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    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
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    Male

    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!

    Need to do the guns for the Meowcenaries:

    Craft Gun
    Y'all can make Guns now.
    Prerequisites: Craft Wand
    Benefits: A Gun is basically a Wand, with a few important differences. The first is that it only has 6 charges. The second is that it can be used by anyone whether they can cast spells or not (activating it is a Swift Action, Manipulation). Guns may also be recharged by any spellcaster who has the spell on their spell list by them 'losing' a spell of the same level as a Swift Action, or by using a Charger.

    GP Cost: Half Base Price
    XP Cost: Base Price divided by 25
    Base Price: 187.5 x Level of Spell x Level of Caster
    Crafting Time: 1 day per 1000 GP


    Beezooka
    Price (Item Level): 2813 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:18) Conjuration
    Activation: Swift (Manipulation)
    Weight: 12 lbs.

    You hold a giant wooden tube that shoots beehives at opponents. Needless to say, everyone wants you on their side.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, BEES!
    Cost to Create: 1407 GP, 3 days, 115 XP



    BEES!
    Conjuration (Summoning)
    Level: 3
    Components: V, S, M
    Casting Time: 1 round
    Range: Close (25' plus 5'/2 Levels)
    Effect: 1 Swarm of Big Bees
    Duration: 1 round/Level
    Saving Throw: None
    Spell Resistance: No

    This is pretty much identical to Summon Swarm except that you do have mental control over what the Swarm does.

    Big Bee Swarm
    Tiny Vermin (Swarm)
    Hit Dice: 6d8 (27 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), Fly 30 ft (Good)
    Armor Class: 16 (+2 Dex, +4 Dex), touch 16, flat-footed 14
    Base Attack/Grapple: +4/-
    Attack: Swarm (2d6 plus poison)
    Full Attack: Swarm (2d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Poison, Distraction
    Special Qualities: Dark Vision 60', Vermin Traits, Swarm Traits, Half damage from slashing and piercing
    Saves: Fort +5, Ref +7, Will +3
    Abilities: Str 3, Dex 18, Con 11, Int -, Wis 12, Cha 6
    Skills: Spot +5, Survival +1
    Feats: -
    Environment: Temperate or Warm Plains
    Organization: Solitary or Swarm (3-6)
    Challenge Rating: 4
    Treasure: No coins or items, 1/8 goods (honey only)
    Alignment: Always Neutral
    Advancement: ---
    Level Adjustment: ---

    "...avenge me..."

    Big Bee swarms are quite obviously a hazard in some areas. It helps if you don't try making your campfire underneath their nest.

    Poison (Ex): Injury, Fortitude Save DC 13, Initial and Secondary damage is 1d6 Constitution.

    Distraction (Ex): Any living creature vulnerable to the swarms damage that begins it's turn in the same square as a Swarm must make a DC 13 Fortitude Save (Save DC is Constitution based) or be Nauseated for 1 round. Spellcasting or concentrating on a spell within the swarms area requires a Concentration Check (DC is 20 plus spell level). Using skills that require patience or concentration requires a DC 20 Concentration check.

    Skills (Ex): Bees have a +4 Racial Bonus to Spot Checks and to Survival Checks made to orient themselves.

    Combat: Big Bee Swarms don't die as quickly as regular bee swarms, which makes fighting them a bit more of a problem.



    Caltrop Gun
    Price (Item Level): 5250 GP
    Body Slot: - (Held)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Conjuration
    Activation: Swift (Manipulation)
    Weight: 12 lbs.

    You spray opponents with a cloud of caltrops for 7d8 damage, which then litter the ground causing additional trouble.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Cloud of Caltrops
    Cost to Create: 2625 GP, 5 days, 210 XP



    Cloud of Caltrops
    Conjuration (Creation)
    Level: 4
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: 15'
    Area: 15' Cone
    Duration: Instantaneous (but see below)
    Saving Throw: Reflex Partial
    Spell Resistance: No

    This spell creates an explosion of caltrops doing 1d8 piercing damage per Level (max 10d8) in a 15' Cone (Reflex Save for half damage). After this spell is cast the ground underneath the Are of Effect is covered in caltrops. Material component is a caltrop.



    Charger
    Price (Item Level): 1500 GP (Level 1), 3000 GP (Level 2), 4500 GP (Level 3), 6000 GP (Level 4), 8438 GP (Level 5), 12375 GP (Level 6), 17063 GP (Level 7), 22500 GP (Level 8), 28688 GP (Level 9)
    Body Slot: - (Held)
    Caster Level: 8 if the spell is Level 1-4, 9 if the spell is Level 5, 11 if the spell is Level 6, 13 if the spell is Level 7, 15 if the spell is Level 8, and 17 if the spell is Level 9
    Aura: Varies depending on level of spell it recharges (see Detect Magic in PHB); (DC:15 plus Level of the Spell it recharges) Universal
    Activation: Swift (Manipulation)
    Weight: -

    As a Swift Action when attached to a Gun this item recharges it. The Charger may be used once per day, and can recharge any Gun whose spell Level is similar or lower. For example a Charger made to recharge 4th Level Spells can recharge any Gun that produces the effects of a 0-4th Level spell.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Repeat Spell
    Cost to Create: Level 1 Spell: 750 GP, 2 days, 60 XP
    Level 2 Spell: 1500 GP, 3 days, 120 XP
    Level 3 Spell: 2250 GP, 5 days, 180 XP
    Level 4 Spell: 3000 GP, 6 days, 240 XP
    Level 5 Spell: 4219 GP, 8 days, 338 XP
    Level 6 Spell: 6188 GP, 12 days, 495 XP
    Level 7 Spell: 8532 GP, 17 days, 683 XP
    Level 8 Spell: 11250 GP,23 days, 900 XP
    Level 9 Spell: 14344 GP, 29 days, 1148 XP



    Fart Gun
    Price (Item Level): 2813 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:18) Conjuration
    Activation: Swift (Manipulation)
    Weight: 12 lbs.

    Instead of the usual area, the Stinking Cloud produced by this gun is a 15' Cone instead of the usual cloud.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Stinking Cloud, Widen Spell
    Cost to Create: 1407 GP, 3 days, 115 XP



    Fireball Gun
    Price (Item Level): 2813 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:18) Evocation
    Activation: Swift (Manipulation)
    Weight: 6 lbs.

    This heavy pistol shoots fireballs doing 6d6 damage.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Fireball
    Cost to Create: 1407 GP, 3 days, 115 XP



    Freeze Ray
    Price (Item Level): 22500 GP
    Body Slot: - (Held)
    Caster Level: 15th
    Aura: Strong; (DC:23) Evocation
    Activation: Swift (Manipulation)
    Weight: 8 lbs.

    This rifle shoots beams of freezing cold doing 15d6 damage.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Polar Ray
    Cost to Create: 11250 GP, 23 days, 900 XP



    Gunsight
    Price (Item Level): 375 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:16) Divination
    Activation: -
    Weight: -

    When this sight is attached to a Gun that requires a Ranged attack roll, that gun gains the effects of the Guided Shot spell.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Guided Shot
    Cost to Create: 188 GP, 1 day, 15 XP



    Hand-Cranked Runcible Gun
    Price (Item Level): 5250 GP
    Body Slot: - (Held)
    Caster Level: 7th
    Aura: Moderate; (DC:19) Conjuration
    Activation: Swift (Manipulation)
    Weight: 6 lbs.

    This gun shoots dozens of sporks per second doing 7d8 damage.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Death By Spork
    Cost to Create: 2625 GP, 5 days, 210 XP



    Death by Spork
    Conjuration (Creation)
    Level: 4
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: 30'
    Area: 30' Line
    Duration: Instantaneous
    Saving Throw: Reflex Partial
    Spell Resistance: No

    All opponents in a 30' Line are hit with hundreds of razor sharp sporks doing 1d8 piercing damage per caster Level (max 10d8), Reflex Save for half damage. Material component is a spork.



    Lightning Cannon
    Price (Item Level): 2813 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:18) Evocation
    Activation: Swift (Manipulation)
    Weight: 12 lbs.

    This rifle shoots lightning bolts doing 6d6 damage.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Lightning Bolt
    Cost to Create: 1407 GP, 3 days, 115 XP



    Mage Killer
    Price (Item Level): 1125 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:17) Enchantment
    Activation: Swift (Manipulation)
    Weight: 2 lbs.

    This small gun shoots a ray that drains intelligence. Most useful against Mages if they fail the Save, but also good for taking out morons.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ray of Stupidity
    Cost to Create: 563 GP, 1 day, 45 XP



    Mage Killer II
    Price (Item Level): 17063 GP
    Body Slot: - (Held)
    Caster Level: 13th
    Aura: Strong; (DC:22) Abjuration
    Activation: Swift (Manipulation)
    Weight: 8 lbs.

    This rifle projects an Antimagic Ray. Perfect for royally screwing over anyone's day.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Antimagic Ray
    Cost to Create: 8532 GP, 17 days, 683 XP



    Mercenary Killer
    Price (Item Level): 2813 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:18) Transmutation
    Activation: Swift (Manipulation)
    Weight: 6 lbs.

    This heavy pistol projects a Rust Ray doing 2d6+6 damage to metallic objects.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Rust Ray
    Cost to Create: 1407 GP, 3 days, 115 XP



    Piranha Gun
    Price (Item Level): 188 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:16) Conjuration
    Activation: Swift (Manipulation)
    Weight: 6 lbs.

    This heavy pistol shoots Fiendish Pirhanas who have been modified to breath air.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Monster I
    Cost to Create: 94 GP, 1 day,8 XP



    Fiendish Pirhana
    Tiny Magical Beast (Amphibious, Aquatic, Extraplanar)
    Hit Dice: 1/2d8+1 (3 hp)
    Initiative: +6
    Speed: 0 ft. (0 squares), Swim 40'
    Armor Class: 15 (+2 Size, +2 Dex, +1 Natural), touch 14, flat-footed 13
    Base Attack/Grapple: +0/-11
    Attack: Bite +2 melee (1d3-3)
    Full Attack: Bite +2 melee (1d3-3)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Smite Good
    Special Qualities: Low Light Vision, Scent, Dark Vision 60', Energy Resistance 5 (Cold and Fire), SR 5
    Saves: Fort +3, Ref +4, Will +1
    Abilities: Str 4, Dex 15, Con 12, Int 3, Wis 12, Cha 2
    Skills: Hide +10, Listen +1, Spot +1, Swim +5
    Feats: Improved Initiative, Weapon Finesse (B)
    Environment: Any Evil Plane
    Organization: Solitary or Swarm (10-100)
    Challenge Rating: 1/4
    Treasure: None
    Alignment: Always Evil (usually Chaotic or Neutral)
    Advancement: ---
    Level Adjustment: ---



    Remover
    Price (Item Level): 12375 GP
    Body Slot: - (Held)
    Caster Level: 11th
    Aura: Moderate; (DC:21) Abjuration
    Activation: Swift (Manipulation)
    Weight: 12 lbs.

    A Very odd weapon this heavy rifle fires the Ruby Ray of Reversal.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Ruby Ray of Reversal
    Cost to Create: 6188 GP, 12 days, 495 XP



    Snooze Gun
    Price (Item Level): 2813 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:18) Enchantment
    Activation: Swift (Manipulation)
    Weight: 2 lbs.

    This gun shoots a ray that is a Ranged Touch Attack, and the target is affected as if by a Deep Slumber spell if it hits successfully. Range is the same as the normal spell.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Deep Slumber
    Cost to Create: 1407 GP, 3 days, 115 XP



    Spike Gun
    Price (Item Level): 1125 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:17) Conjuration
    Activation: Swift (Manipulation)
    Weight: 12 lbs.

    This gun fires iron spikes doing 1d8+6 damage.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Launch Spikes
    Cost to Create: 563 GP, 1 day, 45 XP



    Launch Spikes
    Conjuration (Creation)
    Level: 2
    Components: V, S, M
    Casting Time: 1 Standard Action
    Range: Long (400' plus 40' per Level)
    Effect: 1 iron spike
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You summon and iron spike and fire it at an opponent as a Ranged Touch Attack, doing 1d8 plus 1 per level (max +10) in piercing damage.



    Squid Gun
    Price (Item Level): 1125 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:17) Conjuration
    Activation: Swift (Manipulation)
    Weight: 12 lbs.

    This gun favored by aquatic themed Meowcenaries fires squid. Rumor has it it was conceived by someone on serious nip.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Summon Nature's Ally II
    Cost to Create: 563 GP, 1 day, 45 XP



    Red Dot
    Price (Item Level): 1125 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:16) Divination
    Activation: Swift (Thought)
    Weight: -

    When attached to a Gun that requires a Ranged attack roll, and activated, this provides a Targeting Ray that gives a +2 Bonus to attack rolls (you still have to hit with the Targeting Ray to get the Bonus as usual).

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Targeting Ray
    Cost to Create: 563 GP, 1 day, 45 XP



    Taser
    Price (Item Level): 1125 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:17) Enchantment
    Activation: Swift (Manipulation)
    Weight: 6 lbs.

    This small gun projects a Sting Ray. The origin of the name is unknown. Really we swear.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Sting Ray
    Cost to Create: 563 GP, 1 day, 45 XP



    Thief-Killer
    Price (Item Level): 938 GP
    Body Slot: - (Held)
    Caster Level: 6th
    Aura: Faint; (DC:16) Evocation
    Activation: Swift (Manipulation)
    Weight: 2 lbs.

    This pistol projects 3 Magic Missiles per shot.

    Prerequisites: Craft Magic Arms and Armor, Craft Guns, Magic Missile
    Cost to Create: 469 GP, 1 day, 38 XP
    Last edited by Bhu; 2011-03-21 at 01:49 AM.
    Revised avatar by Trixie, New avvie by Crisis21!
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