Weapons, Armor, Items From Other Universes


Conversions

Silver Crusade

Several years ago, (pre-PF) my gaming group was getting a little stagnant. Basically, it degenerated into a lot of rules-lawyering. So I went the complete other way and decided to spice things up with a new campaign. Basically, the conceit was that "holes" were opening up in a typical fantasy setting and creatures and items from other universes were falling through and setting up shop. The PCs ended up finding some of the items listed below, or fighting characters from favorite films, books, or tv shows (such as The Kurgan, Skeletor, and Stormtroopers).

The campaign is long over, but I thought I would post some of the items here before I chuck them into the recycle bin.

I realize that most of these are not in the proper format for items, but I created them, and I knew how I wanted them to work.

I also realize that many of these items are broken, but we sure had fun. Plus, if everyone has a broken item, it all evens out, right?

I also statted out the characters from the other universes (based on the level of the PCs at the time) but I can't seem to find that file.

Anyone else do this?

Narsil

Shortsword
Inscription - Narsil is my name, a mighty sword, Telchar made me in Nogrod.
damage – 2d4, 20/x2
not balanced

Special: There are remnants of magic around this broken sword, as though it may have been enchanted, but no longer. It can be seen by a skilled craftsman that the sword was a masterwork bastard sword, however due to its broken state it no longer has the balance it used to have. Non-magical.

Sting

dagger +1
Description: Vaguely leaf-shaped, with gentle curving edges. Engraved on the blade and cross-guard are letters in Sindarin that read phonetically, Maegnas aen estar nin dagnir in yngyl im. Translated into English, they read, "Maegnas is my name, I am the spider's bane.”
damage: 1d4, 19-20/x2
balanced

Special: Sting glows blue in the presence of monstrous humanoids and does an additional 3 holy (good) damage to evil creatures. In addition, it does an additional 4 holy (good) damage to evil spider creatures for a total of +8 against evil spiders.

Lightsaber

(longsword size when activated)
(exotic weapon)
damage: 2d10 (energy), 19-20/x3, slashing, piercing
weight: 2 lbs

Special: Do not add your strength when determining damage, since the lightsaber blade has no weight. It can cut through anything (treat as a natural touch attack) except for magic (magic armor), cortosis, adamantine, and other lightsabers (treat attacks against those materials as normal). Weapon Finesse can be applied, balanced. For non-magical weapons or armor, a Sundering attack will immediately destroy the item if the opposed check is won, with the exception of other lightsabers and items made of cortosis and adamantine – those take damage as normal. A lightsaber cannot be Sundered. Also, if a wielder engages in battle with an opponent wearing non-magical armor, that armor is always unwearable if the opponent is defeated, due to the lightsaber’s devastating attacks. The lightsaber is drawn as normal, however, if the lightsaber is already being held in the hand, it can be activated or de-activated as a free action. Regarding damage reduction, a creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities even if they have damage reduction. Non-magical.

Charge: Each time activated, roll a d6. On a roll of one, the lightsaber is out of charge and functions only as a sap until recharged. Can only be activated for 10 rounds continuously.

(I put in the charge thing because the PCs wouldn't be able to tell when the lightsaber was getting close to being out of juice. Also, to limit their use of it. I did this with all the star wars stuff.)

Force Pike

longspear
(effects of adamantine and cortosis)
damage 1d10 + 1d6 energy damage with charge, 20/x3
Weight: 15 lbs.

Special: Regarding damage reduction, a creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities even if they have damage reduction. On a roll of one on a d6, the force pike is out of charge and functions only as a longspear until recharged. Can only be activated for 20 rounds continuously. Non-magical.

Blaster rifle

ranged weapon
(exotic weapon)
damage: 2d8 energy, 20/x3
Two handed weapon
Weight: 10 lbs.

Special: Regarding damage reduction, a creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities even if they have damage reduction. On a roll of one on a d6, the rifle is out of charge. 50 shots fired maximum in one charge. Non-magical.

Blaster pistol

ranged weapon
(exotic weapon)
damage: 2d4 energy, 20/x3
one handed weapon
Weight: 5 lbs.

Special: Regarding damage reduction, a creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities even if they have damage reduction. On a roll of one on a d6, the rifle is out of charge. 30 shots fired maximum in one charge. Non-magical.

Buster Sword

greatsword
(exotic weapon)
(effects of adamantine)
damage:2d8, 20/x3
weight: 24 lbs

Special: This huge sword can only be wielded by someone with a strength of 20 or more. If strength is less than that, attacker takes a –6 to hit and –4 to damage. It can never be wielded in one hand. Non-Magical.

Caledfwlch (Excalibur)

+1 Axiomatic longsword
(effects of cold iron, alchemical silver, adamantine, and epic for purposes of damage reduction)
damage: 1d8, 19-20/x2

special: This sword confers on its wielder a +6 bonus to charisma when drawn. The scabbard of Caledfwlch can produce the spell “Heal” on a willing person once per day through touch. It will only work if the sword and scabbard are on the same person. Rather than bestowing one negative level on a chaotic or neutral character, Caledfwlch bestows two negative levels.

Neuroblade (dune)

dagger
damage: 1d6, 20/x4
weight: 2lbs

special: This weapon, when activated, produces an invisible blade. On a hit, the blade makes the victim believe he or she has been hit, but produces no actual wounds. Therefore, armor does not apply (use a touch attack). However, any damage taken by the victim fades after combat concludes. Each time activated, roll a d6. On a roll of one, the Neuroblade is out of charge and functions only as a sap until recharged. Can only be activated for 10 rounds continuously. Non-magical.

The Sword of Shannara

+1 bastard sword
(effect of cold iron and epic for purposes of damage reduction)

special: When wielded by a descendent of Jerle Shannara, it forces the wielder and the victim to “face the truth of his life,” which means any evil creature who fails a will save (DC 20) will immediately cease combat and break down into sobs.

The Six-fingered Sword

superior masterwork rapier
damage: 1d6, 17-20/x2

special: This incredible rapier was so finely constructed, it confers a +2 to hit due to its masterwork status, rather than +1. In addition, its critical threat range is increased to 17-20/x2. Any further feats or powers taken by the character that increase threat range only increase the threat range of the Six-Fingered Sword by 1. There is a small marker on the base of the blade noting the sword’s creator, Domingo Montoya. Non-magical.

Agiel

exotic weapon
+1 magic item
weight: 1 lb.

Special: The Agiel resembles a foot long slender tube of rolled up leather. It can be hooked to a chain, string, or cord and worn around the wrist or neck without taking damage. It can be grasped as a move equivalent action. Immediately upon grasping the Agiel and for each round the Agiel is held, the wielder must make a will saving throw DC of 25. The Agiel does 1d8 damage per round for each round the saving throw is failed. In combat, the Agiel does 2d20 magical damage on a successful touch attack, but does that much damage to the wielder as well. This damage is not affected by spell resistance for either the wielder or the victim. A successful will save DC 30 halves the damage for the victim and a successful will save DC 25 negates the damage for the wielder. The saving throw for holding the Agiel and doing damage with the Agiel are applied separately and must be rolled separately by the wielder. The Agiel may be dropped as a free action. The Agiel cannot be used for special weapon attacks (ie sundering, trip attacks, etc.).

Callandor

+ 1 longsword
damage: 1d8, 19-20/x2

Special: Callandor emits a bright light at all times from the blade and its hilt. When wielded by a person with the ability to cast at least 1st level spells of any type, Callandor doubles that person’s spells per day, giving each of his or her previously prepared spells a twin. This occurs instantly when drawn. Any spell cast is initially taken from the character’s spell list, before any twin. However, because Callandor was created with a flaw, the wielder must make a Fortitude saving throw DC 5 + character level, minimum 10, when drawn and every other round after. For each failure, the wielder takes 1d6 points of temporary constitution damage (healing rate is one point per ten minutes) and the DC for the next saving throw goes up by two, in addition to granting another twin of all his or her spells. If the wielder wishes to sheath Callandor, thereby erasing any and all twins of spells, the character must succeed a Will saving throw with a DC equal to the most recent Fortitude save.

Mournblade (Stormbringer’s twin)

Greatsword +1
(epic for purposes of damage reduction)
damage: 2d6, 19-20/x2

Special: Mournblade is black as night with glowing red runes inscribed along the blade. The wielder instantly receives half of the hit points dealt by Mournblade in combat. This is a death effect against the victim. Plus, each time Mournblade does damage to a creature, it reduces the creature’s maximum hit points by one. Mournblade is sentient and hungry. It must cause at least 15 hit points of damage to a sentient creature per day, or it will cause 1d6 points of Constitution damage to the owner which cannot be healed magically. However, Mournblade’s weilder may “negotiate” with Mournblade to not cause the Constitution damage by rolling a diplomacy check (DC is determined by the DM based on the recent actions of the weilder). In addition, the owner may not use any other weapon or a shield in battle, nor may he carry any other weapon or shield on his person, including any extra-dimensional bags such as bags of holding or portable holes (Mournblade is not stupid). There is no save for this. Once Mournblade tastes blood in the hands of a wielder, it is bonded to that wielder. If at any time the owner wishes to rid himself of Mournblade, he must be subject to a remove curse spell cast at a minimum of seventh level, and must succeed at a will save DC 20. This can only be attempted once per day. Mournblade’s hunger for souls is such that it may betray its wielder by creating a bloodlust in the character, turning in his hands and killing friends and lovers.

Dyrnwyn

+2 Flaming longsword
(epic for purposes of damage reduction)

Special: There is a warning engraved on Dyrnwyn’s scabbard: "Draw Dyrnwyn, only thou of royal blood, to rule with justice, to strike down evil. Who wields it in good cause shall slay even the lord of death." Dyrnwyn functions as a normal +1 flaming longsword for a good-aligned character. If a person with an evil alignment draws Dyrnwyn, the sword will immediately be wreathed in flames causing 2d6 fire damage to the wielder per round. While a person is wielding Dyrnwyn, he is immune to death effects per the spell death ward.

Hatori Hanzo Katana

Superior Masterwork Katana
(exotic weapon)
damage: 2d4

special: This incredible katana was so finely constructed, it confers a +2 to hit due to its masterwork status, rather than +1. In addition, its threat range is increased to 18-20/x2. There is a small marker on the base of the blade noting the sword’s creator, Hatori Hanzo. Non-magical.

Terminus Est

masterwork mercurial greatsword
(exotic weapon)
damage: 2d6/19-20 x4
weight: 15 lbs.

special: Terminus Est was designed as a headsman’s weapon. It has a blunt tip and can only deal slashing damage. The sword is double-edged, having both a "male" and "female" side, designed to only sever male heads with one edge and female heads with the other. Non-magical.

Sword of Grayskull

+1 longsword
(epic for purposes of damage reduction)
damage: 1d8, 19-20/x2

special: The Sword of Grayskull functions as a normal +1 longsword until certain magical activation words are shouted. The activation words take a full round action to complete, and if the wielder is interrupted in any way until the wielder’s next action, the activation fails. This activation is a cacophony of thunder and lightning, which cannot be done quietly or discreetly. If the activation is completed, the wielder changes into the Agent of Grayskull. This is a complete physical, spiritual, and magical transformation. Any spells previously cast on the Agent immediately cease. The wielder gains +10 to strength and +10 to constitution. However, any equipment the wielder previously had on him or her vanishes and is replaced by the Rainment of Grayskull, consisting of a fur loincloth, fur boots, and a small leather garment worn on the chest which grants no armor bonus to AC, with no dex penalties. Only the Sword of Grayskull can be used in battle and the outfit cannot be removed, nor can any other equipment be wielded or worn by the Agent. In fact, any equipment the character possessed vanishes while acting as the Agent. This effect lasts for a number of rounds equal to 3 + the character’s newly improved Constitution modifier. The effect can only be activated once per encounter. This does not stack with the Barbarian’s rage ability. Once the effect wears off, which can happen if the Agent wills it, the character becomes fatigued (-4 penalty to Strength, -4 penalty to Dexterity, can’t charge or run) for the duration of the current encounter and any hit points gained vanish. This transformation will only apply if the wielder is of good alignment.

Sword of Omens

+1 dagger/+2 longsword
(epic for purposes of damage reduction)
damage: 1d6/1d8, 19-20/x2

special: The Sword of Omens normal state is as a +1 dagger. However, if certain magical words are spoken, the Sword will transform into a +2 longsword. This is a full round action. The words must be shouted, it cannot be done quietly. This effect lasts for 10 rounds. In addition, once the sword transformation is complete, if the wielder so chooses, he or she may have the Sword display a symbol high into the air, which can be seen and/or felt by all members of the wielder’s party. (Party is determined by the DM.) The party will then know the exact location of the wielder and feel compelled to join him or her by any means possible, consistent with their alignment, unless they make a Will save DC 25. Also, if different magical words are spoken, the Sword of Omens may cast Scrying twice per day, albeit without sound. The Sword acts as a focus that duplicates firsthand knowledge of the subject and having a possession or garment of the subject. These modifiers cannot be changed or added to. The images are transmitted through the hilt of the sword, so the wielder must be looking through the hilt to see the images.

Icingdeath

frost +2 scimitar

Twinkle

defender +2 scimitar

Green Destiny

+1 longsword

special: This sword, when held, allows the wielder to use the spell Levitate only on himself three times per day.

Bow of Loxley

Superior Masterwork Composite Longbow
damage: 1d10, 20/x3

Special: This masterwork bow is so finely crafted, it provides a +2 to hit, rather than the usual +1. Non-Magical.

Green Lantern and Power Ring

damage: 1d3 when worn on fist, as gauntlet.
weight: ring – 1 lb., lantern – 45 lbs.

Special: This ring, also known as the most powerful weapon ever created, can only be worn by someone with at least a 20 Wisdom. It allows the wearer to duplicate, at will, using a full round action, any abjuration or evocation spell (DM’s discretion – most spells that affect magic in some way will not be allowed, for example dispel magic, globe of invulnerability, magic circle, dismissal, etc., as the ring is science based, not magic based). The effect is non-magical, therefore spell resistance is ineffective. The wearer must succeed at a Will save DC 15 + spell level to create the effect. If the wearer fails the save, he is fatigued and takes a negative to all Will saves equal to half the level of the spell effect (round up) for d6 rounds. The wearer must concentrate very hard while the effect is sustained and is unable to take any action except for move actions. The wearer’s character level is used for any effect which requires an effective spellcaster level. The saving throw DC against the ring’s effects are calculated against 10 plus the character’s level OR the level of the spell, whichever is less, plus the character’s Willpower bonus. Any spell re-created by the ring is completely and wholly ineffective against the color yellow. The ring must be re-charged once per day by holding it against the Lantern for at least one minute. If this is not done, the ring is useless.

Spear Of Destiny

+2 Merciful Longspear
(epic for purposes of damage reduction)
damage: 1d10 19-20/x3

Special: The Spear of Destiny confers a +4 Charisma bonus, a +2 Will Bonus, and a +2 Intelligence bonus on its wielder.

Mjolnir

+1 Returning Warhammer of Thundering
(epic for purposes of damage reduction)

Special: This mighty hammer gives the effect of the spell Truestrike as a free action three times per day.

Stormtrooper armor

(Heavy armor)
Armor Bonus: +6
Max Dex Bonus: +1
Armor Check Penalty: -4 (hide –6)
Arcane Spell Failure: 20%
Speed: 25/15
Weight: 20 lbs.
Hardness: equal to mithral

Special: This armor is non-magical. It is made up of a heat-resistant form of plastic, which gives the wearer damage reduction of 3 from fire. It provides no protection whatsoever against energy damage, however (energy attacks treat as no armor). In addition, if the helmet is worn, all toxins are filtered and low-light vision is provided. However, whenever the character is damaged, there is a 1 in 20 chance that the electrical systems that provide the filter and the low-light will fail for good. Not wearable by dwarves, halflings, or gnomes.

Royal Guard Armor

(light armor)
(cortosis)
Armor Bonus: +5
Max Dex Bonus: +5
Armor Check Penalty: -2 (swim –6, hide –6)
Arcane Spell Failure: 20%
Speed: 30/20
Weight: 10 lbs.
Hardness: equal to mithral

Special: Under billowing red robes, this armor provides spectacular protection for its small size. The robes are considered part of the armor and cannot be removed or destroyed. If they are, the armor is useless. When the helmet is worn, all toxins are filtered, darkvision is provided, and an effect that is equivalent to the spell faerie fire is provided at all times to the wearer. However, whenever the character is damaged, there is a 1 in 20 chance that the electrical systems that provide special qualities will fail for good. Not wearable by dwarves, halflings, or gnomes.

Claw Shield

Armor Bonus: +1
Armor Check Penalty: -1
Arcane Spell Failure: 5%
Weight: 5 lbs

Special: This claw-shaped magic item covers the hand and forearm of the wearer, essentially transforming it into a cat’s claw, giving a +2 to climb. A weapon or item may be wielded in the same hand as the Claw Shield, as the hand in the Shield responds just as well as the user’s natural hand. This also means that it can be wielded while making unarmed attacks. It also possesses an enchantment of a +1 natural armor bonus, for a total of +2 bonus to AC when worn. In addition, the Claw Shield is able to shoot three “grappling hooks” as a standard action that adhere to nearly any surface. It can then retract those “hooks,” lifting, or drawing to, the wielder. The Claw Shield is able to lift up to 500 pounds. The maximum distance is 100 ft. The speed at which it retracts is 20 ft. If the wielder attempts to shoot the “grabbling hooks” towards anything that is not completely stationary, or very small (DM’s discretion), he must make a ranged attack. This is a magical effect and subject to SR and dispelling (based on the wielder’s level). The Claw Shield was designed to serve as a sheath for the Sword of Omens, and will carry it perfectly as a scabbard.

Proton Pack

weight of pack: 40 lbs.
weight of wand: 10 lbs.
range: 30 ft.

special: The proton pack, also referred to as a charged particle accelerator, functions by concentrating protons and using them to attack negatively charged ectoplasmic entities. It consists of a backpack-type generator, with a gun-like wand attachment which throws a positively charged energy beam. The beam undulates wildly, and is therefore very difficult to aim, with the wielder taking a –6 to attacks (-2 against incorporeal creatures). When used against incorporeal creatures, the beam seeks them out and ensnares them, allowing the wielder to hold the creature in place or to move the creature, either by moving himself, or by shortening or extending the beam. It also does 1 damage (energy) per round. The ensnared creature may not attack, but may cast spells and use any supernatural or spell-like abilities it may have. Against corporeal targets, it does not ensnare them, but the pack does 2d20 energy damage. However, there are risks in using an unlicensed nuclear accelerator in combat. Each time the proton pack is hit in combat, there is a 10% chance of it exploding with the force of a 50-kiloton atomic bomb. It takes a full round action to don the pack or to remove the pack. The proton pack has a half-life of 5,000 years. Non-magical.

Shield of Captain America

Armor Bonus: +3
Armor Check Penalty: -2
Arcane Spell Failure: 15%
Weight: 15 lbs

Special: This shield is made of vibranium, a substance that is literally indestructible. The shield can be thrown as an offensive weapon as a full round action if attached to the wielder’s arm, a standard action if it is not, dealing 1d10 of bludgeoning damage. In addition, if the attacker takes a –2 to his or her attack roll, if the attack misses, the shield will return to the thrower at the beginning of the next round. Non-magical.

Ajanti Dagger

+2 dagger of bane (chaotic outsiders)
damage: 1d4 19-20/x2 (piercing only)
weight: 2 lbs.

special: The Ajanti Dagger has a 75% of banishing a chaotic outsider to its home plane upon a successful critical hit. The outsider has no save for this.

Ruby Slippers

special: These mighty slippers increase a magic user’s effective level by 3 and increase the effective spell level of any spell cast by 3. In addition, the wearer may designate an area as “home” as a full round action. Thereafter, if the character performs certain actions and speaks the magical incantation as a full round action, the wearer will be instantly teleported to “home.” However, when worn, they reduce the wearer’s strength, dex, and constitution by –6, reflecting a female child’s physical attributes. They may be donned as a full round action, and kicked off as a move equivalent action.

The One Ring

special: This ring duplicates the effects of a “ring of greater invisibility” when worn. However, each round after putting the ring on requires a Will save DC 10 + character level to not remove it due to the horrible feelings it creates in the wearer’s mind. Also, the invisibility effect may not work on all creatures (DM’s discretion), and in fact may attract certain creatures to the wearer. It will also gradually shift the wearer’s alignment to Neutral Evil (DM’s discretion), and will make the wearer more susceptible to effects that influence the character’s mind (DM’s discretion).


What an awesome post!


Consider Callandor also increasing the effective caster level. Rand's spells "hit harder" when he's drawing extra power.

Similarly, the One Ring is more powerful when the wielder is more powerful. Gandalf or Galadriel could use it to destroy Sauron and become a replacement dark lord. It takes more than invisibility to do that. I would go with increased caster level, more spells, or both. IMO Galadriel stats out as an arcane caster, though the Professor would disagree. SHE didn't think she was casting spells in a vancian sense. But what the Eldar accomplish is mostly arcane magic in D&D parlance.


Also, stormtrooper (or at least clonetrooper) armor protects against hard vaccuum, so I would say its either cold immunity or an epic level of cold resistance. And probably some heat immunity as well.

It should help against blasters' energy, whatever it is, otherwise there's no reason they'd ever be wearing it in the first place.


Chobemaster wrote:
It should help against blasters' energy, whatever it is, otherwise there's no reason they'd ever be wearing it in the first place.

Been awhile since I seen the movies, but it didn't do much against blasters from what I remember

Silver Crusade

That was my thinking...some of these I wanted to be funny in some way (see the Sword of Grayskull), and I figured armor that didn't protect the wearer from the very thing that would be hitting it pretty much represented Stormtroopers well.

Scarab Sages

For some more ideas, look at the warhammer / warhammer 40k universes.

Thunder Hammer + Storm Shield + Terminator Armor / Chaos Armor is popular, but there are plenty of less potent items.

Liberty's Edge

XD I love that you statted out the He-Man items.

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