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Vallorian Living Weapons and Armor
Part
II of a series, "The Vallorian," by Mike
Mearls
The
strange weapons of the Vallorians represent a fusion
between living creatures and carefully designed tools.
Living swords and sentient armor form a symbiotic
bond with their users, combining abilities to create
a potent duo. In the hands of creatures other than
Vallorians, these items react violently, lashing out
at their would-be users and refusing to obey them.
Most
sections of this article are taken from Legacy
of the Dragons, now available in stores. The
sections marked "Bonus" are all new, however,
offering additional ideas for living weapons, armor,
and shields. You can use these concepts with the Vallorians
in Monte Cook's Arcana
Unearthed campaigns or adapt them for other
characters in your standard d20 game.
For
more on Vallorian characters, see part
one and part
three of this article.
Creating
Living Weapons and Armor
Vallorians
forge their weapons and armor from the simmering vats
of proto-flesh that the deity Harzahk enabled them
to create deep within the world. Deprived of many
of the goods and resources they once relied upon,
their powerful mages bent themselves to the task of
creating new materials they could harvest within the
underworld. This research led to an unholy pact with
their blasphemous god Harzahk, the Wellspring of Life
and the Keeper of the Way. At the direction of Harzahk's
priests, the
Vallorians
collected living creatures and wrought terrible changes
to them, giving rise to the mass of proto-life that
now dominates each cathedral devoted to Harzahk and
forms the center of every Vallorian settlement.
Creating
weapons, armor, and other tools from this abominable
substance is accomplished by Vallorian spellcasters
who use their formidable intellects to shape the stuff.
This process is by no means easy. A Vallorian may
spend days in deep concentration, laboring to produce
a living sword that meets the exacting level of quality
demanded.
In
game terms, these living weapons and armor receive
one of the templates described below. These templates
grant an item several benefits, at the cost of gold
pieces or experience points paid by the person responsible
for its creation. They do not otherwise alter a weapon's
function. For example, a heavy mace that receives
a template still counts as a heavy mace for the purpose
of feats such as Weapon Focus.
A
spellcaster must possess the Craft Living Arms and
Armor feat (described below) to produce goods that
have these templates. Living weapons and armor can
receive any standard magical qualities as normal.
A living weapon or suit of armor can receive only
one of the following templates, and the item does
not count as magical unless it is otherwise enchanted.
Living items do not count as masterwork items, though
they can receive that quality (and its benefits) for
the normal price.
Living
weapons and armor are designed, trained, and bred
to obey only Vallorians. Other creatures cannot utilize
them.
New
Feat
Craft
Living Arms and Armor [Item Creation]
As
a Vallorian fleshsmith, you have learned to sculpt
chunks of proto-flesh into living weapons through
the power of your intellect.
Prerequisites: Vallorian, Intelligence 13,
caster level 3rd
Benefit: You can apply Vallorian templates
to items you create. Add half the template's given
cost to the base price in materials and components
needed to produce the item. You can apply these templates
to magical or mundane items.
Item
Templates
The
following sample templates are common to most Vallorian
settlements. The bonus templates are exclusive to
this web enhancement, while the others appear in Legacy
of the Dragons.
Weapon
Templates
Bloodthirster:
A weapon with this template twists and writhes in
its wielder's grasp, moving like a snake that darts
to the right and left in search ofan opening in its
opponent's defenses. A bloodthirster weapon gains
sentience based on the strength of its user's intellect.
In battle, it moves and bends to evade its foe's defenses
and strike at him. Its blade or bludgeon sprouts a
pair of beady, malicious eyes and a small, slavering
maw that nips at its foe. A bloodthirster weapon adds
its user's Intelligence modifier to its attack rolls
and damage rolls in addition to all other modifiers.
Cost: 500 gp.
Flailing:
Flailing weapons are similar to bloodthirster
weapons, in that they move independently of their
wielder's actions. However, they are simpler, stronger
creatures that are more suited to overpowering their
enemies. When used to trip or disarm an opponent,
a flailing weapon grants a +2 enhancement bonus to
attack rolls and Strength or Dexterity checks to complete
the maneuver. These weapons have small but powerful
tentacles to grip and pull on their opponents or their
weapons. Cost: 500 gp.
Gnawing:
A favored adaptation for arrows, bolts, and sling
stones, this trait grants a weapon a small, fanged
mouth that bites down on its foe and holds fast. Gnawing
weapons latch onto their target when they hit, dealing
1 point of damage per round until they are removed.
They deal this damage starting on the round after
they strike a target. A standard action removes all
gnawing weapons from a single creature. A melee weapon
with this trait deals this additional damage only
if the Vallorian wielding it lets go of the weapon
immediately after a successful attack. Cost: 100
gp.
Seeker:
Seeker weapons develop finely honed senses that
allow them to spot weak points in their opponent's
armor and strike at vital areas with relative ease.
Weapons with this trait increase their threat range
by one. For example, a weapon that threatens a critical
hit on a roll of 19-20 increases that range to 18-20
with this template. Apply this template before accounting
for any feats or talents that improve a weapon's threat
range. A seeker weapon has a single, baleful eye that
continually watches its user's foe. Cost: 2,000
gp.
Venomous:
A favorite of Vallorian assassins and scouts,
a venomous weapon has a single long fang that drips
a viscous, green poison. On a successful hit, it injects
this poison into its target. The poison has a Fortitude
save DC of 14 and deals 1d4 points of temporary Strength
damage as its initial and secondary effects. Cost:
6,000 gp.
Warden:
Weapons with this template are creatures with thick,
protective plates and dozens of tiny eyes. A warden
weapon defends its user from attacks, knocking aside
incoming blows and aiding his attempts to parry. It
grants the equivalent of the Expertise feat. Users
who already possess that feat can double the AC bonus
it grants them. Cost: 2,000 gp.
Bonus
Weapon Templates
Contagious:
This weapon is covered with weeping sores that ensure
it is always covered with dried blood, mucous, and
slime. Anyone struck by a contagious weapon may be
exposed to the horrid diseases that infest it. A successful
Fortitude save (DC 15) allows one to resist the disease.
It has an incubation period of one day and inflicts
1d4 points of Constitution damage. A Vallorian who
wields this weapon gains a +4 bonus on all saves against
diseases, as exposure to its many contagions helps
him develop a strong resistance. Cost: 1,000
gp.
Dual-Headed:
One of the more intricate creations of the Vallorian
fleshsmiths, this strange weapon can split into two
blades or bludgeons when used to attack. As a move
action, the Vallorian wielding it can command the
dual-headed weapon to split into two. It now functions
similar to a double weapon, and the Vallorian can
wield it in that manner even if it requires only one
hand to use. The two edges hack, stab, and cut on
their own to aid their master, making it possible
to fight with both of them.
A one-handed weapon with this feature counts as if
its wielder uses two non-light weapons. The Vallorian
still needs to use only one hand to wield this weapon.
Two-handed
weapons with this feature count as a double weapon,
but reduce the attack roll penalty with both ends
by 2, though this penalty cannot go below 0. In other
words, it cannot become a bonus. Cost: 2,000
gp.
Infestation:
This intricate, rare Vallorian weapon consists of
a reinforced matrix of tiny holes arranged in a lattice
structure. Insects that have formed a hivemind with
the weapon swarm along its length. When the weapon
hits a target, the insects swarm down its blade or
handle to bite and sting their foe. Anyone struck
by this weapon must make a Fortitude save (DC 14)
or suffer a -1 circumstance penalty due to the distraction
and pain of the biting creatures. Note that circumstance
penalties stack. This penalty lasts for one minute.
Cost: 8,000 gp.
Armor
Templates
Chameleon:
By stretching a thin layer of proto-flesh scales over
a suit of armor, a Vallorian fleshsmith can grant
it the ability to blend into a wide variety of environments.
The scales mirror the color and texture of the environment
around them, granting anyone wearing this armor the
ability to camouflage her presence. Chameleon armor
negates the armor check modifier to all Sneak checks
made to hide. In addition, it grants a +4 competence
bonus to such skill checks. Cost: 2,000 gp.
Mending:
Armor with this template includes a number of small,
wormlike creatures that crawl over and beneath its
plates and joints. The worms are pulpy, slimy creatures
that produce fluids that can quickly heal wounds.
Three times per day, a character wearing mending armor
can heal herself of 1d8 points of damage as a free
action. Cost: 300 gp.
Swarm:
Armor with this template consists of several independent
plates that move to arrange themselves based on their
user's desire. These "plates" are small,
beetlelike creatures with thick, heavy outer shells.
These beetles can move to protect their wearer's vital
areas, or they can distribute their weight to reduce
the protection they offer while improving their user's
mobility. The wearer of swarm armor can improve its
maximum Dexterity bonus by as much as 4 and reduce
its armor check penalty by as much as 4 if she chooses
to reduce its armor bonus by the same amount. If the
item's armor bonus falls to half its original value
or less, the armor counts as light armor until its
armor bonus rises back to more than half its original
value. Any manipulation of the attributes of swarm
armor, whether to reduce its armor bonus or to restore
it to a higher value, requires a full-round action.
Vallorian scouts favor this armor, since they can
maximize their maneuverability when not in battle
and then alter the armor to protect them in combat.
Cost: 500 gp.
Bonus
Armor Templates
Energy
Aligned: The Vallorians sometimes look beyond
their proto-flesh vats for materials they can utilize
in their works. This suit of armor is crafted from
a strange fusion of energy and flesh taken from the
vats. It crackles and hums with energy, creating a
protective sheath around its wearer. This armor provides
resistance 5 against a single energy type. In addition,
this living armor feasts upon the energy it absorbs.
If this armor absorbs more than 10 points of the type
of energy damage it's keyed to within a 10-minute
period, it gains a +1 enhancement bonus to its Armor
Class modifier. It can gain this benefit only once
for each 10-minute period, but this bonus improves
any enhancement bonus the armor might already have.
Cost: 2,000 gp.
Muscled:
This set of armor has plates and other pieces
connected with strong bundles of fleshy muscles, tendons,
and ligaments. All of these muscle masses connect
to form a single creature that bonds closely with
its wearer. When worn, this armor provides a +2 enhancement
bonus to Strength, +5-foot bonus to speed, and a +8
bonus to all Jump checks. Cost: 12,000 gp.
Spined:
This suit of armor is covered with short, sharp
spines that quiver and shake. They are a single colony
of creatures that thrust and stab toward their master's
foe. They are too small to have an effect in most
situations, but they can prove useful in close-quarters
fighting. If the spined armor's wearer is the target
of a grapple attempt, her opponent suffers 2d4 points
of damage. The Vallorian gains a bonus to her grapple
check equal to this damage. If the Vallorian wearing
this armor is involved in a grapple, whether she initiated
it or not, the spines stab into her opponent and rend
his flesh. On the Vallorian's action, her opponent
automatically suffers 2d4 points of damage from these
spines as long as the grapple continues. Cost:
2,000 gp.
Shield
Templates
Biting:
A biting shield features a toothy, leering maw
set below a pair of small, glaring eyes. Once per
round, a shield with this template can attack by snapping
its jaws at an opponent that has just hit its bearer
with a melee attack. The shield attacks only if its
bearer instructs it to do so; neither the instruction
nor the shield's attack are considered actions (one
can take them at any time during a round). The shield
has a base attack bonus equal to its bearer's base
attack bonus before any modifiers, and it deals 1d6
points of slashing damage on a successful hit. Cost:
500 gp.
Grasping:
Shields with this template have a number of long,
limp tendrils hanging from their outer edges. When
used to bash an opponent,a grasping shield can help
to grapple the target with these tendrils. It grants
its bearer the ability, after a successful shield
bash, to make a grapple attempt as a free action that
does not provoke an attack of opportunity. Cost:
4,000 gp.
Searing:
This bulky, slimy shield has a single sphincterlike
opening at its center. A fleshy, baglike organ hangs
from the shield's inner side, opposite the sphincter.
Once per day when in battle, the bearer can instruct
the shield (as a free action) to draw in a great breath
and spew forth the acidic digestive juices stored
in that organ.This attack is a standard action that
the shield takes during its bearer's turn. The caustic
spray deals 2d6 points of acid damage to any creatures
within a 15-foot cone. Cost: 1,000 gp.
Bonus
Shield Templates
Baleful:
This shield has a single, malevolent eye set in its
center. Through the close psychic bond it forms with
its master, it can generate psychic energy and focus
it into a blast that can scramble a target's mind
and leave him stunned for 1 round. This attack has
a range of 30 feet and requires a Will save (DC 13
+ the Vallorian's Charisma modifier) to cancel its
effects. A wielder can use this shield once every
10 rounds. Cost: 1,500 gp.
Lashing:
Specially crafted and infused with raw evil energy
to give it a malevolent spirit, this shield has a
hateful face growing from its fleshy surface. In battle,
it gibbers and howls at enemies. On command from its
Vallorian master, this wretched fiend lashes out with
its long, ropy, barbed tongue. This counts as a ranged
attack that inflicts 2d4 points of damage. The shield
can also make trip and disarm attacks with a +2 bonus
to the opposed attack and Strength or Dexterity checks
when used in this manner. This attack has a range
of 20 feet. The Vallorian makes this attack using
his standard ranged attack bonus along with any relevant
modifiers. Cost: 500 gp.
Watcher:
This gruesome shield is covered with dozens of small
eyes that dart to and fro, scanning the area for signs
of danger. The shield has a bundle of nerve endings
that resemble the frayed end of a rope dangling from
its opposite side. When a Vallorian uses this shield,
this nerve bundle digs into her arm and lends its
sight to her. Anyone carrying this shield gains a
+4 competence bonus to all Spot and Listen checks.
Cost: 6,400 gp.
Next
Week: Vallorian
Culture
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Living Weapons and Armor" ©2004 Monte J.
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