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Shard Ammo & Weapons
#1
Shard Ammunition and Weapons


[Image: 3312_original.png?1418133361]

Shard Elemental Rounds
Ranged Ammunitionn
Craft: Crystals
Price: 30 gil to craft (750 gil per 25 rounds); 60 gil (1,500 per 25 rounds) to purchase
Bullet, Bolt or Arrow infused with an elemental crystal of earth, fire, wind, water, ice or lightning. The damage Grant's the ammunition 1d3 points of elemental damage (please note that you can still enchant over this existing elemental damage). DC to create Craft Crystal DC 19 for bolts and arrows and 20 for bullets (1 crystal shard core must be use for each round that you make).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Shard Fire
Craft: Crystal
Slot:
Price: 50 gil (NA gil to Purchase)
You needed to make a bomb quick and was short on time so you grabbed 5 Crystals shards of one type, attached an Explosive to crush the crystal on impact (there might be some duct tape around them holding them in place) and boom you are a genius... maybe. When rolling to hit if you roll a 1-4 it detonates in your hand. It deals 2d4 points of fire damage to its primary target and 1d2 points to all adjacent targets DC 11 for half. In addition you also receive 1 point of fire damage as it leaves your hand. DC to create Craft Crystal DC 14 (5 crystal shards of the same type).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Storm Cell
All
Craft:
Price per round: 100 gil (320 gil to buy)
Deal 1d3 wind and lightning, which then squall (DC 16) & static oppenet (DC 16) Fort negates effects. DC to create is DC 23 for bolts and arrows and DC 24 for bullets. (Contains 2 wind crystal shard cores and 2 lighting crystal shard cores to make). Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Created by @Zwei/Levi


Meteo Frag Bullet
Bullet
Craft:
Price per round: 100 gil (280 gil to buy)
Deal 1d3 fire and 1d3 earth, which then can cause burning (DC 15) & slow (DC 15) reflex negates. DC to create is DC 24. (Contains 2 earth crystal shard cores and 2 fire crystal shard cores to makes.) Requirements:
Crystal Shard Catalyst Kit (or +5).


Dark Water
All Ranged
Craft: Crystals
Price per round: 100 gil (320 gil to buy)
Deal 1d3 dark and water, which then gravity (DC 17) & drenched (DC 16) fort negates. DC to create is DC 23 for bolts and arrows and 24 for bullets. Contains 2 dark crystal shard cores and 2 water crystal shard cores to makes. Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Holy Freeze
All Ranged
Craft:
Price per round: 100 gil (320 gil to buy)
Deal 1d3 holy and ice, which then blinded (DC 16) & frozen (DC 15) Fort negates. DC to create arrows and bolts is DC 23 and DC 24 for bullets. Contains 2 light crystal shard cores and 2 ice crystal shard cores to makes. Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Rainbow Shot
All Ranged
Craft:
Price: 150 gil (420 gil to purchase)
Infused with an elemental crystal of earth, fire, wind, water, ice & lightning. The damage Grant's the ammunition 1 point of elemental damage for each element type (please note that you can still enchant over this existing elemental damage), in addition when you fire this it appears that a rainbow is being released from your weapon to its destination. DC to create Craft Crystal DC 21 for bolts and arrows and 22 for bullets (1 earth, 1 fire, 1 wind, 1 water 1 ice and 1 lightning crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Magma Cell
Arrow/Bolt
Craft:
Price per round: 150 gil (470 gil to buy)
When it hits the target creates a pool of magma at the target’s feet. On impact doing fire/earth damage. Reflex dc 16 to avoid the magma or begin to take 1d3 fire and 1d3 earth damage. This spreads out to 10 feet radius for 1d4 rounds. DC to create is DC 22. Contains 4 fire, 3 earth and 1 wind crystal shard.
Requirements:
Crystal Shard Catalyst kit (or +5 DC)


Disarray Shot
All Ranged
Craft:
Price per round: 160 gil (420 gil to buy)
Inflicts Confusion upon the target and an additional 1d3 points of earth damage Will save DC 18 against confusion. DC to create for boltsand arrows DC 23 and bullets DC 24. Contains 3 earth and 2 ice crystal shard cores to makes. 
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Holy Curing Arrow
Craft:
Price per round: 220 gil (840 gil to buy)
Deal 2d6 + 1 fast heal 1 for 1 round, which is a blunted arrow dealing 1 point of non leathal damage to the target (DC 20 Will save negates). DC to create is DC 29. Contains 10 holy crystal shard cores and 1 wind crystal shard core to make (the whole arrow must be make of crystal any metal inside of of bullet will result in full lethal damage instead. 
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Removable Mastwork Crystal Blades (Exotic)
Craft: Crystals
Slot: Weapons
Price- basic weapon + masterwork + the following:
Basic 6 Elements Price Blades: 225 gil (Cannot be purchased)
Rare 2 Elements Price Blades: 450 gil (Cannot be purchased)
Non-elemental Price Blade: 750 gil (Cannot be purchased)
Craft: Crystals
Durability 30/30
Deals half weapon damage and half elemental damage as a shard crystal weapon the elemental type of crystal damage. Since crystals are brittle the durability of the blades determines when they break. The hilt is a locking mechanism that locks and unlocks into different blade types. This action is a move (or standard) action. Repairing the durability of a blade can be done with the repair skill and use of 7 shards of the corresponding element (DC 19 Repair). Durability goes down on a successful hit. If you continue to attack after all the charges have been expended then remove the elemental damage. DC to craft is 22. (Each blade takes 20 shards of the same type to create) Requirements:
Crystal Shard Catalyst Kit (or +5 DC).

The hilt can be enchanted up to a +10 and will affect whichever blade is on it.

Sundering the locking mechanism on a 50/50 roll will result in it being broken with the blade falling out or broken with the blade stuck in it.

Sundering the blade itself is beating its ac of 10. For every 2 you beat it by remove a charge off the weapon.


Materia Expansion (Lesser)
Craft: Crystal
Slot: Materia slot expansion
Price: 325 gil (930 gil to Purchase)
Charges 20/20
The materia element the gives extra damage for attacking is further enhanced by a +2 damage per charge (This damage does not get multiplied in a critical confirm). This action happens as an immediate action upon pulling the trigger on a firearm or hitting a target with a weapon. It takes a full round action to exchange materia slot expansions to a different element or one with more charges. Repair check with 3 of the select type of shards (DC 18). DC to create Craft Crystal DC 21 (14 of one type of crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Concussion Bomb-
Craft: Crystals
Bomb
Price: 450 gil (1,650 gil to purchase)
Charges: 1/1
Deals 5d6 of non lethal damage to ALL opponents in a 15 foot radius wave of force-like damage. Primary target receives no save. Everyone in the radius receives a Reflex Save of DC 17. To create craft crystal DC 22 (10 non-elemental crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Burning Frostbite
Craft: Crystals
Bomb
Price: 450 gil (1,300 gil to purchase)
Charges: 1/1
Deals 3d6 of fire damage and 2d6 of ice damage to ALL opponents in a 15 foot radius wave of ice and flame damage. Primary target receives no save. Everyone in the radius receives a Reflex Save of DC 17 in addition targets have to make a Fort save of DC 17 or be frozen for 1d3 rounds. To create craft crystal DC 24 (8 fire, 4 water and 8 ice crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Muddy Waters-
Craft: Crystals
Bomb
Price: 450 gil (1,300 gil to purchase)
Charges: 1/1
Deals 3d6 of earth and 1d6 of water damage to ALL opponents in a 15 foot radius, it further spreads to a 25 foot radius and becomes difficult terrain for 1d4 rounds for all in the affected area. Primary target receives no save. Everyone in the radius receives a Reflex Save of DC 17. To create craft crystal DC 24 (8 earth, 2 lightning, 2 fire and 8 water crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Static Winds
Craft: Crystals
Bomb
Price: 450 gil (1,300 gil to purchase)
Charges: 1/1
Deals 3d6 of lightning and 1d6 of wind damage to ALL opponents in a 20 foot radius, in addition any creature with metal armour or metal weapons have to make a DC 16 Reflex save or gain the static condition, for each additional target with metal armour or weapons in the area of effects adds +1 to the total Reflex save (hits allies as well) this lasts for 1d3 rounds. Primary target receives no save. Everyone in the radius receives a Reflex Save of DC 17. To create craft crystal DC 24 (8 wind, 4 water and 8 lightning crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Fragment Grenade
Craft: Crystals
Bomb
Price: 450 gil (1,300 gil to purchase)
Charges: 1/1
Deals 2d6 of fire and 2d6 of earth damage to ALL opponents in a 15 foot radius, in addition any creature that moves through or stands in a square in this radius must make an acrobatics check of DC 18 or step on 1d4 points of shrapnel from the grenade. The shrapnel stays for the remainder of the battle. Primary target receives no save. Everyone in the radius receives a Reflex Save of DC 17. To create craft crystal DC 24 (6 fire, 6 earth, 4 wind and 4 ice crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Concussive Force
Craft: Crystals
Slot: Weapons (Power Rod)
Price: 450 gil (1,455 gil to purchase)
Craft: Crystals
Durability 30/30
Deals 2d6 non lethal damage to target. Repairing the durability of the power rod can be done with the repair skill and use of 4 dark and 3 light or 3 non elemental shards (DC 21 Repair). Durability goes down per use. DC to create Craft Crystal DC 24 (6 dark, 6 light and 1 non-elemental crystal shard).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).

Credit: @Star Child#7682


Entangled Landmine
Craft: Crystals
Bomb
Price: 450 gil (1,300 gil to purchase)
Charges: 1/1
You set this bomb under some plant life of some shrubbery. The one who activates its dooms himself and alerts the party of their presence.
Deals 2d6 of wind and 2d6 of lightning damage to ALL opponents in a 15 foot radius. Everyone in the radius receives a Reflex Save of DC 18. However since this was a hidden object everyone within the area of effect is entangled for 1d3 rounds (the DC is to negate half damage). To create craft crystal DC 25 (8 wind, 4 ice and 8 lightning crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Overwhelmingly Darkness
Craft: Crystals
Bomb
Price: 500 gil (1,520 gil to purchase)
Charges: 1/1
Deals 3d6 of dark to ALL opponents in a 15 foot radius, in addition any creature that moves through or stands in a square is completely blinded for 2d4 round as if the darkness spell has claimed this area. Primary target receives no save against damage. Everyone in the radius receives a Reflex Save of DC 16 to take half dark damage. To create craft crystal DC 24 (10 dark, 2 water, 2 ice and 2 lightning crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Mage's Hammer
Craft: Crystals
Class: Mage Class Only
Slot: Weapon (Hammer as a club)
Simple Weapon Type
Price: 550 gil (1,705 gil to purchase)
Charges: 10/10
Deals normal club damage to an opponent, if you are a mage class you can expend 1 charge to deal 2d3 to an opponent in front of you as an additional touch attack, in addition this will also hit the targets to the immediate adjacent sides of the opponent for 1d3 damage Reflex Save of DC 16 to take half damage for adjacent targets. To determine which damage is dealt you must roll off the chart.
-----
1. Earth
2. Fire
3. Wind
4. Water
5. Ice
6. Lightning
7. Light (no damage instead Paralyze Fort 20, 3 rounds)
8. Dark (no damage instead Blind Fort 20, 3 rounds)
9. Non Elemental
10. Unstable Element (triple damage, detonates on a 1-7)
-----
Repairing the weapon will take 1 earth, 1 fire, 1 wind, 1 water, 1 ice and 1 lightning or 3 non elemental Crystal shards DC 21. To create craft crystal DC 24 (3 earth, 3 fire, 3 wind, 3 water, 3 ice, 2 dark, 2 light, 1 NE, 1 Unstable Element and 3 lightning crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).


Gamblers Knucklebones
Craft: Crystals
Slot: if any
Price: 777 gil (2,442 gil to Purchase)
Charges 5/5
On a 1d12 it Grants one of the following abilities for one minute.
1. +1d3 fire damage
2. +1 additional attack at your highest BAB
3. +1d4 earth damage
4. -1 additional attack
5. +1d3 wind damage
6. Critical hit on a 15-20 (cannot be increased)
7. +1d6 water damage
8. Triple Damage (reroll 2nd & 3rd damage) (Crystal power detonates on a 1-7 roll)
9. +1d3 ice damage
10. -2 to damage per hit
11. +2d4 lightning damage
12. -2 to all attacks
To use you must take a standard action to action. Repair check with 1 earth, 1 fire, 1 wind, 1 water, 1 ice, 1 lightning and either 1 light or 1 dark crystal shards (DC 21). DC to create Craft Crystal DC 24 (3 earth, 3 fire, 3 water, 3 lightning, 3 ice, 3 dark, 3 light, 3 non elemental, 3 Unstable Element & 3 wind crystal shards).
Requirements:
Crystal Shard Catalyst Kit (or +5 DC).

Credit: @Star Child#7682
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