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 Post subject: Magic Ammunition: exotic loads for your catapults & cannons
PostPosted: Mon Aug 11, 2008 3:59 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
Constantly working to improve the magical capabilities of their mechs, the elves have modified several magical items to be used with catapults. the Irontooth and Stenians are following on this with research into their suitability for use in steam cannons.

Force Ammo:
Force ammunition is simply an enlarged version of a Bead of Force, suitable for firing from a catapult. It uses the normal catapult ranges, but does not deal catapult damage, instead having its normal force effects on impact. In developing this ammunition, the elves also developed a greater version of the Bead of Force, which can be of either regular or catapult sized.

The Greater Bead of Force operates in the same manner as the standard, but deals 10d6 force damage in a 20 ft. radius, and produces a 20 ft. sphere with a duration of 20 minutes.

Moderate evocation; CL 20th; Craft Wondrous Item, resilient sphere; Price 6,000 gp.

Elemental Ammo:
Like Force ammunition, Elemental ammunition is simply an adaptation of existing magic, in this case Elemental Gems. This ammunition has the same range, but is less robust than the typical catapult stone, or cannon shot, and does -2 damage per die (min. of 1) on impact, but summons an elemental on impact. As with the Force ammo, this renewed research has lead to the development of Least, Lesser, Greater, and Master versions of the standard gems which can be of either regular or catapult sized.

When the gem is crushed, smashed, or broken (a standard action), a Least Elemental Gem summons a small elemental, as if summoned by a summon nature’s ally II spell.

Minor conjuration; CL 5th; Craft Wondrous Item, summon nature’s ally II; Price 500 gp.

When the gem is crushed, smashed, or broken (a standard action), a Lesser Elemental Gem summons a medium elemental, as if summoned by a summon nature’s ally IV spell.

Moderate conjuration; CL 7th; Craft Wondrous Item, summon nature’s ally IV; Price 1,400 gp.

When the gem is crushed, smashed, or broken (a standard action), a Greater Elemental Gem summons a Greater elemental, as if summoned by a summon nature’s ally VII spell.

Major conjuration; CL 13th; Craft Wondrous Item, summon nature’s ally VII; Price 4,550 gp.

When the gem is crushed, smashed, or broken (a standard action), a Master Elemental Gem summons an Elder elemental, as if summoned by a summon nature’s ally IX spell.

Major conjuration; CL 17th; Craft Wondrous Item, summon nature’s ally IX; Price 7,650 gp


Last edited by Raptor on Mon Jul 30, 2012 5:48 pm, edited 2 times in total.

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 Post subject: Re: Magic Ammunition: exotic loads for your catapults & cannons
PostPosted: Wed Aug 27, 2008 5:51 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
Banded Ammo:
Banded ammunition is simply a modified to fit siege weapons version of a set of Iron Bands of Binding. This very potent item appears to be a rusty iron sphere with bandings on the globe.

When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a DC 30 Strength check or escape them with a DC 30 Escape Artist check. Iron bands of binding are usable once per day.

Strong evocation; CL 13th; Craft Wondrous Item, grasping hand; Price 26,000 gp; Weight 1 lb.

Versions that can capture larger targets have also been developed.

Huge or smaller targets:
Strong evocation; CL 13th; Craft Wondrous Item, Combine Spell, grasping handx2; Price 26,000 gp; Weight 1 lb.

Gargantuan or smaller targets:
Strong evocation; CL 13th; Craft Wondrous Item, Combine Spell, grasping handx3; Price 26,000 gp; Weight 1 lb.

Colossal or smaller targets:
Strong evocation; CL 13th; Craft Wondrous Item, Combine Spell, grasping handx4; Price 26,000 gp; Weight 1 lb.

Colossal II or smaller targets:
Strong evocation; CL 13th; Craft Wondrous Item, Combine Spell, grasping handx4; Price 26,000 gp; Weight 1 lb.

Colossal III or smaller targets:
Strong evocation; CL 13th; Craft Wondrous Item, Combine Spell, grasping handx5; Price 26,000 gp; Weight 1 lb.


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 Post subject: Alchemical ammunition
PostPosted: Sun Sep 14, 2008 1:45 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
Here are some alternative ammunition types for Alchemist catapults and Ooze launchers from the Mech Manual.

Alchemist Catapults.
The alchemist catapults usually fire containers of alchemist fire but here are some alternate loads with stats:

Acid Ammo:
This deals the same amount of damage and splash as the standard alchemist fire of the same size, except it is acid damage and does no damage on the next round. This ammunition costs half standard.

Anarchic/Axiomatic/Holy/Unholy Water Ammo:
Holy Water deals damage only to undead and evil outsiders. It has the same splash radius as a standard alchemist catapult, but deals the following damage:
Huge alchemist catapult: 3d6 Good energy
Gargantuan alchemist catapult: 4d6 Good energy
Colossal alchemist catapult: 5d6 Good energy
While Holy water is the most commonly use the other types are also available. This ammunition cost 25% more than standard.

Smoke Ammo:
Firing a block of wood with the same alchemical treatment as a smoke stick, this ammunition produces a smoke screen at the target location at the following sizes.
Huge alchemist catapult: 20 ft. cube
Gargantuan alchemist catapult: 30 ft. cube
Colossal alchemist catapult: 40 ft. cube
This ammunition costs the standard amount.

Tanglefoot Ammo:
Firing a large container of tanglefoot goo, this ammunition can affect a target with the same size category as its launcher (ie, a Colossal launcher could effect a Colossal or smaller target). All other effects are as for a standard tanglefoot bag.
This ammunition costs 150% more than standard ammunition.

Thunderrock Ammo:
Firing a larger version of a thunderstone, this ammunition effects a larger area and has a higher save DC.
Huge alchemist catapult: 15 ft. Radius DC 16 Fortitude.
Gargantuan alchemist catapult: 20 ft. Radius DC 17 Fortitude.
Colossal alchemist catapult: 25 ft. Radius DC 18 Fortitude.
This ammunition costs 50% more than standard ammunition.

Ooze Launchers.
A Huge (or larger) ooze launcher can fire ammunition containing an Ochre Jelly rather than a Black Pudding. This is typically used when targeting infantry rather than mechs, since its lower speed and inability to damage stone or metal makes it less of a threat to the launching mech. All other stats remain the same.


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 Post subject: Poison Ammunition
PostPosted: Mon Sep 15, 2008 3:48 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
While any weapon can have a contact or injury poison applied to it, an alchemist catapult can be used to launch containers of contact or inhaled poisons.

A container of contact poison automatically has its poison effect on a target with a direct hit, and produces a splash area effect with a DC15 reflex save to avoid being poisoned. Of course the standard fortitude saves versus the poison still apply. Ammunition cost is based on the number of doses of poison needed per shot.

Huge alchemist catapult: 5 ft. Radius splash 4 doses
Gargantuan alchemist catapult: 10 ft. Radius splash 8 doses
Colossal alchemist catapult: 15 ft. Radius splash 16 doses

A container of inhaled poison produces a cube of poisonous vapors, which effect everyone in the area. Ammunition cost is based on the number of doses of poison needed per shot.

Huge alchemist catapult: 15 ft. Cube 4 doses
Gargantuan alchemist catapult: 20 ft. Cube 8 doses
Colossal alchemist catapult: 25 ft. Cube 16 doses


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 Post subject: Exotic Ballista Ammunition
PostPosted: Sat Jun 19, 2010 4:01 pm 
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Deft-Handed Cutpurse

Joined: Sun Apr 17, 2005 6:48 pm
Posts: 261
Location: Wichita, KS
Here are some exotic magical ammunition for your ballistas.

Lightning Bolts:
These are simply a modified Javelin of Lightning to be fired from a ballista, providing a useful anti-personnel round. This bolt becomes a 5d6 lightning bolt when fired (Reflex DC 14 half). It is consumed in the attack.

Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP.

More powerful versions of this ammunition have also been developed.

Greater Lightning Bolt
This bolt becomes a 10d6 lightning bolt when fired (Reflex DC 14 half). It is consumed in the attack.

Faint evocation; CL 10th; Craft Magic Arms and Armor, lightning bolt; Price 3,000 gp; Cost 1500 gp + 60 XP.

Deadly Lightning Bolt
This bolt becomes a 60 damage lightning bolt when fired (Reflex DC 16 half). It is consumed in the attack.

Moderate evocation; CL 11th; Craft Magic Arms and Armor, Maximize Spell, lightning bolt; Price 6,600 gp; Cost 3,300 gp + 124 XP.

Devastating Lightning Bolt
This bolt becomes a 60 damage lightning bolt when fired (Reflex DC 20 half). It is consumed in the attack.

Major Evocation; CL 17th; Craft Magic Arms and Armor, Heighten Spell, Maximize Spell, lightning bolt; Price 15,300 gp; Cost 7,650 gp + 306 XP

Screaming Balista Bolt:
Enlarged from the crossbow bolt, one of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.

Faint enchantment; CL 5th; Craft Magic Arms and Armor, doom; Price 267gp; Cost 128 gp and 5 sp + 10 XP.

Slaying Bolt:

Modified from Slaying Arrows, these +1 bolts are keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the bolt is keyed to, roll on the table below.

A greater slaying bolt functions just like a normal slaying bolt, but the DC to avoid the death effect is 23.

Strong necromancy; CL 13th; Craft Magic Arms and Armor, finger of death (slaying bolt) or heightened finger of death (greater slaying bolt); Price 2,282 gp (slaying bolt) or 4,057 gp (greater slaying bolt); Cost 1,144 gp 5 sp + 91 XP (slaying bolt) or 2,032 gp + 162 XP (greater slaying bolt).

Sleep Bolt

With so many species nearing extinction, the elves are loath to kill even the most dangerous animals, so many of their mechs carry these modifications of a Sleep Arrow. This +1 Bolt is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.

Faint enchantment; CL 5th; Craft Magic Arms and Armor, sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP.


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