Ebberon themed weapons?

Post/Author/DateTimePost
#1

glowinghyren

Feb 23, 2012 20:54:23
As I discussed in my other topic my players will be going to Ebberon shortly. I want to give them some cool items that fit the theme to make it feel more unique and different from standard 4E. I looked in both the campaign guide and players guide and didn't find anything really. Is there some resource that I'm missing or should I just attempt to make balanced items on my own? I was thinking some kind of clockwork weapons would be cool but I really don't know really how to make those pratcically. I was also thinking that a small firearm might not be too out of place considering the swashbuckling/indiana jones flavor of Ebberon but I don't want to make it over powered. Does anyone have any thoughts?
#2

darkwarlock

Feb 23, 2012 21:45:32
The simplest route here is simply to reskin existing weapons. Want a gunslinger with sixshooters? Just use the stats for a crossbow. Want a rifleman? Make him a ranger with a longbow but call it a rifle. There's no need to reinvent the wheel, especially when these are really just flavor changes.
#3

AvonRekaes

Feb 23, 2012 22:39:08
My favorite take on "firearms" in Eberron is to have magic-only reflavored crossbows (meaning, at least +1 magic weapons) and say that they propel crossbow bolts with a pressurized blast of air from a bound air elemental sprite. There's no need for the crossbar and string, so it ends up looking like a gun or a rifle.


For clockwork weapons, you can try and cook up some special equipment that acts like Lightning's gun from Final Fantasy XIII, where it ratches out and folds/unfolds between a sword and a gun.

To fudge such a weapon in the system, just treat the character as having and owning both versions of the item separately (purchased separately), and say it takes a minor action to switch between them. This is roughly about as much effort as a character would need to switch between two weapons anyway. (Free action: drop weapon, minor action: unsheath new weapon) The only benefit is not having to drop the old weapon, which would be worth maybe, what, 30 gold? So price the whole combo as both weapons + 30 gold.
#4

glowinghyren

Feb 24, 2012 2:30:31
These are great ideas. I really do like those. My main problem, is that I only have one person who uses a sword and the same person is also the only bow user. If I wanted to give everyone a weapon I'd also need a hammer, a staff and a wand/dagger. Any ideas for some of those or some sort of non-weapon items? I suppose I could give them some clockwork grenades. I was planning on featuring those anyways.
#5

Ogiwan

Feb 24, 2012 9:34:53
I suppose I could give them some clockwork grenades. I was planning on featuring those anyways.



Eberron Players Guide, p. 40: Clockwork Bombs.

Place the clockwork bomb in your space or in a square adjacent to you, and decide how many rounds pass before the bomb goes off (6 rounds maximum). Each round, at the start of your turn, move the clockwork bomb one square in a direction of your choosing and roll a d6. On a roll of 6, the bomb detonates prematurely. If the clockwork bomb is hit by an attack (the bomb has the same defenses as its user), it also explodes. When the bomb detonates, make an attack: Area burst 1 centered on the bomb's space; targets each creature in burst; +7 vs. Reflex; 1d10 fire damage.

But, why do you want a hammer, sword, staff, and wand/dagger varient? I mean, a sword is a sword. 
#6

glowinghyren

Feb 24, 2012 12:17:19
Because most of my players either can't use them as implements or have taken specific feats to use their current weapons.
Thanks for the clockwork bomb reference, that'll be helpful.
#7

charlemegne

Feb 24, 2012 19:11:46
Here are some items that my players have wanted to craft
Gun and Riot Shield:, self explanatory except that for the gun would have had artificial intelligence and can only be used by the PCs
"nanosuit"-yes this was derived from crysis and would have maximum str, speed, stealth and armor.
Vanquish boots: Basically rocket boots but instead would be used to propel you forward( perhaps with a bound elemental ?).
Shock absorber boots- serves the same purpose as featherfall items except you don't fall slowly (this one was actually my idea)
 

#8

AvonRekaes

Feb 26, 2012 20:48:05

Because most of my players either can't use them as implements or have taken specific feats to use their current weapons.
Thanks for the clockwork bomb reference, that'll be helpful.


For the hammer, there was this one neat cyberpunk manga called Battle Angel Alita. The series has lots of cyborg on cyborg violence, and one character early in the manga was a vanilla human that would hunt evil cyborgs with this rocket-propelled hammer. Maybe you can do something like that.

That could just be how you flavor the bonus to damage, or you can houserule a new Superior weapon .

Take the Mordenkrad, and replace Brutal 1 with the High Crit property (bonus [w] damage on critical hits). This will reflect igniting the alchemical fire propellant at just the right time to deliver devestating blows. 


The bow/sword user sounds like a shoe-in for the clockwork ratcheting bow-sword.