Gaming - New d20 Items

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This page links to material presented under the Open Gaming License for use in other d20 games. Take it and enjoy!

If something is listed as (protected, spoilers) that's because it is password-protected so that it doesn't ruin surprises for the players. Feel free to ask the DM for the password... if you're not a player.

 
Items
Nothorean Items (protected, spoilers)
Nothorean Plasma Rifle
Nothorean Energy Cell
Sangreal - gate keys


Nothorean Plasma Rifle, Nothorean Energy Cell

These items are adapted from page 164 of the DMG. Nothorean weapons are either relics from Nothorean culture or derived from the technologies scavenged from it. They generally require power which is drawn from battery-like cells that plug into the item. The power is not magical so they do not register as magical to a detect magic spell. They can be recharged by magic though the process is either extremely rarely known or forgotten altogether.

They are, generally, quite powerful, and so should be inserted into a standard D&D campaign with some measure of care. To balance their power, the DM should make them either very scarce or very low on remaining power, make their manufacture impossible or very difficult, and make recharging them from standard magic a forgotten process.

Damage

Critical

Range Increment

Weight

Type

Medium-size

Plasma Rifle'

3d10
x2
200 ft.
7 lb.
Special

Ammunition

Energy Cell

--
--
--
1/2 lb.
--
' - This is a two-handed weapon.

Energy Cell: This small pack fits snugly into the butt of an energy weapon. It carries enough charge for fifty shots from a plasma rifle, plasma pistol, or stasis rifle, and for two shots from an antimatter rifle. Energy Cells may be themselves recharged in specially crafted recharging stations or, more crudely, by electrical magic. If a spell that causes electrical damage is cast upon an energy cell and a concentration check (DC 15) is made, every 20 points of damage done imbues the cell with enough energy for one plasma rifle shot. If a spell could inflict more than 20 points of damage, but the actual damage done is between 10 and 20 points, the cell is charged with a half-charge. If the concentration check fails, that casting does not recharge the cell; if the concentration check fails by more than 5, the cell is damaged and d10 charges are lost. If the check fails by more than 10, the cell is destroyed and discharges all remaining charges in an electrical burst of radius 10 ft. doing d6 damage for every two charges in the cell up to 10d6.

Plasma Rifle: Plasma rifles fire fifty times before they need to be reloaded and have a rate of fire equal to the attacker's number of attacks. Reloading is a standard action. It is a two-handed weapon.


Unless stated otherwise, all content © 2004 Scott Price. All rights reserved.