1001 Stupid, Crazy, and/or Awesome Armor and Weapon Enchantments

Post/Author/DateTimePost
#1

ocarina_guy

Feb 08, 2009 1:24:52
I'd like to see actual stats. I'll start us off:

1. Radioactive: Any weapon enchanted with this gives the wielder cancer. Prerequisites Craft Magic Arms and Armor, True Creation Market price +5 bonus.

2. Anyweapon: The damage type this weapon does can be shifted between bludgeoning, piercing, slashing or any combination thereof with a standard command. In addition, the weapon's metallic composition may be changed in the same action. Prerequisites CMAA, fabricate Market Price +3 bonus.

3. Stapler: The weapon can be used as a stapler. If used this way in combat, 1 point of damage dealt by the weapon becomes piercing damage if it wasn't already. If applied to a crossbow, the enchantment is usually called Staple Gun. Prerequisites CMAA, Fabricate Market price +1 bonus.

4. Improved Stapler (Synergy): As stapler weapon, but the weapon has an extra capability. If you have an opponent pinned, you may use the improved stapler weapon to continue the grapple. Make a grapple check as normal; if you succeed, the target is stapled to a nearby solid surface and is immobilized. The target may make a Strength check or Escape Artist check to escape as normal. Synergy prerequisite: Stapler Prerequisites: CMAA, Fabricate, Hold Person Market Price +2 bonus

5: Stapleburst: As maiming except the stapleburst weapon deals extra piercing damage on a successful critical hit. (Essentially, it's a reflavored maiming enchantment that does piercing instead of the damage type of the weapon it's attached to.) Prerequisites CMAA, Fabricate Market Price +1 bonus
#2

DKase

Feb 08, 2009 4:05:15
Now I gotta find the link for the bacon burst enchantment...
#3

prator_the_golden

Feb 08, 2009 9:45:23
6. Cursing: Any weapon enchanted with this effect utters a random swear word every time it is used to strike something. It knows dire expletives from every language in the player's handbook, including Druidic. Ammunition can be enchanted with this effect, but bows, crossbows, slings, and other launching weapons will not bestow this effect on their ammunition.
Prerequisites: CMAA, Ghost Sound, Market Price +1
#4

Nyarlathotep

Feb 08, 2009 11:43:14
7. Ball Seeking Level 3+

Uuuurk.....Right....In the.....tender vittles

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Weapon: Hammer, Mace, Flail
Enhancement: Attack rolls and damage rolls
Critical: +1d10 damage per plus, Opponent is dazed (save ends)

Property: The weapon is treated as a high crit weapon.

Power (Daily): Immediate Interrupt. After you score a hit that is not a critical, the hit becomes a critical.

or if you want non 4e stats

Ball Seeking: Can only be added to a blunt weapon, adds +1 to the crit range and on a critical hit opponent is stunned for 1d3 rounds. Market Price +2
#5

doomsought

Feb 08, 2009 15:32:44
Berserker Armor:
your character does not suffer the penalties of having broken or destroyed body parts until he removes his armor or is reduced to zero hit points, he does not bleed while in the armor.
(for D20 brutal, though the price has not yet been decided)
#6

shinikama

Feb 08, 2009 15:44:00
Berserker Armor:
your character does not suffer the penalties of having broken or destroyed body parts until he removes his armor or is reduced to zero hit points, he does not bleed while in the armor.
(for D20 brutal, though the price has not yet been decided)

So he could still wield a sword with no arms? May want to expand the description a little.
#7

doomsought

Feb 08, 2009 17:56:23
So he could still wield a sword with no arms? May want to expand the description a little.

because its full plate. think Berserk, not Monty-python.
The gauntlets hold the sword.

Once I get to creature, one of the undead will be someone who has died in berserker armor and still hasn't stopped.
#8

shinikama

Feb 08, 2009 18:00:52
because its full plate. think Berserk, not Monty-python.
The gauntlets hold the sword.

Once I get to creature, one of the undead will be someone who has died in berserker armor and still hasn't stopped.

Oh. Right. Awesome, then. Unless you have a frenzied berserker or undying warrior in one of those. -shudder-
#9

doomsought

Feb 08, 2009 18:59:55
Funny blade
if some one becomes dieing when stabbed with this weapon they unstoppably laugh until they are dead or stabilized, this confers a -1 penalty to stabilization checks.
(price +1)
#10

oynaz

Feb 09, 2009 5:59:48
Blade of Flaming Cold

Deals d8 damage + D6 cold and D6 fire damage, which, however, cancels each other out.
#11

doomsought

Feb 09, 2009 17:26:12
10. Extra-arms
(Construct arms are built into the back of your armor, and confer their full bonus as long as your should where it.)
Price depends on the type of arms, but goes up wood, Brass, Iron, composite (same stuff as warforged), Mithral, and adamantene.
#12

living_chaos

Feb 27, 2009 21:21:35
Fluid Enchantment: An enchantment for weapons wielded by Factotums; the weapon may shift its enchantment to another enchantment of the same cost 1/day
(+1 for +1 Enchantments, +2 for +2 and ect..)

Self-Destructing: A weapon with this enchantment may be thrown or used in melee combat, but may not be applied to ranged weapons of ammunition. When activated the weapon deal 10d6+12 points of damage in a 20ft burst (Reflex DC 18 (plus cost bonuses on weapon [ie: +1, +2, etc...]) half).
(+1)

Place them in whichever category you wish; I personally think the first is good (with some polish), the second is rather poor.