapons, and (especially) male genitalia. These wounds immediately fountain , ichor, etc. at a tremendous rate, producing a grease effect in the target's square(s). Against creatures with none of the limbs specified, a roll of a Natural 20 treats that creature's body as one big limb and cuts it in twain, granting the afflicted a good size bonus to AC. It should be Dis-arming with a hyphen or ly Painful Dismemberment (Run, Men, Run!) Good job! |
| The_One_True_Boris09-10-06, 07:49 PM | Remember, Kiklio, this is a silly weapon thread. 62)...of St. Nick. This weapon is continuously glamered to appear as a candy cane (Jesus stick to some). Upon speaking the command word, the wielder is transformed into a jolly, fat man in a red suit, as per the polymorph spell. |
| Master_Ares09-10-06, 08:18 PM | 63. of Seismic Activity: May only be applied to Bludgeoning Weapons: A weapon with the Seismic Activity enhancement may attack the ground as a standard action, creating an earthquake rating how much damage the weapon dealt on the reichter scale. |
| cog_and_taz09-11-06, 01:35 AM | 59. Sword of the Depressed Construct: this +1 longsword causes anyone who weilds it to sink into a deep depression (no save). They feel that life is worthless and won't bother to fight or even defend themselves. The weilder is immune to Tasha's hideous laughter, bardic music, and anything that tries to inspire them or give them a moral bonus. Anyone trying to inspire them in any why must make a will save (DC 15) or become depressed themselves. As a free action the weilder of the weapon can attempt to depress any creature with an int. score of 3 or more and speaks the same language. The creature must make a will save (DC 15) or feel that life is worthless and leave the battle. If they fail by 10 or more the creature attempts to kill themselves. This is a mind-compulsion effect that even works on creatures immune to such effects. (anyone guess where I got the idea?) I love marvin! |
| Steidas09-11-06, 02:02 AM | 64. ... of Reasoning: On a natural roll of 20, the hit creature goes into a thinking position for as much days as damage it was dealt. On a roll of 1, the wielder suffers this effect. During such time, the victim is absolutely helpless. After that time, the afflicted creature raises from it's reasoning and obtains a +2 Insight Bonus on Int, Wis and Cha, and on all attack rolls, saves and skill checks made in as much days as it was in it's state of reasoning. Price: +2 Bonus 65. ... of Yellow Jamming time: Upon a natural roll of 20, both the wielder and the hit creature turn into giant aniamted bananas and dance and sing a horrid song. Creatures at least a mile nearby must make a Will save Vs Damage Inflicted or are affected as by a "Frenzied Berserker" rage, directed at both individuals. Price: +0 Bonus |
| Arvagor09-11-06, 02:30 AM | 66. Squeaky: A squeaky weapon is the bane of all dogs. When a squeaky weapon strikes a creature, any dogs or dog-like creatures (including wolves, hyenas, gnolls, hound archons, shadow mastiffs, etc.) within 30 feet of the wielder must succeed on a DC 13 Will save, or be distracted from whatever it is doing by the squeaky noise the weapon makes. The dog proceeds directly to the wielder, whereupon it will wait in an adjacent square for the wielder to throw the weapon. Successfully retrieving and returning a thrown squeaky weapon allows the dog another save at the same DC, as does striking the dog with a rolled up scroll. A squeaky weapon must be a bludgeoning or slashing weapon. Faint illusion; CL 5th; Craft Magic Arms and Armor, ghost sound; Price +1 bonus. |
| boozerker09-11-06, 03:38 AM | 67. Cloud Sculpter. When swung against an opponent, one cloud in the sky that resembles anything changes its shape, or if it's unshaped, it gains a recognizable shape for 1d4 minutes. 68. of Metagaming (#2). Whenever you swing this weapon, your DM grabs three dice and rolls (from behind the DM screen) towards your PC's miniature on the game table. If your miniature gets hit and falls, your PC reflects this, and is knocked to the new position in-game and remains prone for one round. |
| ninthlife09-11-06, 04:10 AM | 69.Original MTV pimp my Shuriken: This Shuriken is surrounded by strange horrible blue neon lights. It's got a PlayStation2+ X-box on it with 5 main screen on its front,a 2.300.000 mega decibel stereo (wich could never be switched off) and a swimming-pool. Ninjas owning it may seem a little bit overweighted. |
| The_One_True_Boris09-11-06, 04:37 AM | 70)...of couture. This weapon is more fashionable than the norm. It also speaks with a silly french accent. |
| HaikenEdge09-11-06, 09:25 AM | 71. Complementary Condiments: When a weapon with this ability scores a critical hit, it coats the victim with a mixture of bacon bits, chutney and sauerkraut. These condiments are extremely delicious, making this enhancement a perfect complement to the Perfect Cooking ability. +1 bonus. Sustenance 72. Blinking: When a weapon with this ability is used to attack, there is a 10% chance that it will blink out of existence at the moment of impact, dealing no damage. Moreover, the wielder of the weapon blinks 60 times a second; this causes a strobe effect, forcing a -4 penalty to Armor Class, attacks, checks and saves; this also forces an additional -8 penalty on all Spot and Search checks. |
| dragonseth09-11-06, 09:35 AM | Shocking: When this weapon is drawn, all within 30 feet gasp in horror. They take a -2 penalty on attack rolls and AC versus the wielder of the Shocking weapon for 1 round. |
| kintire09-11-06, 10:08 AM | 74. ... of Disintegration. Usually a ranged weapon, especially crossbows. When this weapon is used, it disintegrates. |
| HauptSin09-11-06, 11:35 AM | 75: Handicapping. When this weapon strikes any creature with arms, the creature suffers 1d6+(Cha Bonus) points of damage to his Golf Handicap. Price: +1. In a Golf-Oriented adventure, increase this to +3. |
| Patrick Draken-Korin09-11-06, 01:07 PM | 76. "brilliant" energy; the weapon appears and fucntions as a briliant energy weapon. The weapon is intelligent with 50 int/wis/cha, can both read the wielder's mind speak all languages, and has a very pessimistic personality. It never forces ego saves except to make the wielder keep the weapon. Whenever the wielder uses the weapon it knows the wielders intentions and loudly explains why that particular action is doomed to failure; this grants a +5 insight bonus as well as a +5 morale bonus to AC and all attacks, saves, and checks for opponents within earshot of the weapon. On a critical hit the weapon shouts out that the chances of survival for the wielder have increased from some 10,000,000:1 all the way to 2,200,000:1 (or another appropriate value), doubleing the morale and insight bonuses for 1 round. Should the wielder ever attempt to use the weapon for any action other than combat, the weapon will scream with outrage over the improper use and deride it's wielder, loudly, for 1d6+1 hours afterward. A "brilliant" energy weapon automatically dispells any silence effect within 100ft, without needing to make a check. cost; +3 77. rusting gripe; the weapon appears normal for it's type, but the first time it criticals the metal components of the weapon rust away to nothing. The wielder must make a DC 20 will save or gripe about the loss of the weapon for 2d6 minutes, preventing any meaningful conversation or vocal spell components. Metal weapons only. 78. frightful prescience; the wielder of the weapon gains a +2 insight bonus on AC, attacks, damage, and saves and the wielder may also see frightening glimses of the future. The wielder must make a DC 35 will save or be shaken; fail by 10 or more, and the wielder is frightened rather than shaken, fail by 20 or more and the wielder is panicked rather than frightened or shaken. The fear effect lasts until the wielder's next turn. Creatures that are immune to fear effects or mind-affecting effects can't recieve the insight bonuses. cost; +1 79. fragile; the weapon's hardness is reduced by 20 (to a minimum of 0), hit points are reduced to 1, and if the weapon criticals it is destroyed. cost; +0 80. fragile strike; the weapon's hardness is reduced by 20 (to a minimum of 0), hit points are reduced to 1, and if the weapon criticals it deals 3d10 extra damage and is destroyed. identified as a fragile weapon. cost; +1 81. beer seeking; only ranged weapon can have this ability. the weapon veers towards the largest source of alcohol within 1 mile; a +20 insanity bonus is added to the attack, and all concealment and cover less than total cover is negated. Upon striking the target, the wielder is immediately intoxicated and remains in that state for 2d6 hours, and then suffers a hangover for another 1d4 hours. |
| boozerker09-11-06, 04:27 PM | 82. Self-Targetting. The weapon only attacks itself and if enough damage is done, becomes sundered. The act of it bending quickly and striking itself forces you to make an opposed roll against becoming disarmed. 74. ... of Disintegration. Usually a ranged weapon, especially crossbows. When this weapon is used, it disintegrates. LOL |
| shift24409-12-06, 01:23 AM | Bow of Scintillating Shots This +5 Longbow enchants any arrow it fires (magic or mundane) into a scintillating bolt of energy radiating in vibrant ever shifting hues of colours. The bolt deals no damage but explodes on impact into a 10ft (+10ft per +1 arrow enchantment) sphere of colours, washing over all within the area. The different colours have no effect except look pretty. Greatest Immovable Rod This rod is the result of an unknown Wizard attempting at creating an Immovable Rod that works even within antimagic areas. The success is an extremely amazing feat (that cannot be replicated in game by any means) and magic is so powerful that it somehow sustains indefinately and cannot be supressed by Dispell Magic, Antimagic Field, Disjunction or similar arcane or divine effects. The rod can be found in a dilapidated tower in any easily accessible location in the campaign world. It cannot be moved nor its effects be stopped by any means, not even the command word etched on its surface, and to this day remains stubbornly immobile atop the crumbled remains of the lab table where upon it was made. Silent Strings This beautiful harp produces no sound and casts Silence, no save allowed, on its user when ever it's played. The effect last for the remainder of the round. Wielder's Bane This enchantment can be made on any weapon and grants the wielder a bonus to attack rolls equal to his/her total AC when attack him/her-self. It simply acts as a +1 weapon against any other target. No more ridiculously high AC that you cannot hit yourself without getting a 20 on that die anymore! Twist of Fate This enchantment can be placed on any weapon. Powerful magic twists luck and the fate of universe. The weapon grants the mechanical effect such that a 1 rolled on an attack roll is now considered a 20. It effectively grants auto-hit and threatens a critical. The twist of fate reverses the fortune however, and a roll of 20 is now effectively a 1, causing an auto-miss (and fumble if your group plays it). The other attack roll results are not affected/altered in any manner by this enchantment. |
| boozerker09-12-06, 05:05 AM | 88. ..of Spanking. Negates the called shot penalty but only against the opponent's butt, granting a -20 penalty when attacking with lethal force. |
| HauptSin09-12-06, 10:03 AM | 89: Made in China. When stored anywhere, this weapon takes a Full Round action to draw. The Quick Draw feat lessens this to a Move Action. When scoring a critical hit with this weapon, 1/2 of the base damage dealt to the target is also dealt to the weapon, ignoring its Hardness. This is a weapon Quality akin to Masterwork, not a magical enchantment. Price: 1/2 of the price the same weapon would cost wherever it is that you live. |
| savant_warlord1309-12-06, 06:50 PM | 61) Disarming: On the roll of a Natural 20, a disarming weapon lets out a loud guffaw and promptly removes 1d4 limbs from its target. Limbs include arms, legs, wings, feelers, tentacles, pseudopods, cilia, eyestalks, abnormally long noses, servo-arms, grafted weapons, and (especially) male genitalia. These wounds immediately fountain blood, ichor, etc. at a tremendous rate, producing a grease effect in the target's square(s). Against creatures with none of the limbs specified, a roll of a Natural 20 treats that creature's body as one big limb and cuts it in twain, granting the afflicted a good size bonus to AC. Well, at least we are one step closer to knowing the stats for Excalibur. |
| boozerker09-12-06, 07:31 PM | 90. ..of Wiping. After doing #2, use your weapon to clean up and it takes just one wipe (no more fingers breaking through a leaf) 91. Stain Master. Leaves a permanent stain on whatever clothes it touches. 92. ..of Cutlery. Whenever you eat, this sword bounces out and cuts your food into smaller portions, even if you eat with your hands. |
| stevetom09-12-06, 10:24 PM | 22.... Of Healing-Instead of damagin your opponets this enchantment heal them instead.For every point of damage you deal it i converted into positive energy healing. The practical use of a Maul of Healing: pc1:argh...can't...breath...life,fading. ..fast... pc2:don't worry pc1,let me help (pulls out maul of healing) WHACK! pc1:thanks pc2!that smack on head was just what i needed! hehe, thats a great idea! im so using this, cept i think ill make the weapon deal full lethal damage on a critical :cool: put that on a keen scythe! |
| DeathXI09-16-06, 12:44 PM | 4. Conscientious Objector - The weapon deals no damage. +0 gp Say hello to School (and child) training swords. |
| darkhellion2110-03-06, 05:58 PM | 93) ...of Raw Sewage- this weapon, which imposes a -2 CHA penalty due to its strange foul stench, will require a DC 16 Fortitude save with a successful hit in order to avoid 1d6 rounds of vomiting and nausea. ;) |
| boozerker10-03-06, 09:19 PM | 94. ..of Bedtime Stories. Each night, it lulls you to sleep with your favorite book (provided you have one). 95. ..of Metagaming (#3). Whenever you pick up your character sheet, the weapon trips your PC. |
| Haruspex10-04-06, 05:15 AM | 96. .. of Air Guitar. Everytime you successfully hit an opponent, you must pass a Will save (DC 20) or play air guitar for the whole of your next turn. If you roll a 1 on the save, you instead air guitar the ending of November Rain, which lasts fourteen turns. Two-handed or one-handed weapons only. |
| Snargash MoonClaw10-04-06, 10:06 AM | 97 Miranda Upon a successful hit the weapon immediately recites your opponents civil rights (in most municipalities this takes as much time as a free action. . .) Upon any subsequent successful hits to the same opponent it shouts, "Do you understand the rights I've just explained to you?" 98 Carmen Miranda Upon a successful called shot to the head, opponent's head immediately acquires a fruit-basket hat, replacing any previous headgear. |
| TeediousPrime10-04-06, 12:36 PM | 99. ...of Python Deals a -50 to intelligence upon a successful hit. Forces the target to ignore any damage it recieves, regardless of lethality. Target must make a successful will save or become possessed of the unshakable belief that he is winning and cannot be defeated. 100. Naming Burst Gives the wielder the ability to rename any character or monster it hits. 101. ...of Eulogy Weapon will deliver a touching speech upon the death of any target it has slain. 102. ...of Diplomacy Any target struck by this weapon who fails the will save will instantly understand the reasoning and idealogy of the wielder and will immediately switch sides. |
| yrogerg10-04-06, 02:01 PM | 22.... Of Healing-Instead of damagin your opponets this enchantment heal them instead.For every point of damage you deal it i converted into positive energy healing. The practical use of a Maul of Healing: pc1:argh...can't...breath...life,fading. ..fast... pc2:don't worry pc1,let me help (pulls out maul of healing) WHACK! pc1:thanks pc2!that smack on head was just what i needed! Or, for another example, a Healing Shiv (http://www.nuklearpower.com/daily.php?date=050723) |
| TeediousPrime10-05-06, 08:44 AM | Or, for another example, a Healing Shiv (http://www.nuklearpower.com/daily.php?date=050723) The gods work in mysterious ways. |
| Arameas10-08-06, 07:17 PM | 103. ... of mobile phone. Only available to small items such as daggers, this enchantment adds an annoying ring tone to the item that goes of on every successful hit. The user must then 'answer' the weapon within 1 round or all enemies will immediately target them. 104. ...Of anime. Any weapon blessed with this enchantment turns both the wielder and the opponent of a successful critical into anime characters. Attacks are now based on how loud they can shout the name of the move they are doing (and the longer the name the better) and all attacks must be done by jumping into the air for a climatic clash. |
| Napoleon_the_Clown10-08-06, 11:42 PM | 105. Whip of goosing. On a successfull hit, the tip will wrap around, even gaining increased length if needed, and pinch the bottom of the target. If the target is female and the wielder is male, there is a 10% chance of criminal charges being filed and the weilder being added to the sex offenders database. |
| Save-vs-DM10-10-06, 05:44 AM | Dirty Dancing: Anyone wielding a dirty dancing weapon immediately has their clothing converted into a sweat shirt, spandex pants, and a headband. You emmit copious amounts of sweat and cause teenage girls to swoon. +2 bonus; Otto's Irresistable Dance PG-Rated: Wounds created by a PG-Rated weapon never create actual wounds, nor do they spill blood. Opponents "slain" by a PG-Rated weapon are only "stunned" when reduced to negative hit points. +500 gp. Vice-Presidential: Only a ranged weapon can be created as a Vice-Presidential weapon. A weapon with this special quality grants a +20 insight bonus to attack rolls, but only when used to target your allies. +1 bonus; feeblemind, true strike. All I got. Save vs DM |
| Digression10-10-06, 11:48 AM | 109. "Fo' shizzle my <weapon type>" This weapon functions as a normal weapon of its type, with a +2 enhancement. A "Fo' shizzle my" weapon requires the wielder to speak in the equivalent of "Ghetto l33t", saying such inane things as "my nizzle" and "ridin' dirty". You also must acquire something shiny in your teeth and pretend it looks good. The weapon must also be held sideways, in an awkward position to function correctly. If all these requirements aren't met, it functions as a -2 weapon of its type. Every day in possession of this weapon, the wielder has a 40% chance of being stopped and questioned by a law officer. 80% of the time, the law officer will call for 2d4 officers as backup. +2 Enhancement cost. 110. "Necklace of my nizzle" This necklace appears as a mundane gold necklace until it is worn. Upon wearing it, the necklace appears to multiply into anywhere from 10-15 separate gold necklaces with sparkling gems set in them. One holds a large pocketwatch with the protective faceplate removed. Also, this necklace grants the use of the Leadership feat if the wearer does not have it, but provides a +6 bonus to the person's leadership score if they are in possession of the feat already. Immediately upon wearing the item, the wearer begins to attract "homies" that will follow most of what the wearer says. They all appear wearing a color that you favor, however, they can only be communicated with if the wearer can speak the language "Ebonics". This includes such words as "toof" and "Busta". 12,000 GP. 111. Bling <weapon type> This weapon shines and sparkles with all kinds of light, and functions as a torch whenever not covered up, regardless of any other light sources. Should there be other light in the vicinity, the weapon enhances that light and reflects it back. If only a torch is around, the weapon acts as a torch effective to 40 feet. If in bright sunlight, anyone whom looks at the weapon (including the wielder) is blinded unless a DC 20 reflex save is made. This blindness lasts 2d4 rounds. The base item must be made entirely of a pure precious metal such as gold, silver, or platinum. This weapon functions as a +1 weapon, but has a -10 to damage, and all damage it deals is doubled and applied to the weapon itself, due to soft metals. +2 Enhancement cost. |
| HauptSin10-10-06, 12:01 PM | 112) Antibacterial: Kills 99.9% of germs on contact. Price: +1s99c |
| Magetastic10-10-06, 01:11 PM | 113) Over Killery this weapon completly overkills mashing your enemy into a blody pulp multiple times when the enemy is brought between 0 and -9 you may make a le coup de grace on him as a free action anyone watching this gruesome overkill must make a fortitude save DC (20) or be sicked and a will save DC (20) or be shaked. Also this weapon deals an additonal 1d6 points of damage of its damage type. +4 enhancement |
| Quixotico10-10-06, 02:00 PM | 114) ________ of Body Swapping. This weapon, ordinary in all other regards, is cursed. On a succesful critical hit with the weapon, the weilder polymorphs into the weapon. The weapon transforms into the person previously transformed into it. The newly polymorphed weilder must now wait for a poor sap to pick him or her up and score a critical hit before being released. If the weapon is destroyed by any means, sucks to be the person polymorphed into it. 115) ________ of Denial. This weapon, when moved in anticipation of causing harm to any creature, will lock in place, as if it were an immovable rod. No amount of strength will move it. When the weilder lets go or stops attemtping to harm a creature, the weapon freely moves again. 116) Shield of Cowardice. When a character weilding this shield is missed by an attack, but would have been hit if the attack had been a touch attack, the shield rolls a D20. On a 13 or better, the shield ducks and twists to avoid the attack, putting the weilder in harm's way as it uses him or her as a shield. |
| Mysticaloctopus10-10-06, 03:49 PM | 117: ... Of MS Windows: This weapon uses a special d20 to hit, with 18 sides numbered "1", one side numbered "act randomly" and one labelled "It looks like you're attacking an enemy... " On attempting to use more than one attack in a round, the user is frozen in stasis for 1d% rounds and then on a roll of 100 is also reborn and must live their life again. Cost: All your money, ever, plus possibly being sued by the creator wizard, Billiardus the Gatemaster. 118: ... Of Telephone Directory (In the U.K., most directory enquiries numbers start with 118-something). By pointing this at a monster, you can pay 5gp to have its name, favoured habitat and phone number appear written on your sword. 119: ... Of Mac OS An all-round brilliant weapon, but sadly only damaged 5% of normal monsters. Acts a +5 throwing returning keen vorpal on those 5% it can hit. Applying the Windows upgrade makes it work on 80% of monsters, but only as a -2 backbiter weapon. Cost: Well, less than a Windows weapon. 120: ... Of Linux (Distro Subtype) An amazing weapon, really powerful and adaptable. Only downside is that in order to use it, you must be a level 100 Geeky DungeonMaster, and you may as well just delete someone's character instead. Choose, each round, a total of +15 enhancement for it. 121: ... Of Extreme Leetness A Leet weapon convinces the user they have Mad Skills. The user becomes a level 1 commoner who speaks only undercommon and Yo Momma, has -4 ranks in everything and a BAB of negative more than the enemy's AC. The wielder also beleives they are level 20 in every class, and acts in a suitable way, except for paladin "Because it is teh suck, shifts one one". Upon being slain, the User reappears, fully healed and one level lower, and begins verbally abusing their killer. 122: Shield Only ... Shield of Great Cleavage Usually coming in pairs, theses shields look like large busts. They can be used for shield bash attacks, but deal squishiness damage, and give a +20 to perform [Lara Croft Impersonation] checks. They also give a -4 distraction penalty to users and attackers alike you find them arousing. 123: Fake Burberry (special weapon / armor material) A Fake Burberry weapon or armor acts as a -2 device of its type. It also counts as being Unholy / Profane for overcoming DR. It gives a +6 charisma checks to communicate with Chavs (though translation must be done my stronger magics), and deals 1d4 wisdom damage on any striking or being struck by it, just through feeling mentally dirty for being close to a chav. A Bling Weapon with this enchantment gains a further -4, but functions as a Rod of Chav Rulership, right up until they try to steal it from you. |
| supernerd891610-10-06, 04:32 PM | 124) of critical failure: This +1 weapon acts as a normal weapon of its type, but on a roll of natural 1, a wall of fire spreads out, surrounding everyone in the general area. Failures are cumulative |