Eberron tech. post yours here with appropriate fluff

Post/Author/DateTimePost
#1

doxbrown

Jul 16, 2012 13:08:51
Dragonshard manipulation has led to some very cool devices in Eberron.
Post your favorite tech here incl homebrew. and discuss.
 
#2

doxbrown

Jul 16, 2012 13:10:05
Giant-made Magnetic Linear Accelerator+3: (weapon) Artifact (priceless)
Prof: +2 damage: 1d10 Range: 30/60 Group: Rail gun Property: Free Load, Off hand , Brutal 2, High crit Magazine size: 10 (3 empty mags included)
Property: When this weapon fires make a save with a +3 bonus, on a fail, take 1 HP damage. except when using the daily powers. Living constructs are immune to this effect.
Property: this weapon takes a -5 penalty to attack and damage and has range 3/6 when firing non-magnetic bolts. 
Property: bolts fired by this weapon always have the lightning property added to their damage type. 
Property: this weapon gives a -5 penalty to stealth when fired.
Property: (Daily: Standard action.) Fires 2 bolts, an additional power can be added to either or both of these bolts. Make a 2 saves with a +1 bonus, take 4 damage for each failed save. Constructs and Living constructs are immune to this effect.
Property: (Daily: full round action) Fire as many bolts as you wish. Damage is dealt to all creatures and objects in a line for 4-40 miles (DM discretion). Make a secondary attack: Burst 1 on all effected creatures and objects, +20 vs Fort. Hit: 3d12 force damage, target is marked until the end of combat, ongoing 6 lightning damage (save ends), target is unconscious (save ends). Miss: half damage, ongoing 6 lightning damage (save ends), Dazed (save ends) target is marked until the end of combat. After the shots are fired, lose a healing surge for each bolt fired and make a save with a -6 penalty or take 6 damage for each shot fired, make another save or become unconscious (save ends). Aftereffect: You are weakened for 2d6 days. Constructs and Living Constructs only take half damage and do not become weakened from this effect. You must fire a minimum of 3 rounds to activate this mode, this mode renders the weapon useless for 1d4 days per round fired.

sure its overpowered, but fire more than 5 shots and you might lose an arm.  
#3

gladiusstormhand

Aug 03, 2012 15:52:43
I thought of something similar, mounted to a ship, called the lightning rail gun. It fires projectiles with bound air elementalsbound to the projectile. The elemental powers the lightning rail and annoys people where the projectile lands.the projectile does lots ofdamage too.
#4

CorrinAvatan

Aug 05, 2012 12:58:57
I had an Eldritch Machine, which I didn't stat out, simply because... well, it was a thing designed to one specific thing...

So, after investigating the disappearance of a member of House Orien who had recently manifested a Syberis Mark, they found him strapped into a Eldritch Machine that had multiple vials that contained, basically, a plague essence.

What this machine was designed to do was to harness the Orien Dragonmark to teleport the essence of the plague in a random direction and distance; this machine was actually responsible for the plague that was occurring throughout the entire city of Passage (basically, whenever a plague essence would be teleported INTO a person, they contracted the plague).  However, House Jorasco was loosing favor in the city because they were not able to quell the spread.

The machine was basically a biological weapon, using teleportation magic to "spread" a plague across an area, and was freaking everyone out, because people would get the plague without even coming into contact with someone who was exposed... except for followers of a new cult (backed by the Emerald Claw/Vol). 
#5

Ogiwan

Aug 06, 2012 8:39:37
My last Eldritch Machine was a device by the EC that was intended to be placed beneath Sharn, and go off during the Race of the Eight Winds, turning everybody above it (at least a quarter-million people) into a Karrnathi skeleton or zombie.
#6

belisarius19

Aug 10, 2012 14:41:00
Giant-made Magnetic Linear Accelerator+3: (weapon) Artifact (priceless)
Prof: +2 damage: 1d10 Range: 30/60 Group: Rail gun Property: Free Load, Off hand , Brutal 2, High crit Magazine size: 10 (3 empty mags included)
Property: When this weapon fires make a save with a +3 bonus, on a fail, take 1 HP damage. except when using the daily powers. Living constructs are immune to this effect.
Property: this weapon takes a -5 penalty to attack and damage and has range 3/6 when firing non-magnetic bolts. 
Property: bolts fired by this weapon always have the lightning property added to their damage type. 
Property: this weapon gives a -5 penalty to stealth when fired.
Property: (Daily: Standard action.) Fires 2 bolts, an additional power can be added to either or both of these bolts. Make a 2 saves with a +1 bonus, take 4 damage for each failed save. Constructs and Living constructs are immune to this effect.
Property: (Daily: full round action) Fire as many bolts as you wish. Damage is dealt to all creatures and objects in a line for 4-40 miles (DM discretion). Make a secondary attack: Burst 1 on all effected creatures and objects, +20 vs Fort. Hit: 3d12 force damage, target is marked until the end of combat, ongoing 6 lightning damage (save ends), target is unconscious (save ends). Miss: half damage, ongoing 6 lightning damage (save ends), Dazed (save ends) target is marked until the end of combat. After the shots are fired, lose a healing surge for each bolt fired and make a save with a -6 penalty or take 6 damage for each shot fired, make another save or become unconscious (save ends). Aftereffect: You are weakened for 2d6 days. Constructs and Living Constructs only take half damage and do not become weakened from this effect. You must fire a minimum of 3 rounds to activate this mode, this mode renders the weapon useless for 1d4 days per round fired.

sure its overpowered, but fire more than 5 shots and you might lose an arm.  



This is rediculously awesome. My immediate thought is that the party's artificer needs to figure out how to build it so it can be mounted on an airship.
#7

0akenshield9

Aug 11, 2012 22:39:00
The Armor of the Warforged.

Armor made for Warforged with the bodies of dead Warforged. This armor also gives the Warforged many benefits that almost combine the strength of the Titans, the flight of the Raptors and the intelligence of the Warforged.

Property: All Warforged are proficient with this armor.
Property: This armor makes the wearer size Large, regardless of previous size.
Property: This armor counts as a component item.

Power: (Daily, Standard Action) This armor assumes the form of the Warforged Titan, granting the wearer Huge size, +2 to Strength, +2 Constitution, -2 Intelligence, -2 Charisma +10 Intimidation, +5 Endurance, -10 Diplomacy, and -5 Acrobatics. The wearer also gains a bonus to weapon melee attack rolls equal to Strength modifier +2. These features last until the end of the encounter  or 5 minutes.

Power: (Daily, Standard Action) This armor assumes the form of the Warforged Raptor, granting the wearer +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma, a fly speed equal to the wearer's speed +4, and a bonus to ranged attacks equal to Dexterity modifier +2. THese features last until the end of the encounter of 5 minutes.
 

This armor was made by my local DM for a 4th edition warforged-based campaign, once we were promoted to Generals in the Lord of Blades' and House Cannith's allied army. (LONG story) 
#8

doxbrown

Aug 13, 2012 9:05:25
Giant-made Magnetic Linear Accelerator+3: (weapon) Artifact (priceless)
Prof: +2 damage: 1d10 Range: 30/60 Group: Rail gun Property: Free Load, Off hand , Brutal 2, High crit Magazine size: 10 (3 empty mags included)
Property: When this weapon fires make a save with a +3 bonus, on a fail, take 1 HP damage. except when using the daily powers. Living constructs are immune to this effect.
Property: this weapon takes a -5 penalty to attack and damage and has range 3/6 when firing non-magnetic bolts. 
Property: bolts fired by this weapon always have the lightning property added to their damage type. 
Property: this weapon gives a -5 penalty to stealth when fired.
Property: (Daily: Standard action.) Fires 2 bolts, an additional power can be added to either or both of these bolts. Make a 2 saves with a +1 bonus, take 4 damage for each failed save. Constructs and Living constructs are immune to this effect.
Property: (Daily: full round action) Fire as many bolts as you wish. Damage is dealt to all creatures and objects in a line for 4-40 miles (DM discretion). Make a secondary attack: Burst 1 on all effected creatures and objects, +20 vs Fort. Hit: 3d12 force damage, target is marked until the end of combat, ongoing 6 lightning damage (save ends), target is unconscious (save ends). Miss: half damage, ongoing 6 lightning damage (save ends), Dazed (save ends) target is marked until the end of combat. After the shots are fired, lose a healing surge for each bolt fired and make a save with a -6 penalty or take 6 damage for each shot fired, make another save or become unconscious (save ends). Aftereffect: You are weakened for 2d6 days. Constructs and Living Constructs only take half damage and do not become weakened from this effect. You must fire a minimum of 3 rounds to activate this mode, this mode renders the weapon useless for 1d4 days per round fired.

sure its overpowered, but fire more than 5 shots and you might lose an arm.  



This is rediculously awesome. My immediate thought is that the party's artificer needs to figure out how to build it so it can be mounted on an airship.



in the campaign it is giant tech found by Dine d'Cannith. That artificer lost an arm in an explosion, and he currently has the "Dine gun" mounted on a warforged arm. He has spent some time reverse engeneering it and a somewhat less powerful version is available through the Cannith Catalouge.
(no second daily)  
#9

tallric_kruush

Aug 14, 2012 8:07:48
This is less "new tech" and more of a clever reskin of a Superior Crossbow. Our Cannith Artificer is a "crossbow caster", but instead off a crossbow, she uses an air elemental-powered dart thrower. It's basically a real world speargun with a stock, but fires crossbow bolts rather than those bulky fishing bolts. We've always used an "infinite ammo" type houserule for magical ranged weapons, so it generates its own ammo.

We started our campaign with the "Mark of Prophecy" adventure, leveling up from 1st to 2nd level in the four years "off-screen". It was pretty cool to see the party's reaction to her spiffy "sniper rifle", as one player called it. Her story is that she designed and crafted the weapon. Though it is by no means cost effective to mass produce, Lord Merrix was impressed enough to have one made for his functional collection of Cannith designs. We've occasionally run across House guards armed with them, since.
#10

tallric_kruush

Aug 14, 2012 15:35:53
I realized two other items in our campaign might fit here.

One is the Deneith Armor Coat. It is a magical Heavy Armor that allows a Deneith bodyguard to wear his preferred armor type without being the 2000 lb gorilla in the room... in platemail. The armor instead takes the form of a stylish Deneith uniform. It removes the armor penalty to speed, but leaves the armor check penalty to skills unaffected. It also has a daily healing item power.

Another flavorful item with which all of our characters were gifted is the "Pin of the Nobleman's Wardrobe". Via illusory magic and a minor prestidigitation effect the wearer is able to effectively gain a limitless (though illusory) wardrobe. Those trinkets have seen constant use. Our Changeling Mage is a true master of disguise, between that pin and his shape-changing abilities.