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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 21:01:51
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"Welcome to the Blade and Stars friends. At this here store we will be selling finely crafted weapons for the cheapest of prices . At the moment, we only have a few weapons up for sale <nods to weapons on display> but more will come for sure. Also, a detail of armour and shields will be shipped here in good time. As for now, enjoy and look around. If you have any questions on what the items do or anything of the sort don't be hesitant to ask . Also, if ye need any items to be crafted, I will do my best to fullfil your request."
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"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
Edited by - Krandor on 02 Aug 2003 21:03:03
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 22:28:23
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Here are some of the more basic weapons that we have out right now for sale. Ye may know of these weapons, but if not glad I could help.
Knife Cost - 7 sp Dmg - 1d3 Crit - x2 Weight - 1/2 lb Type - Piercing Anyone with a proficiency for the dagger is proficent with the Knife. Description - The knife, although at sometimes a last resort weapon, is more or less meant for hunting. It is a standard knife with a short blade used to carve meat a haunch while eating, gut fish etc. It's counterpart, the dagger, is the more preferable item of choice while fighting. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
Edited by - Krandor on 02 Aug 2003 22:39:44 |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 22:32:30
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Gaff (Hook) Price - 1 gp Dmg - 1d4 Critical - x4 Weight - 2lb Type - Piercing
Description - The gaff is a metal hook with a sharp tip and a wooden or metal crossbar at the base; it's held in one hand, the hook protruding between the middle and ring fingers. Normally used to latch onto an object, usually for the purposes of moving it, butchers use two together to move slabs of meat, farmers use two together to move bales of hay, and sailors use one or two to move cargo around the ship's hold. Like the belaying pin, they are in fairly ready supply on board any ship.
You can use the gaff to make trip attacks. If you are tripped during your own trip attempt, you can drop a gaff to avoid being tripped.
Sailors who have lost a hand will often use a "stump hook" -- a leather cup with a gaff attached to it -- to replace the missing hand and so that they will always have a weapon "on hand". In such a case, the weapon can't be dropped or disarmed. However, if the "stump hook" is worn on the sailor's off hand, treat it exactly as any off hand weapon would be treated. For the purposes of two weapon fighting, a "stump hook" is always considered light. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
Edited by - Krandor on 02 Aug 2003 22:53:56 |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 22:35:43
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Gaff Pole Price - 3 gp Dmg - 1d4 Critcal - x4 Weight - 7lb Type - Piercing
Description - The original pole gaff was invented by fishermen who took a standard gaff, attached it to a long pole, and used it to help lift heavy catches from the water.
This weapon has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
You can use the pole gaff to make trip attacks. If you are tripped during your own trip attempt, you can drop the pole gaff to avoid being tripped.
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"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
Edited by - Krandor on 02 Aug 2003 22:54:51 |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 22:39:17
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Cutlass Cost - 13 gp Dmg - 1d6 Crit - 19-20/x2 Weight - 4 lb Type - Slashing
Description - The cutlass is a short, heavy sword, sharp along only one edge, with a heavy iron basket hilt (a protective cup) to protect the hand. The hilt can be used as a "gauntlet punch" in close quarters and also grants a +1 bonus against any disarm attempt made by an opponent. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
Edited by - Krandor on 02 Aug 2003 22:55:36 |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 22:45:01
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Foil, Practice Cost - 20 gp Dmg - 1d6-3 Crit - 18-20/x2 Weight - 3 lb Type - Piercing
Description - Based on the rapier, this weapon is specially designed for practising swordplay with a partner at a reduced risk of serious injury. Unlike a regular rapier, a practice foil is tipped with a metal button so that it is not actually capable of piercing through cloth or flesh (though a solid hit can cause a serious welt and/or bruise).
Proficiency in the rapier grants proficiency to the practice foil.
Unless the protective button is removed from the tip, it is quite difficult to use a practice foil to do any serious harm to an opponent. Unlike regular weapons, a practice foil will not do even a single point of sub-dual damage if the calculated damage (rolled damage plus modifiers) is less than one.
One disadvantage with practice foils, however, is that they must be treated delicately or they risk being bent or having the tip broken off -- at which point they can become as deadly as a regular rapier. Whenever a critical threat is rolled it means that the attacker has used an excessive level of force. As a result, such a blow will always do a minimum of one point of subdual damage, even when the calculated damage does turn out to be less than one.
In addition, whether or not the threat is turned into a critical hit, there is a chance that the force will bend the blade and deform or even break it, making the weapon less useful for practice purposes until the problem is fixed. There is even a chance of doing real damage (instead of sub-dual damage) to an opponent.
In the rare situation when a rogue chooses to use her sneak attack capability while wielding a practice foil, she will normally get her usual sneak attack damage as sub-dual damage. However, whenever the attack results in any kind of real damage, the sneak attack damage will also be real.
It is possible to eliminate the chance of accidentally bending or breaking a practice foil if the attacker is extra cautions when using the weapon. This is accomplished by treating the weapon as if it were a regular rapier being used to subdue. In other words, the attacker takes a —4 penalty to his attack. When this is done, all damage will be sub-dual, and critical threats are simply ignored (i.e., no critical roll is made).
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"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
Edited by - Krandor on 02 Aug 2003 22:56:22 |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 22:48:08
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Rapier, Darokin Cost - 20 gp Dmg - 1d6+1 Crit - 18-20/x2 Weight - 4 lb Type - Piercing
Identical in practically every respect to the standard rapier, this weapon has an intricately worked wire-basket hilt which serves as added protection for the hand. This hilt grants a +1 bonus against any disarm attempt made by an opponent. Unfortunately its wire basket style makes it unsuitable for use as a gauntlet punch.
The Darokin Rapier is only made in the Republic of Darokin and only by specially accredited members of the Darokin Weaponsmiths' Guild. They are made primarily for the Darokinian Army and senior members of the Darokin Diplomatic Corps who have training in combat as well as diplomacy, although some of the more wealthy merchants of Darokin will often have one specially made, with a family crest and gemwork added to the hilt (these "special order" Darokin rapiers are usually also of Masterwork quality).
The Darokin rapier is certainly harder to come by than standard rapiers, especially outside of the four central major Darokinian cities (Darokin City, Athenos, Akorros and Corunglain). They can usually be found for sale -- at 25% more than the base price given -- in the other two major Darokin cities (Akasoli and Selenica) while other places in Darokin of village size or larger may not even have a single Darokin rapier for purchase and, if they do have one, it will usually cost at least 50% more than the standard price. Outside of Darokin, the price is highly variable, assuming such a weapon can even be found for sale, as they are considered to be a "collector's" weapon. The ones found at the Blade and Stars are actually less then the normal prices.
Beware of less expensive weapons that look like a Darokin rapier but are actually very clever forgeries -- they usually look quite impressive but will be made of inferior grade materials, suffering a -1 to damage and having a material hardness rating of only 8, with 2 hp (The one you buy is quite real ). In addition, whenever the +1 due to the wire-basket hilt is the only thing that has stopped you from being disarmed when wielding one of these forgeries, there is a 50% chance that the wire-basket hit will suffer damage severe enough to make it useless against future disarm attempts and inflicting a -1 circumstance penalty to your attack roll (this is due to the awkwardness of holding the weapon given the the deformation of the basket). |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
Edited by - Krandor on 02 Aug 2003 23:58:52 |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 22:49:54
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Sabre Cost - 18 gp Dmg - 1d6 Crit - 18-20/x2 Weight - 5 lb Type - Pierce/Slash
Single edged, slightly curved, and sharpened on the convex edge, the saber is primarily a slashing weapon but can also be thrust. Like the cutlass, it has a heavy iron basket hilt.
The hilt can be used as a "gauntlet punch" in close quarters and also grants a +1 bonus against any disarm attempt made by an opponent.
You can use the Weapon Finesse feat (see Player's Handbook, page 86) to apply your Dexterity modifier instead of your strength modifier to attack rolls with a Sabre, so long as it can be used one handed. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 22:53:11
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Main Gauche Cost - 3 gp Dmg - 1d4 Crit - 19-20/x2 Weight - 2 lb Type - Slashing
Description - The main gauche is a special kind of dagger often used in conjunction with the Darokin rapier, though it can be used with other weapons as well (including, of course, the standard rapier). It is most often a left handed dagger (i.e., designed to be used in the off-hand of the majority of individuals) and is frequently used as a defensive weapon to parry and block an opponent's weapon. It is double edged with a sturdy crossbar to protect the hand and a knuckleguard that is triangular in shape and often lavishly engraved. This knuckleguard grants a +1 bonus against any disarm attempt made by an opponent, but its extra weight makes this weapon too unbalanced for throwing.
When using a main gauche, the wielder may choose to give up his normal attack in any round in exchange for using the weapon for defensive purposes only. This grants an effective +1 armour bonus to AC versus all attacks in the subsequent round except missiles (i.e., arrows, crossbow bolts, etc.). This bonus to AC is immediately lost if the weapon is dropped for any reason.
When the main gauche is used as a second weapon, all standard two weapon penalties and fighting feats apply to both weapons as usual, even when the main gauche is being used defensively.
If you use a main gauche in each hand, and choose to use a Total Defence action (see Player's Handbook, page 127), the AC bonus from each weapon also applies and stacks, resulting in an effective +2 armour bonus to AC versus all attacks except missiles.
A character who is proficient with the dagger but does not have proficiency with the main gauche can use this weapon as if it were a standard dagger that can not be thrown. He also gains the +1 bonus against disarm attempts made by an opponent due to the knuckleguard, but will not be able to use it defensively for an added bonus to AC. Note that for Rogues the weapon proficiency "dagger (any type)" includes full proficiency with main gauche. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 23:48:13
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Revolver Cost - 12 750 gp (Good Price) Dmg - The revolver takes one round to load and can fire up to 300 feet. The attacker receives a -2 penalty to hit per strength point under 17 do to the backlash. If the revolver does hit, it takes off hit points according to range. 4-24 dmg at 200-300 feet 4-32 dmg at 100-200 feet 4-40 dmg at 50-100 feet 20-80 dmg at 1-50 feet 20-120 dmg at point blank Type - Range
Description - A mage has been working on the revolver for the last ten years and has just now developed one which definitely works (most of the time). He is the only one who has discovered this weapon and is thus the only one able to sell one (However, he did make some more for us). Some other models may be found on the black market, as will be explained later.
The revolver takes one round to load and can fire up to 300 feet. The attacker receives a -2 penalty to hit per strength point under 17 do to the backlash. If the revolver does hit, it takes off hit points according to range.
Due to the poor quality of this weapon there is a 15% chance, each time it is fired, that it will explode, doing 4-24 hit points of damage to anyone within twenty feet.
The gun has a rotating chamber, capable of holding up to three bullets at a time. However, the chamber must be turned each time it is fired (it does not automatically line up the next bullet.)
Ammo for the revolver can only be bought from the wizard and costs from 200 to 400 gp per bullet.
When fired the gun makes a very loud noise. Anyone within five feet of the gun when it is fired receives a -1 penalty to their attack roles for 1d4+1 rounds.
Another unfortunate side effect is the large cloud of smoke produced with each blast. Outside it merely hinders vision, clearing within 2 rounds (DM's choose your own penalties). Indoors, however, this can be disastrous. When fired, the cloud of smoke takes up 10 cubic feet. It cannot be seen through well, and it inflicts 1 hp worth of damage every round, via the lungs. Further shots will serve to either concentrate (thus more HP's lost) or extend it by 10 more cubic feet. It will disperse at a rate determined by the air flow (Again DM's discretion).
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"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Krandor
Seeker
Canada
58 Posts |
Posted - 02 Aug 2003 : 23:54:03
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Blade Gun Cost - 300 gp Dmg - 1d4+3 (for a small to medium) 1d6+2 (large) Type - Piercing Range - 20 feet
Description - Shoots out 1-3 dagger like blades at high speed from a wrist/forearm "cannon".
The "cannon" must be recharged every three shots with black powder (gunpowder). |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Krandor
Seeker
Canada
58 Posts |
Posted - 03 Aug 2003 : 00:11:26
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I have stumbled upon 2 rare magical swords that are 1 of a kind... so I have only 1 of each to sell .
Sword of Birds Cost - 25 500 gp Dmg - 1d6+3 Crit - 19-20/x2 Type - Slashing Weight - 5 lb
Description - This sword is used by those living with nature. The druids and some monks favour this sword as it aids them with the communication of the wildlife (birds). The wielder can invoke a fly spell as per the wizard spell once per day, at the level of the user. The sword can cast a polymorph self spell as per the wizard spell on the wielder once a day, although the altered form is limited to normal birds. The wielder can speak freely with any bird. The sword does minimum damage against any birds or avian-like creatures and when any attack is made the wielder must make a saving throw vs. death ray or take 2d6 points of electrical damage and drop the sword.
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"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Krandor
Seeker
Canada
58 Posts |
Posted - 03 Aug 2003 : 00:16:50
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Twin Swords of Dochek Cost - 20 000 Dmg - 1d6+3 (per 1) Crit - 19-20/x2 Type - Slash Weight - 3 lb (per 1)
Originally made for the warrior-king Dochek, these swords are identical, beautifully crafted with diamond pommel stones and are both short swords +3. They can be used simultaneously by any warrior and endow dual weapon skill without any attack penalties. Alternatively they can be used by different people like any other magical sword. Additionally if the swords are wielded by one warrior and are brought together pointing away from the wielder they produce a lightning effect as per the wizard spell, which can deal 1d4+2 dmg divided as you choose amongst two enemies. This power can be invoked twice per day. While the swords are within 120 feet of each other they retain their powers. If the swords are ever more than 120 feet apart they become non-magical, except for the ability to "point" toward their twin, irrespective to the distance or even dimension separating them. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Krandor
Seeker
Canada
58 Posts |
Posted - 03 Aug 2003 : 00:31:23
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Holy Retriever +3 (Longsword) Cost - 150 000 gp Dmg - 1d6+3 (excluding other dmg) Critical - 19-20/x2 Type - Slashing Weight - 4 lb
Description - As the saying goes "Dogs are mens best friends", this sword is the best friend of any travelling adventure who believes in righteousness and the protection of the weak. The more traversed the holder is in the ways of the light, the brighter the flame shall be when summoned, for this sword conceals holyfire that will sprout forth at the command of the wielder. This fire does not harm the wielder but deal 1d6 of bonus dmg to whoever it strikes. Also, if critical, it will explode with fire upon contact increasing the dmg to 1d10 . This weapon is infused with holy energy and will deal an additional 2d6 of dmg vs evil opponents. If an evil character wields this sword, they will get -2 to their rolls and -2 to their str. This weapon also has a taste for Chaotic enemies and will deal an additional 2d6 of dmg upon hit. As with an evil character, one who is Chaotic that wields this gets -2 to their rolls and -2 to their str. Those who are lawful good get +2 to their str and rolls. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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The Sage
Procrastinator Most High
Australia
31772 Posts |
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Krandor
Seeker
Canada
58 Posts |
Posted - 03 Aug 2003 : 16:51:24
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Don't mind if I move in aye ? |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Krandor
Seeker
Canada
58 Posts |
Posted - 03 Aug 2003 : 17:16:40
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Gauntlet, spiked Cost - 8 gp for 3 pronged, 12 gp for 4 pronged. Dmg - 1d4 (3 pron) 1d4+2 (4 prong) Crit - x2 Weight - 2lb Type - Piercing
"Fight to the very end." A saying that most warriors go by. With the aid of the additional spikes on your gauntlets, now your very fists become an lethal weapon. We have 2 varieties of spiked gauntlets, the first is a 3 pronged which are located across the top of the gauntlet, just before the wrist. The four pronged ones are located just beneath the wrist and come up past hand on each corner, boxing it in. They gauntlets also act as a medcore shield as the metal made to create the spikes can stand against most types of attack if you blocked with them. This only occurs when you aren't wearing a shield or weapon. It gives the wearer a +2 to def for the 3 pronged while the 4 pronged ones give + 3. If you pick up a sword or shield, these bonuses automatically leave. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
Edited by - Krandor on 03 Aug 2003 20:58:48 |
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Krandor
Seeker
Canada
58 Posts |
Posted - 04 Aug 2003 : 04:30:04
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The Butcher's Cleaver +5
Price - 225 000 gp Dmg - 1d10+5 Critical - 18-20/x4 Weight - 15 lb Type - Slash (You must have a str of 25 or higher to wield the blade)
Don't let the name fool you, this axe like weapon can cut through a lot more then just meat. This weapon is basically a staff with a large blade attached to the side, about 3/4's of the staffs height (2-3 feet of blade). It is of course a two handed weapon, but there is no penalization while using it. However, if a character who is neutral or good uses this blade, they get -2 to there rolls and take 2 dmg every time they attack with it. Due to the shear power of the blade, anyone directly damaged by gets a bleeding wound and they loose 1 hp per turn (negated by a standard-action Heal check, DC 15, or any magical healing) Multiple wounds are cumulative. Finally, on a critical hit this weapon severs the opponent in half, killing them instantly. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Mournblade
Master of Realmslore
USA
1287 Posts |
Posted - 04 Aug 2003 : 05:32:08
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Actually not that I mind in any particular sense, but we already have a place for NEW magic Items. Your items are great, but I think it might be better if all new magic Items were kept conveniently in Sage's Magic Shop. Perhaos you could work out a contract with him, as I think another tent for magic items is a bit redundant.
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A wizard is Never late Frodo Baggins. Nor is he Early. A wizard arrives precisely when he means to... |
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The Sage
Procrastinator Most High
Australia
31772 Posts |
Posted - 04 Aug 2003 : 12:44:47
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Krandor, consider such a contract granted . As I stated earlier, I think it would be a good idea to post your next cache of items in the Magic Shop. See my previous post in this scroll for the link. Once that is done, I'll create a link here that takes you directly to the shop.
Thank you.
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Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)
"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood
Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage |
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Krandor
Seeker
Canada
58 Posts |
Posted - 05 Aug 2003 : 03:26:49
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Looks at the contract. "Don't suppose I have to sign my name in blood?" Alright, I will move the items into ye shop. |
"Good judgement comes from bad experience, and a lot of that comes from bad judgement." - Krandor, Master Smith |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 07 Aug 2003 : 10:39:15
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No, you just have to pay one half of all your profits to Sage. &^%$ overhead . . . . |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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