Session Start: Fri Jan 24 00:00:00 2003 Session Ident: #D&D [16:51:37] Defensive Fire. You cna make ranged attacks with that weapon in a threatened area without provoking AoO [16:51:53] Counts as +1 bonus for market price. [16:52:26] So, basically, the Gun-Fu ability, except magical? [16:52:28] Energy Flux. As a free action, you can decide whether the weapon deals fire, eletric, or sonic damage. Counts as +2 bonus for market price. The weapon's other characteristics remain unchanged. [16:52:31] Yeah. [16:52:39] Sounds kinda ehn, since I'll be getting that in a weapon. [16:52:39] Also, only ranged energy weapons can take Energy Flux [16:52:50] ...Energy Flux sounds neat. [16:53:15] Precision targeting. Cover bonuses to AC are halved. If you have the Crack Shot feat, it's eliminated altogether. Counts as +2. [16:53:21] s/weapon/level. [16:54:08] Ehn. [16:54:38] Pulsing. Weapon is sheathed in electromagnetic energy, and deals +2d6 bonus points of electric damage to robots, soulmechs, vehicles, and other tech requiring an electrical current. On a projectile weapon, this affects their ammo as long as it's solid. [16:54:44] Like a bullet. [16:54:54] That counts as a +1 bonus [16:55:32] Rapid Fire. This weapon can hit up to five times instead of up to 3 times. This can only be granted to fully automatic weapons that normally fire 3-shot bursts. Other characteristics are unchanged. +1 bonis [16:56:12] That's it for magic weapon special abilities... [16:56:24] * Demota moves on to armor special abilities. [16:56:47] Antigravity. You always act as if in normal gravity. That is, 1g. Counts as +4. [16:57:01] How common would enemies with resistance to Electricity be? [16:57:16] Not THAT common, but it's still around [16:57:56] Fire Evasion. You can make a reflex save at dc20 if you would normally be hit by a ranged weapon to avoid getting hit. You must be aware and not flat-footed. Attemptiung to evade doesn't count as an action. Counts as +3. [16:58:13] Dem: Want to spend the small about of bandwidth to send me the PDF file? I don't take much, and I want to look this thing over. ^^ [16:58:20] Sure. [16:58:39] Radiation Resistance. The first 10 points of radiation damage each round are eliminated, and you get a +10 bonus on Fort saves to resist the effects of radiation. +3 bonus [16:58:49] Huh, working better than normal. [16:59:01] Underwater Action. You're treated as unarmored for purposes of swim checks and can breathe underwater indefinitely. +4 bonus. [16:59:32] Weightless Moves. You can move freely and effectively in zero-g. Adds +10 circumstance bonus to your Freefall checks. +1 bonus [16:59:38] That's it for armor abilities [17:00:12] Now... specific armors. [17:00:38] ACe Pilot's Flight Suit. It's a +2 Flight Suit that gives +10 circumstance bonus on pilot checks. Can cast feather fall once per day as a 5th level vaster. 11,200 cr. [17:00:39] More practical question: Would we be fighting things with electrical resistance often enough to make it worth spending 1,250 per gun to give them Energy Flux? [17:01:26] Probably not, but if you fight something that takes heavy damage from fire or sonic attacks... [17:01:56] And would that happen often enough to justify it? [17:02:19] Airborne Combat Armor. +2 combat armor. Considered light armor and has max dex bonus of +6, arcmor check penalty of -1, arcane spell failure of 10%. You can move freely with no penalty to base speed. Allows you to fly on command once per day. 24,900cr. [17:02:49] Umm.... I dunno. But there are implants to resist certain elements, and some spells can provide resistance or even total immunity. [17:03:03] * Schneeble (schneeble@adsl-66-125-90-244.dsl.sntc01.pacbell.net) has joined #d&d [17:03:04] * ChanServ sets mode: +o Schneeble [17:03:21] Hm. May as well, then. [17:03:30] Ooh. Arcanist's Vest. +1 armor vest that can be worn under normal clothing without revealing its presence. 0% chance of spell failure. 4225 credits. [17:03:33] Hello. [17:03:46] ...Oooh. That sounds decent. [17:03:46] Hmm. [17:03:54] Can you wear that under a flight suit? [17:04:23] Dragon Powered Armor. +4 Combat Hardsuit. Gain claw attacks that deal d10+4 (x2 crit) damage, and strike as +1 weapons, and affects target as if struck by a "slow" spell. Will negates DC14. Costs 61,150 [17:04:29] ... you could, yes. [17:04:36] But you might as well not buy the flight suit at all in that cast. [17:04:38] Case [17:04:51] Since armor doesn't stack with other armor. [17:04:53] * Charles sort of wants Nazdreg to be inconspicuous. The Arcanist's Vest would come in handy, there. [17:05:04] How good is a +1 armor vest? :P [17:05:19] AC+6. [17:05:30] * Zrith 's character will be wearing loads of clothing anyway. It's hard to be inconspicuous. [17:05:34] Which would give Nazdreg 20 AC. [17:05:43] Hm. Elven Battle Suit. Treated as light armor, max dex bonus of +8, armor check penalty of 0, arcane spell failure chance of 5%, and can move without base speed penalty. Weighs about 8 pounds. Costs 4500. [17:05:54] Hm. Decent, but a fighter might want to wear more armor. [17:06:28] Yeah, but if he segues into Gundancer, he'll probably only be wearing light armor anyways, for the acrobatics. [17:06:32] * Mandoric (Mandoric@dialup2256.wnskvtao.sover.net) has joined #d&d [17:06:39] Wait, that armor vest is AC +6? [17:06:40] * Demota nods [17:06:51] A normal armor vest is +... something. [17:07:01] I think... I'd like to get that. ^_^ [17:07:03] Arcanist's Vest is +1 on top of that. [17:07:13] Now... specific weapons. [17:07:19] * blargh-con (Mandoric@dialup2162.wnskvtao.sover.net) Quit (Ping timeout) [17:07:32] Hmm. Natural AC of 12 with Dex bonus, I do assume my +4 AC from Half-dragon counts, +6 AC from the vest... [17:07:34] * Fa-Ge is now known as Minaku [17:07:50] Are they all different types? [17:08:31] Antimatter Cannon. +2 weapon. Armor and enhancement bonuses don't help your AC, and objects don't recieve benefits of hardness. In fact, bonus damage is dealt equal to armor bonus of armor you're wearing, and objects take double damage. Every other aspect is similar to a plasma rifle. 52,300cr. [17:08:36] Are all of what different types? [17:08:39] THe AC bonuses? [17:08:45] Zrith's AC bonuses. :P [17:08:57] Yeah, probably. [17:09:13] There's his dex bonus, his natural armor, and the armor provides another bonus [17:09:21] * Charles hms. [17:09:24] Which I'll need, with 6 HP. c.c [17:09:50] Hm. Assassin's Rifle. +3 sniper rifle. Once a day for every 5 character levels, you can make a sneak attack or death attack at distance up to the first range increment of weapon, adjusted for any modifiers. 73,100cr. [17:09:59] .... and here's a rather nasty one. o_O [17:10:02] Negative Energy Rifle. [17:10:37] +2 weapon that acts as a blaster rifle, but acts as if it dealt acid damage. If a crit is scored, it bestows a negative level in addition to normal damage. [17:10:41] 33,300cr. [17:10:49] Damn. [17:10:50] * Zrith wants to get a rifle he can snipe with, a hand gun of some type, and a good sword. Plus that vest. [17:11:06] Yeah, I want an Arcanist's Vest, too. [17:11:21] I'd get Combat Fatigues, but I don't trsut that armor penalty. [17:11:48] Star Laser. +1 laser rifle that's oversized so it can be fired easily while wearing a vacuum suit and thick gloves. In hard vacuum, gains +3 enhancement bonus. Deals d6 extra fire damage when it hits a creature with the space subtype. [17:11:55] * blargh-con (Mandoric@dialup4577.wnskvtao.sover.net) has joined #d&d [17:12:07] Finally... spell warheads. [17:12:16] Put a spell in an explosive weapon. [17:12:32] Especially since I imagine Nazdreg's going to be Tumbling like a madman when he becomes a Gundancer. [17:12:46] Price is caster level times spell level times 30 credits, plus 100cr if grenade, +800 if missile, +550 if rocket, and +1300 if a torpedo [17:13:00] * Mandoric (Mandoric@dialup2256.wnskvtao.sover.net) Quit (Ping timeout) [17:13:00] So he can get up close and shoot while not incurring AoOs thanks to Gun-Fu. [17:13:10] Imagine the utility of a Grenade of Polymorph Other. [17:13:39] Now... potions. Potions are out of style in the dragon empire. No longer used. [17:13:45] They're dermpatches now. [17:13:57] Slap them on your skin, and feel the effects. Now it's only a move-equivalent action. [17:14:12] Like liquid potions, seasoned adventurers can identify them by taste. [17:14:40] In every other respect, they're just potions. [17:15:06] Oil of Repair LIght damage. Heals d8+3 points of damage to an object or construct, including soulmechs. 150 credits. [17:15:36] Signature Mask. Gain +10 circumstance bonus on disguise checks if you're trying to mask your own chemical profile or match that of another person. Lasts for an hour. 300 credits. [17:15:52] Rings are the same as always. New rings... [17:16:04] Ring of Freefall. Gives +10 circumstance bonus on Freefall checks. 2000creds. [17:16:54] Ring of Vacuum Protection. You can survive without breathing, are protected from exposure to hard vacuum, and are protected from radiation. You're protected from the cold, too. [17:17:09] that's gotta be pretty fuckin' expensive. [17:17:14] This only works when you're actually in space, mind you. You can't breathe underwater or walk around in your underwear on a frozen planet. [17:17:18] 14k credits. [17:17:42] That right there is something no space traveler should be without. [17:17:49] Rods, staves, and wands look pretty much the same, but they're made of better stuff. [17:17:57] Hell, I know a lot of _non_ space travelers who would kill for one. [17:18:01] A rod now has an AC of 9, 35 HP, and Hardness 18. [17:18:02] Heh. [17:18:28] Staff has AC 7, 40 HP, hardness 18 [17:18:39] Wand has AC 7, 25 HP, hardness 18. [17:18:53] Specific ones... Rod of Electromagnetism. [17:19:53] Are you typing all this up, Dem? [17:19:56] Yeah [17:20:06] Good. Do you have a text file of spellware yet? [17:20:07] Rod points to largest mass of metal in 30 feet as per rod of metal and mineral detection. Once per day, it can discharge an EMP that knock out devices within 30 feet for rounds. If it's in your posession or under your control, Reflex DC 14 saves it. [17:20:14] This DOES knock out mostguns. [17:20:17] 18k creds [17:20:28] * Demota will be copying and pasting this down. ^_^; [17:21:35] Staff of the Technomancer. 1 charge of Cause Light Damage (DC 14), 2 charges of Cause Critical Damage (DC 16), 3 charges of Demolish, 1 charge of Instant Reboot (DC 15), 1 charge of Power DOwn (DC15), 1 charge of Refuel. 75k credits. [17:22:11] Finally, staff of repair. A charge of Restore. 2 charges of Recreate. 164,250 credits. [17:23:07] Wondrous Items... [17:23:42] Ansible. Acts as a Sending spell that can be directed at a person or a specific ansible. One of the best means of FTL communication in the galaxy. 56k creds. [17:24:30] Grav boots. All grav check mods are negated, letting you move normally even in crushing gravity. Gives +10 circumstance bonus to Freefall checks. [17:24:35] 58k creds. [17:24:43] Scope of Sure Aim.... [17:24:49] This... is GOOD. [17:24:58] Can be attached to any firearm Medium size or larger. [17:25:32] When you take a full-round action to look through it, you suffer NO range penalties as long as the target is within 10 range increments. You must have line of sight to target and must be able to see the target when looking through the scope. [17:25:36] 6000 credits. [17:29:52] Now, vehicle enhancements... [17:30:10] First off, there'b boosting their armor. This is obvious, and cost depends on size of vehicle and extend of enhancement. [17:31:08] Gravlift... this is a magical alternative to turbofans and the like. Gains +1 bonus to acceleration and handling, but a -1 penalty to deceleration. Only surface vehicles of Huge or smaller can be outfitted with gravlift systems [17:31:44] 12k for medium, 18k for large, 24k for huge. [17:32:21] Force Field Generator. Puts a Wall of Force around the vehicle that's invisible and moves with the vehicle. It otherwise functions just like the spell, immune to physical damage and most spells. [17:33:01] Doesn't protect from energy weapons, though. Those blasts move at the speed of light and sensors can't identify and assess them quickly enough to active the force shield generator. [17:33:04] This... is damn expensive. [17:34:01] Next up is spell resistance. The body or hull iof the vehicle is enchanted to resist magic. [17:34:16] Hmm. If I'm Half-dragon... does this mean I can also speak common? [17:34:22] I think so. [17:34:33] Next up is Teleport Suppressor. This keeps someone from teleporting onto your starship, dropping off a bomb, and teleporting away. [17:35:39] Next are types of starships... [17:35:45] Is there a such thing as a teleport scramber? Like, if someone tries to teleport onship, it makes sure they teleport into deep space or a bulkhead? [17:35:53] Probably not. [17:36:18] aside from the basic Starcaster models, there are Astral Drives and Elven Liveships. [17:36:18] That would be neat, though. [17:36:32] Methinks I shall have to take the Technical Proficiency feat. [17:36:48] You don't need to buy it, Zrith. ^_^;;; [17:36:53] You've lived around machines all your life. [17:36:59] Ah, all right. [17:37:14] Astral Drives let a ship dive into the Astral Plane, where time doesn't pass. [17:37:39] They fly into the astral equivalent of where they want to go, and just leave the Astral Plane. [17:38:16] It's a LOT safer, and astral drives, while expensive to make, don't cost any experience to create. Don't need to recharge, either [17:38:50] This is pretty new technology, and the longterm effects haven't been discovered yet. [17:39:51] Elven Liveships are living bioships created by wealthy and powerful elven families. This is interesting, but I'm not going to go into them right now because' they're complicated. [17:40:07] But they do have a rudientary sentience and an elven family member aboard can communicate telepathically with it [17:40:51] Next up... not quite a ship type. It's Liquid Mithral. [17:41:25] Recharging starcasters can be done without exp if you use liquid mithral. [17:41:32] .... however, this is expensive. [17:42:23] Next up is fun, fun spellware. Too many of them to go into loads of detail like cost. So I'll just give the general gist and supply more if you ask. [17:42:41] Antitoxin. Poison doesn't affect you. [17:42:50] Aquaform. You swim real good and breathe underwater. [17:43:28] Augmented Spellcasting. Cast a single descriptor of spells as if you were a spellcaster one level higher. Does NOT let you cast higher level spells than you can ordinarily cast. [17:43:51] Aura Mask. Conceals your alignment. Simlar to being under Undetectable Alignment spell. [17:44:20] Biosculpting. Gives +2 bonuses to all cha checks and cha-based skill checks [17:44:43] Boosted Reflexes. +2 initiative, speed boosted by 10 feet. [17:45:08] Danger Sense. You can anticipate and react to surprises. [17:45:19] Darkvision. See 60 feet in the dark. [17:45:37] Doppelganger. You shapeshift. This even affects clothing, armor, weapons, and equipment. [17:46:02] (Doppelganger sounds fun, like usual) [17:46:16] Elemental Resistance. Common for soldiers and adventurers. You ignore a certain amount of damage from one type of harmful elemental energy per implant. [17:46:31] Empath. You read emotions. You can cast calm emotions and emotion. [17:46:49] Enhanced ability. Like Biosculpting, but it affects physical abilities instead. [17:47:09] Fast healing. You regenerate 1 or 2 Hp per round. [17:47:19] Flight. Self-explanatory. [17:47:55] Light Tolerance. Makes drow, orcs, etc. as tolerant of light as a normal human without affecting darkvision, lowlightvision, and similar racial abilities. [17:48:04] Low-Light vision. 60 foot low light vision. [17:48:19] Magic Sense. Detect magic any time you want. [17:49:00] Boosted Reflex and Danger Sense sounds good for Nazdreg. [17:49:23] Phease Inducer. You can act as if under Blink spell 5 rounds plus character level per day. Can be split up into as many durations as you want as long as total doesn't exceed. [17:49:27] ... Retractable Claws. [17:49:32] You're Wolverine. [17:49:44] Spell Resistance. Self-explanatory. [17:49:48] ...That would be an *excellent* backup weapon. [17:50:00] Stealth. You muffle footfalls, blend with shadows, etc. [17:50:17] Subdermal armor. Gain damage reduction. [17:50:28] The worst it can do is 5/+1. Best is 10/+5. [17:50:54] Telepath. You can communicate with anything within 100 feet that has a language. Cast detect thoughts, suggestion, and modify memory. [17:51:05] It's believed that ISPD operatives commonly recieve this. [17:51:19] Translator. You speak as if under a Tongues spell. [17:51:38] Trauma Symbiote. +20 HP, pretty much. [17:52:10] That's all, unless you go into Divine Spellware. [17:52:14] Which only Paladins get. [17:52:30] * Demota is now known as DeMenchi [18:08:55] * DeMenchi is now known as Demota [18:09:02] DEM HAVE TEH RETURN!!!! [18:09:41] Alrighty... Booster Reflexes. [18:10:04] Grants +2 bonus to initiative checks and increases speed by 10 feet. 10k creds, costs 250 exp. [18:10:35] Danger Sense. Gains +10 circumstance bonus on checks (Listen, spot, etc.) to determine awareness and surprise at the beginning of combat. [18:10:40] 2k creds, 80 exp. [18:11:39] Retractable Claws. Claws extend from back of bands between wrist and first row of knuckles. When fully extended, 6 to 8 inches long. When retracted, the self-sealing openings on hands are nearly invisible. [18:11:58] Gain benefits of Improved Unarmed Attack. You are always considered armed when using claws in melee. [18:12:08] May take full-attack action to attack with both claws in one round. [18:12:13] Considered light weapons. [18:12:24] No damage bonus? [18:12:27] They're keenblades, and this is accounted for in the following stats.... [18:12:33] Ah. ^^; [18:12:43] 1d6 damage, 17-20 crit x2. Small size. 3 pounds. Slashing. [18:12:49] 2k creds. 80 exp.