The Armory, or the "post your homebrewed magic weapons and armors here" thread


Homebrew and House Rules


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Simple enough, if you ever created a weapon or armor, please post it here for people to use and review.

I have 3 weapons to show you.

BLUNDERBURN
Price: 132,100 gp
Slot: none
CL: 15th
Aura: strong conjuration and strong evocation
Weight: 8 lbs

Price breakdown
+2 flaming burst blunderbuss = 34,300
Reloading Hands = 23,000 (taken from the Pistol of Infinite Sky)
Creates Dragon’s Breath cartridges at will 1/round = 10,000
Dragon’s Breath (CL 15th) 3/day = 64,800

This +2 flaming burst blunderbuss is stylized to resemble a fire-breathing creature, such as a red dragon, hell hound or thrasfyr, with the head and gaping mouth at the end of the barrel. This blunderbuss never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire. Furthermore, once per round, as a swift action, it can load a dragon's breath alchemical cartridge. Finally, three times per day, it can unleash a 30-foot cone of fire, dealing 12d6 points of fire damage; a DC 16 Reflex Save halves the damage.

The first Blunderburn is rumored to have been created by a gunslinger who is said to have been victim to an insanity spell, making the poor person see the world as a fantasy colorful plane with rainbows and flowers without realizing that each action has dire consequences and outcomes in the real world. Furthermore, no one knows for sure is that gunslinger was a male or a female, as it has been described as a person who wears a thick hydration suit*, mostly made to endure intense heat in the desert.

*That is an outfit described in 3.5 Sandstorm book.

Construction Requirements: Craft Magic Arms and Armor, Minor Creation, Reloading Hands, Dragon’s Breath and Fireball, Flame Blade or Flame Strike.
Cost: 66,050 gp

ARCANE CANNON ARM
Price: 123,582 gp
Slot: hand (one)
CL: 13th
Aura: strong conjuration and strong transmutation
Weight: 1 lbs (gauntlet), 5 lbs (cannon)

Price breakdown
+1 gauntlet = 2,302
Reloading Hands = 23,000 (taken from the Pistol of Infinite Sky)
Arcane Cannon (CL 13th) 3/day = 98,280

This +1 gauntlet seems a little bulky and rather stiff, yet it doesn’t affect your regular manual dexterity. Three times per day, as a full-round action, for 13 rounds per activation, you can transform the gauntlet into a small-sized cannon that envelops your hand and forearm. You do not lose any enchantment from rings and bracers, as you still can feel your hand, only it is in a clenched fist inside of a barrel. However, your hand spreads and stiffens upon activation before clenching, thus dropping any item you were currently holding. Your hand becomes unusable when the gauntlet is transformed.

The cannon behaves like the arcane cannon spell, including damage, critical modifier, range increment and the use of the cannon’s conductive ability. However, the cannon uses your own regular base ranged attack bonus instead of the spell’s and the cannon can be reloaded as a swift action. You can return the cannon to its gauntlet form at any moment, but it will count as a used activation, regardless of the number of rounds used. Finally, any enhancement you add to the gauntlet will be bestowed to the cannon, if applicable to ranged weapons, and you can slam with the cannon’s barrel as a +1 heavy mace, once again with any enhancement the gauntlet may have.

The first arcane cannon arm is rumored to have been constructed by an android magus with blond hair, a red-colored armor and also wielding a fabled sword of inner fire, who had a vendetta against his creator for killing an android female who he had fallen in love with.

Construction Requirements: Craft Magic Arms and Armor, Reloading Hands, Arcane Cannon
Cost: 61,791 gp

BLADE OF THE YUKI-ONNA
Price: 169,630 gp
Slot: none
CL: 11th
Aura: strong strong evocation
Weight: 6 lbs

Price breakdown
+2 icy burst katana = 32,350
Cold Ice Strike (CL 11th) 1/encounter = 66,000
Unshakable Chill (CL 3rd) 3/day = 6,480
Icy Prison (CL 9th) 1/day = 16,200
Un/Holy Ice (CL 9th) 3/day = 48,600

This +2 icy burst katana is cool to the touch and seems to be rimed with frost. It comes with a long azure sheath that also feels cold.

The Blade of the Yuki-Onna reveals its full potential once unsheathed. Once per encounter, unsheathing the blade unleashes a line of ice, as per the cold ice strike spell. The wielder can also cast upon a successful melee attack, at a standard action, the effect of the unshakable chill spell three times per day or the icy prison spell once per day. Finally, the wielder can conjure either a wall of ice or 9 sharp icicles, as per the holy ice spell or the unholy ice spell (determined at the time of creation).

It is rumored that the blade was given to a young boy who grew a hatred for his older brother, now a dhampir, after he claimed that his sibling killed their younger sister.

Construction Requirements: Craft Magic Arms and Armor, Cold Ice Strike, Unshakable Chill, Icy Prison, Holy Ice or Unholy Ice and Chill Metal or Ice Storm.
Cost: 84,815 gp

Note: I'll give a cookie to whoever can tell the reference for each weapon ^_^. Also, I got inspired for each item, but you can post any weapon or armor you once came up with.


The Blunderburn refers the Pyro, but that's the only one I recognize.


Ipslore the Red wrote:
The Blunderburn refers the Pyro, but that's the only one I recognize.

You would be correct ^_^

Here's a cookie.


Blunderburn was based off the Pyro's flamethrower from Team Fortress 2, the Arcane Cannon Arm was based off Mega Man's arm cannon, with a little hint from Mega Man X and Zero and the Blade of the Yuki-Onna was based off Jin Kisaragi's katana, the Yukianesa, from BlazBlue.

Here are 2 new weapons for you:

BLAZING SCEPTER
Price: 52,805 gp
Slot: none
CL: 5th
Aura: weak evocation
Weight: 4 lbs

Price breakdown
+1 flaming burst light mace = 18,305
Produce Flame (CL 5th) 1/round = 20,000
Use based on the wielder’s iterative attacks = 10,000
Light (CL 5th) 1/round = 4,500

This +1 flaming burst light mace is a simple iron rod topped with a solid large ruby. The scepter radiates a comfortable heat when held.

The Blazing Scepter can be commanded to have its ruby light up, producing a light effect for 50 minutes, or 500 rounds. Furthermore, the wielder can swing the scepter to shoot a small fiery projectile, dealing 1d6+5 points of damage, as ranged touch attacks, according to his base attack bonus. However, each shot reduce the duration of the light effect by 10 minutes, or 100 rounds. Once all rounds exhausted the ruby’s light fades out and the scepter requires a standard action to light up again. Also, the light’s duration decreases by 10 minutes per consecutive use until no time remains. The wielder can recharge the scepter by letting it bask in sunlight for 2 hours.

It is rumored that the first scepter was created by 3 giant fairies and then discovered by a young elven hero wearing a green tunic and long pointed hat. He used the scepter in conjunction with the Freezing Scepter to defeat a multiheaded tortoise which had a pyrohydra’s head and a cryohydra’s head on its shell. The Freezing Scepter behaves exactly like the Blazing Scepter, except that it is a +1 icy burst light mace topped with a sapphire and that shoots orbs of blue fire, dealing cold damage instead of fire damage. The price, activation and recharge are the same.

Construction Requirements: Craft Magic Arms and Armor, Light, Produce Flame and Fireball, Flame Blade or Flame Strike.

Construction Requirements (Freezing Scepter): Craft Magic Arms and Armor, Light, Produce Flame and Chill Metal or Ice Storm.
Cost (both): 26,402 gp and 5 sp.

SCYTHE OF THE ABYSSAL STORM SINGER
Price: 138,258 gp
Slot: none
CL: 12th
Aura: strong evocation
Weight: 10 lbs

Price breakdown
+2 shocking burst scythe = 32,318
Can be used as a lute/mandolin = 100
Ball Lightning (CL 11th) 3/day = 47,520
Defensive Shock (CL 12th) 3/day = 25,920
Lightning Bolt (CL 10th) 3/day = 32,400

This +2 shocking burst scythe is a scythe made of a combination of steel, bones and rock, with a very rough pattern along the blade. There are also strings lined along the haft, usable by lute’s strings.

The Scythe of the Abyssal Storm Bringer can be commanded, by playing the strings, to conjure 3 bats made of pure electricity, similar to elemental creatures, 3 times per day. These bats behaves like a Ball Lightning effect. The scythe can also be played to shoot a lightning bolt originating from you, also 3 times per day, and can cause a small explosion of electricity around, damaging everything adjacent to you that deals 6d6 points of electricity damage, 3 times per day as well.

It is rumored that the first scythe was made when a tiefling ranger/gunslinger defeated a succubus-possessed vampire which had electricity affinity. The vampire acknowledged the tiefling’s strength and transformed into the scythe before dying.

Construction Requirements: Craft Magic Arms and Armor, Defensive Shock, Ball lightning and Lightning Bolt.
Cost: 69,129 gp.


I have a series of Staves infused with divine energy, only usable by those trained in the arts of divine spellcasting. These were made as reference from a popular Nintendo War Strategy game.

Healing Staff:
Weapon: Staff
Name: Healing Staff
Grade: Minor
Material: Steel, Azure Orb (+1,000)
Properties: +1, Cleanse I (50), Restoration I, Caster Level 5
Total Price: 7,310 Gold Pieces
Requirements: Divine Spells Class Feature, Level 3, Wisdom or Charisma 15
Description: Upon grasp, this staff emits a sense of renewal from the orb on top of the staff. It flickers between different tones of very dark and light blue. Channeling divine magic into the staff causes the orb to glow a curing power.
Cleanse I: As a standard action, the wielder may activate the power within the staff's orb, healing an adjacent target other than the wielder for half the wielder's caster level plus his primary modifier (Wisdom for Clerics, Charisma for Oracles), costing some of the orb's power. This ability uses 1 charge, and the staff has a total of 50 charges. The amount healed and the wielder's caster level cannot be less than 1 for this healing, but cannot be modified from domain powers or items granting bonus healing. This deals positive energy damage to Undead monsters as a touch attack, and can be reduced by half through a successful will save equal to that of a spell-like ability, the total being 10 plus the weapon modifier plus the wielder's Wisdom or Charisma modifier (wielder's choice). The charges may be refilled, but at the cost of the highest Spell Slot in which the caster may currently cast a Cure Wounds spell. For example, a 3rd Level Oracle must spend a 2nd Level Spell Slot in order to replenish a single charge from the Staff, as the highest Cure spell (s)he may cast is Cure Moderate Wounds.
Restoration I: After the wielder's turn within the round ends, the wielder is automatically healed up to his primary modifier in damage. This is activated automatically, and does not accumulate beyond the wielder's maximum health. Undead monsters are harmed by picking up or touching this staff. Doing so will inflict a total of 1d8 per weapon modifier plus the current/previous wielder's wisdom or charisma bonus (whichever is higher) for each round the Undead carries this item in their possession. The staff does not deal this damage if used to make an attack action against an Undead Creature.
Crafting Requirements: Craft Magic Arms and Armor, Cure Light or Cure Moderate Wounds

Mending Staff:
Weapon: Staff
Name: Mending Staff
Grade: Moderate
Material: Steel, Sapphire Orb (+3,000)
Properties: +2, Cleanse II (30), Restoration II, Caster Level 9
Total Cost: 19,310 Gold Pieces
Requirements: Divine Spells Class Feature, Level 7, Wisdom or Charisma 17
Description: The staff has a black orb on the top, and the entire design appears to be replicated. Touching the staff causes the orb to luminate to an Azure light, brimming with hope and power.
Cleanse II: As a standard action, the wielder may activate the power within the staff's orb, healing an adjacent target other than the wielder for the wielder's caster level plus his primary modifier (Wisdom for Clerics, Charisma for Oracles), using one charge of the staff. The staff has a total of 30 charges. The amount healed cannot be less than 1, and cannot be modified from domain powers or items granting bonus healing power. This deals positive energy damage to Undead monsters as a touch attack, and can be reduced by half through a successful will save equal to that of a spell-like ability, the total being 10 plus the weapon modifier plus the wielder's wisdom or charisma modifier (wielder's choice). The charges may be refilled, but at the cost of the highest Spell Slot in which the caster may currently cast a Cure Wounds spell. For example, a 9th Level Oracle must spend a 5th Level Spell Slot in order to replenish a single charge from the Staff, as the highest Cure spell (s)he may cast is Heal, or Mass Cure Light Wounds.
Restoration II: After the wielder's turn within the round ends, the wielder is automatically healed up to twice his primary modifier in damage. This is activated automatically and functions normally regardless of how many charges remain in the staff, and does not accumulate beyond the wielder's maximum health. Undead are severely harmed if they try to pick up or touch this staff. Doing so will inflict a total of 1d10 per weapon modifier plus the current/previous wielder's wisdom or charisma bonus (whichever is higher) for each round the Undead carries this item in their possession. The staff does not deal this damage if used to make an attack action against an Undead Creature.
Crafting Requirements: Craft Magic Arms and Armor, Cure Serious or Cure Critical Wounds

Staff of Recovery:
Weapon: Staff
Name: Recovery Staff
Grade: Major
Material: Mithril (+2,000), Crystalline Orb (+10,000)
Properties: +3, Cleanse III (5), Restoration III, Undead Destruction, Caster Level 17th
Total Cost: 75,310 Gold Pieces
Requirements: Divine Spells Class Feature, Level 13, Wisdom or Charisma 21
Description: The staff pervades an eerie foreboding to those untrained with the powers of healing, and sends a bolt of lightning to those that do not belong in the living world. Almost acting as a medium, this staff determines what must live; and ultimately, what must die. Upon grasp, the staff appears lighter than normal, even for it being comprised of metal, and the orb at the top is very rigid and cold, but contains immense life force.
Cleanse III: As a standard action, the wielder may activate the power within the staff's orb, healing a target other than the wielder to maximum life, and removes all of the negative effects placed as if a Heal spell was cast upon the target. This costs a large amount of the staff's power. The staff only has 5 charges. This can be used to destroy any target Undead monster as a touch attack unless the target succeeds a will save as if this were cast as a spell-like ability, the total being 10 plus the weapon modifier plus double the wielder's primary modifier (Wisdom for Clerics, Charisma for Oracles). A successful saving throw deals damage as the Heal Spell plus the wielder's primary modifier. The charges may be refilled, but at the cost of the highest Spell Slot in which the caster may currently cast a Cure Wounds spell. For example, a 17th Level Cleric must spend a 9th Level Spell Slot in order to replenish a single charge from the Staff, as the highest Cure spell (s)he may cast is Mass Heal.
Restoration III: After the wielder's turn within the round ends, the wielder is automatically healed up to three times his primary modifier in damage. This is activated automatically and functions normally regardless of how many charges remain in the staff, and does not accumulate beyond the wielder's maximum health.
Undead Destruction: A passive effect that any Undead creature that would come into contact with this weapon, whether through the Cleanse ability, Restoration effect, or even through a physical connection such as disarming/parrying/sundering through unarmed means, must make a will save equal to 10 plus the weapon modifier plus double the current/previous wielder's wisdom modifier. If the target fails, it is instantly destroyed. If the target succeeds, it suffers damage equal to 1d12 per weapon modifier plus the current/previous wielder's wisdom bonus for each round the target is in contact.
Crafting Requirements: Craft Magic Arms and Armor, Mass Heal, Greater Restoration

I then chose to take a stab and make Devil May Cry 4 Nero's Weapons; a Double-Barreled Revolver, and a Durandal (which I decided to say is a specially crafted Bastard Sword).

The Red Queen:
Weapon: Durandal (Bastard Sword)
Name: The Red Queen
Grade: Major
Material: Painite (+18,000)
Properties: +3, Painite Power, Keen, Impervious, Exceed System (+75,000)
Total Cost: 93,335 Gold Pieces
Damage: 1d10, 17-20 x3
Exceed System Description: If the wielder has 5 ranks of Knowledge (Engineering), (s)he may switch the lever on the hilt of the Red Queen and rev up the weapon to unleash the Exceed System as a full-round action, spraying a special accelerant oil on the weapon. This flammable liquid can be generated infinitely, but is only applied both internally and externally onto the blade, and upon making an attack, the blade creates a spark from the friction of the air (or the creature [s]he attacks), combusting the fuel generated from the blade, causing attacks to deal an additional 1d8 points of Fire Damage. The accelerating oil applied to the weapon also grants a +2 bonus to hit per attack. The wielder may use this action while staggered, but will only get 2 charges. This action draws attacks of opportunity, and lasts until the wielder attacks an enemy.

These "charges" granted from the Exceed System may be exhausted through a number of ways, whether through regular attacks, attacks of opportunity, or any version of Cleave or Vital Strike. The damage is cumulative, allowing a regular Vital Strike to deal an extra 2d8 Fire Damage, an Improved or Greater Vital Strike or Charge Attack to deal an extra 3d8 Fire Damage, and all versions of Cleave to deal 1d8 Fire Damage to up to three targets the wielder first attacks (3d8 Fire Damage is the maximum amount allotted from activating the Exceed System). However, the bonus to attack does not stack with itself when consolidated on a single target. It does, on the other hand, stack with all other bonuses.

This does not limit the Exceed System to just the 3 attacks in quick succession. In addition, when an attack overcomes the target's AC by 5 or more, the wielder generates a charge for the Exceed System for every 5 AC they overcome on any given attack with this weapon. If the wielder performs a Critical Hit against a target, (s)he generates charges for the Exceed System equal to the weapon's multiplier minus one.

Extra Exceed System charges generated in this manner stack with a partially full gauge (that is, previous charges left over from an action taken to generate 3 charges). The charges generated can immediately be applied to any attack involving this weapon, even while in the middle of a full attack option. The Exceed System cannot go beyond its limit of 3 total charges created, and any charges gained have no effect on the Exceed System's Cooldown.

Once the wielder runs out of charges from the Exceed System, the wielder may not be able to activate the Exceed System as a full round action until one round has elapsed since all charges have been expended. (Example: If the wielder activates the Exceed System on the first round of combat and the wielder exhausts all the charges on the second round, the wielder must wait until the fourth round in order to activate the Exceed System again. This does not detract from the weapon's innate ability to generate the accelerant fluid due to proportional accuracy, or critical striking.)

Painite Power Description: This is an effect generated from the material this weapon was crafted with, increasing the weapon's critical multiplier by 1.
Requirements: Level 9, Strength 16, Dexterity 12, Intelligence 10, Critical Focus, Exotic Weapon Proficiency (Bastard Sword), Knowledge (Engineering) as a Class Skill
Crafting Requirements: Craft Magic Arms and Armor, Keen Edge, Crafter must have at least 10 ranks in Knowledge (Engineering), and Knowledge (Engineering) must be a Class Skill

The Blue Rose:
Weapon: Double-Barreled Revolver
Name: The Blue Rose
Grade: Artifact
Material: Painite (+24,000)
Properties: +3, Painite Power, Distance, Limning, Charged Shot (+72,000)
Total Cost: 104,300 Gold Pieces
Damage: 1d8, x5
Charged Shot Description: Unleash the Blue Rose's full potential by charging its strange power. Once charged, the weapon then exerts a force upon its shot, improving the shot's strength and physical capabilities. The charging has 1 of 3 effects, dependent upon the level that is charged:

-Level 1: Deals an additional 1d6 Force damage and target must make a reflex save with the DC equal to the attack roll or become staggered upon its next turn. If the target becomes staggered from another source, or is already staggered, the creature instead becomes dazed. This level takes a move action to charge.
-Level 2: Deals an additional 2d4 Force damage and target must make a reflex save equal to the attack roll or fall to the ground prone and become stunned for one round. This level takes 1 round to charge.
-Level 3: Deals an additional 2d6 Forcefire damage (damage is calculated as both Force and Fire for the purposes of resistance), and target must make a reflex save equal to the attack roll while flat-footed or the attack plants a burning seed within the target. In the round after the attack was made, the seed then explodes, dealing an additional 4d6 points of Fire damage plus the bearer's character level to the original target, (then it flies up in the air 10 feet if the target is Large or smaller in size and falls to the ground). The target must make a reflex save equal to 10 + the damage dealt while suffering the penalties of being flat-flooted or become prone. This level takes 2 rounds to charge.

The wielder must say when (s)he will charge the Blue Rose's power. During this time, the wielder cannot attack with the Blue Rose. Once charged to a desired level, (s)he may fire the Blue Rose as a standard action, dealing regular damage plus the charge level effect. All charged shots exhaust both bullet chambers, consuming all ammunition loaded and behaves as if the character made a double shot, but does not incur the penalties involved. If the wielder sheathes or loses possession of the Blue Rose while it is charging for a shot, the weapon loses its charged power.

Painite Power Description: This is an effect generated from the material this weapon was crafted with, increasing the weapon's critical multiplier by 1.
Requirements: Level 9, Dexterity 18, Intelligence 10, Critical Focus, Gunsmith class feature, Knowledge (Engineering) as a Class Skill
Crafting Requirements: Crafts Magic Arms and Armor, Clairaudience/Clairvoyance, Faerie Fire, Crafter must have at least 10 Ranks in Knowledge (Engineering), and Knowledge (Engineering) must be a Class Skill

Sczarni

The Arcane Cannon Arm also looks like a reference to Trigun. I'm not really sure about how to figure out prices for items (nor am I concerned with doing so for a homebrew weapon I daydream up on the fly) but here's my best shot.

The Onyx Lash
This ten-foot strip of black leather cord has several onyx crystals embossed into it that radiate negative energy. It can be wielded as a reach melee weapon and can attack adjacent creatures, but can not be used to make attacks of opportunity. The leather itself is not heavy or strong enough to damage a creature hit by the lash, but the negative energy in the onyxes deal 2d4 negative energy damage on a hit with a crit range of x3. Because this is not physical damage, you can't add your Strength bonus or bonus from damage sources such as Power Attack. You are proficient with the lash if you are proficient with whips, heavy flails, or spiked chains, but the lash does not benefit from any other feat or effect that works on a specific kind of weapon, such as Weapon Focus, nor can you choose the lash as a weapon for such effects.


Most of these I've shared on here before, but I'll repost them here. They may not be strictly 'weapons' but the effects they produce are close enough.

Armor of the Mithril Avenger:
Armor of the Mithril Avenger
Aura strong abjurations, evocation and transmutation; CL 13th
Price 242,620 gp; Weight 30 lbs.

This suit of +3 Mithril Full Plate is not just for protection, it's also a powerful weapon. There are multiple weapons and abilities in this armor that take some practice to master. The wearer gains the ability to wield three weapons:

  • Flaming Bolts - A ranged touch attack with a range of 120 ft. that deals 1d6+5 fire damage on a hit; a wearer can make a full attack with this ranged attack.
  • The armor possess the flaming weapon property, granting an additional 1d6 points of fire damage with unarmed strike while wearing the armor
  • Shoulder Canons - Twin ray cannons that can be fired as a swift action, dealing 4d6 points of fire damage, each, on a hit with a maximum range of 40 ft. These rays can only be fired whenever the wearer doesn't use it's Flaming Bolts.

In addition to the weapons, the wearer gains a +20 competence bonus to fly checks when worn, and can cast Extended Wind Walk (self only) twice per day, except the wearer doesn't turn into a cloud to fly.

When attacked, the wearer can, as an immediate action, form a protective shield of force with a 5 ft. radius centered on the wearer. This shield has hardness 20 and 70 hit points (with fast healing 5), and lasts for 7 rounds or until the shield is dismissed by the wearer (a standard action) or destroyed. Anything that can bring down a wall of force can bring down this shield. The shield is powered by the armor's weapons, and as such, the weapons cannot be used until the shield is brought down. The wearer can still move, while the shield lasts, but only at one quarter speed.

Constuction
Requirements
Craft Magic Arms and Armor, Craft Wondrous Item, Extend Spell, dweomer retaliation, emergency force sphere, produce flame, scorching ray, wind walk; Cost 129,560 gp

This isn't a very serious item, though it's (mostly) priced out correctly. It came to me after I had watched Iron Man 2, and I was reading the Robot Rules, and I had put on an episode of Teen Titans for my nephews with some guy that traveled from the future and could create shields with shoulder mounted laser cannons.

Basically, it shoots lasers, which can be used to make a full attack with (like a normal ranged weapon), or you can melee with the armor. Anytime you don't use the lasers, you can blast with the shoulder canons. When you activate the shield, you drain the energy from your weapons, to fuel the shield. I included the spell Dweomer Retaliation to restore some of the HP of the shield.

I don't think I would ever use this item in a game (it doesn't do much damage, but it's got amazing defensive properties), except maybe as a 1-off.

Thunderbomb:
Thunderbomb
Aura
faint evocation; CL 5th
SlotPrice 780 gp; Weight 1 lbs.

While appearing as a normal thunderstone, the thunderbomb has been magically enhanced to a devastating degree. When used like a thunderstone, the thunderbomb detonates with explosive force, in addition to the noise it makes as a thunderstone, dealing 6d6 points of force damage to all within a 5 ft radius burst (DC 14 Reflex save for half). The thunderbomb is consumed in the explosion and can’t be used again.

Construction
Requirements
Craft Wondrous Item, explosive runes Cost 405 gp

Bracers of the Hidden Bow:
Bracers of the Hidden Bow
Aura
faint evocation; CL 3rd
Slot wrists; Price 3,800 gp (+1); 9,800 gp (+2); 19,800 gp (+3); 33,800 gp (+4); 51,800 gp (+5); Weight 1 lbs.

These supple leather bracers look like those worn by an archer. When a command word is spoken, the bracers of the hidden bow summon forth a bow made of shadows. The bow summoned by the bracers of the hidden bow is properly sized for the wielder and of masterwork quality. If the wielder has a positive strength score, a composite bow is formed with a matching strength rating. Each bow also comes with an enhancement bonus, determined at creation that the bow bestows upon the arrows it fires. The enhancement bonus can be upgraded at later times, similar to normal weapons, but no weapon properties can be added.

No ammunition is needed to use the bow formed from the bracers of the hidden bow, as arrows made of the same shadowy material of the bow, are knocked every time the string is pulled. The arrows formed can only be used by the wielder, and disappear 1 round after fired. The effects of the bracers of the hidden bow last for 1 minute, before the bow must be summoned forth again.

Construction
Requirements
Craft Magical Arms and Armor, Craft Wondrous Item, greater magic weapon, shadow weapon, caster level must be 3 times the enhancement bonus Cost 1,900 gp (+1); 4,900 gp (+2); 9,900 gp (+3); 16,900 gp (+4); 25,900 gp (+5)

Icicle Bracers:
Icicle Bracers
Aura
faint conjuration or moderate conjuration; CL 1st or 6th
Slot wrist; Price 8,000 gp (lesser) or 24,000 gp (greater); Weight 4 lbs

These translucent blue bracers look to be made of pure ice. When worn, the wearer can call forth a dagger made of ice into his hand.

The dagger created by the lesser icicle bracers function as a masterwork dagger that also deals 1 point of cold damage on a strike. The greater icicle bracers creates a dagger that functions as a +1 frost weapon.

Either weapon can create multiple daggers in a round, allowing the wearer to throw the daggers during a full attack action. The daggers created by either version of the icicle bracers cannot be used by anyone other than the wearer of the bracers, and the daggers created by the bracers melt on the wearer’s next turn. Any feats, spells, or abilities that effect daggers, apply to the daggers created by icicle bracers.

Construction
Requirements
Craft Magical Arms and Armor, Craft Wondrous Items, icicle dagger Cost 4,000 gp (lesser) or 12,000 gp (greater)

Boots of the Swift Slice:
Boots of the Swift Slice
Aura
faint transmutation; CL 2nd
Slot feet; Price 2,880 gp; Weight 3 lbs.

These boots were originally created for a scholar that believed he could design the perfect sword strike, without having any skill with the blade. With a single uttered word, those who wear the boots of the swift slice dash 30 ft forward, leaving a trail of after-images in their wake. You can make a single attack at your highest base attack bonus to any enemy along your 30 ft dash, and your movement does not provoke an attack of opportunity. You add your Intelligence or Charisma modifier to your attack roll as a circumstance bonus, and your movement must end in an unoccupied square. Difficult terrain and other factors that slow movement, such as encumbrance, modify your speed as normal. The boots of the swift slice can be used up to 10 rounds per day, but the rounds need not be consecutive.

Construction
Requirements
Craft Wondrous Item, bladed dash Cost 1,440 gp

Shards Property:
Shards (A Weapon Property not a magical item)
Aura moderate evocation; CL 9th; Craft Magic Arms and Armor, scorching ray; Price +2 bonus

This unusual weapon property gives a melee weapon a limited ranged attack. As a standard action a weapon with the shards ability can temporarily sacrifice a shard of it’s magic by reducing the enhancement bonus by +1. This shard of magic allows the weapon to fire off a ray of pure magic at a target within 30 ft as a ranged touch attack. The ray deals force damage equal to 1d6 multiplied by the current enhancement of the weapon. For example, a +3 weapon would fire a 3d6 ray, which would reduce the weapon down to a +2 weapon, if another ray were to be fired; it would then deal 2d6 points of force damage. Any feats or effects that modify rays, modify this attack as normal, and the ray can threaten on a 20 x2. The temporary loss of enhancement lasts for 24 hours. Only enhancement bonuses can be sacrificed in this way, not special weapon properties.

Guantlets of the Four Winds:
Gauntlets of the Four Winds
Aura
faint evocation; CL 10th
Slot hands; Price 12,000 gp; Weight 2 lbs.

Whenever a person with the elemental fist feat uses the gauntlets of the four winds he gains the bonus energy damage on all his unarmed or natural attacks made that round, but only consumes one use of the feat. The gauntlets of the four winds also gives the user a limited ranged attack capability. The wearer can unleash blasts of energy of the same type as the elemental fist feat, but the damage die is reduced by one step. Treat this as a thrown weapon with a range increment of 15 ft that the user is automatically proficient with.

Construction
Requirements
Craft Wondrous Item, creator must possess the Elemental Fist feat, spectral hand; Cost 6,000 gp

The Thunderbomb, Bracers of the Hidden Bow, Boots of the Swift Slice and Icicle Bracers have all seen use in my campaigns and my players loved them.


Here's another one:

SIEGE CLUB
Price: 25,620 gp (regular) or 48,620 gp (infinite ammunition)
Slot: none
CL: 5th (or 15th)
Aura: moderate transmutation (and strong conjuration)
Weight: 40 lbs

Price breakdown
+2 tetsubo = 8,320
+2 culverin = 12,300
Abilities similar to an immovable rod = 5,000
(Optional) Reloading Hands = 23,000 (taken from the Pistol of Infinite Sky)

This +2 tetsubo looks like a regular steel studded greatclub, except that it seems much heavier, that there is an additional perpendicular handle near the grip and that ¾ of its length is hollow.

The Siege Club can be used as a regular tetsubo, but can also be used as a culverin, following all rules, including range, reloading, firing and misfire. However, the handle has been enhanced like an immovable rod. This allows the wielder to fire the culverin without having to rest it on a support and without taking recoil. Finally, a wielder can switch between modes of usage as a swift action once per round.

There is a rumor that versions of the Siege Club exist with unlimited ammunition.

Construction Requirements (regular): Craft Magic Arms and Armor, Levitate
Cost (regular): 12,810 gp.

Construction Requirements (infinite ammunition): Craft Magic Arms and Armor, Levitate and Reloading Hands
Cost (infinite ammunition): 24,310 gp.


I may have to steal the immovable rod + culverin idea

RPG Superstar 2009 Top 8

SCORCH
Aura strong evocation; CL 12th; Weight 2 lbs.;Price 32,310 gp

DESCRIPTION
This +2 flaming short sword has a second command word that, when activated, intensifies the flames so that it deals +2d6 fire damage to the target and 2 points of fire damage to the wielder. This damage ignores all fire resistance and creatures immune to fire still take half damage. The intense flames can only be activated while the regular flaming property is active but a single command word extinguishes the blade completely.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, flame blade, flame strike, or fireball, creator must have the Empower Spell metamagic feat; Cost16,155 gp


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Here is one of mine:

THE POUCH OF INFINITE STARS
Aura: Moderate conjuration
CL: 6th
Slot: None
Price: 13,000 gp
Weight: 2 lb
Description: This leather pouch is designed to worn on a belt. Unremarkable in appearance, it is actually quite heavily enchanted. Upon looking into the pouch, it appears to contain ten shuriken. The wearer may draw and throw them as needed. The magic of this item then becomes readily apparent. At the start of the wearer's next turn, the pouch once again refills with ten new shuriken! The bearer of this item never need fear running out of throwing stars so long as he wears this item. Shuriken removed from the pouch vanish after one round, whether or not they are thrown or if they strike a target.
Twice per day, the bearer of the pouch may utter a command word as a swift action. After doing so, any shuriken he draws from the pouch possess a +2 enhancement bonus. This effect lasts until the start of the possessers next round. A few rare pouches only possess a +1 enhancement bonus, but also provide a +1 special weapon property, such as distance, flaming, frost, or seeking. Such pouches of infinite shuriken never possess the returning property.

CONSTRUCTION
Requirements: Craft Magic Arms and Armor, Craft Wondrous Item, abundent ammunition, magic weapon*
Cost: 6,500gp

*Pouches of infinite stars with a special weapon property, such as the pouch of infinite flaming stars or the pouch of infinite seeking stars add the spell listed in the special weapons property to the requirements listed above. See Magic Weapon Special Ability Descriptions (pg. 461-463) in the Core Reference Document for exact details.

MA


Darigaaz the Igniter wrote:
I may have to steal the immovable rod + culverin idea

I actually don't mind, because more playtest = more results = more balancing.

Go ahead ^_^

I got the idea from the Vulcanian Thunder Club, a weapon presented in Dragon Magazine #304, which was a greatclub with a hollow tube that propelled an alchemical sharpnel blast when the top was opened.

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