Magical and Technological Items
Magic Items
Amulet of the Sun Serpent
Very Rare; Wonderous Item; requires attunement This amulet features a sun shaped pattern with a serpent weaving in and out of the sun rays. First discovered decades ago in the ruins of an ancient temple, this amulet has a strong connection to the sun and an important figure in the mythos of this ancient culture. The amulet has 2 charges, and by spending a charge the attuned wearer can take on the form of a feathered Sun Serpent for 30 minutes which can be dispelled at any point as a free action. All spent charges are regained the following dawn. While transformed the following rules apply:Sun Serpent
Large beast, unaligned
Armor Class: 13
Hit Points: 25 (3d8+3) 3d8+3
Speed:
30 ft
, fly: 30 ft
, swim: 30 ft
STR
16 +3
DEX
14 +2
CON
10 +0
INT
8 -1
WIS
10 +0
CHA
5 -3
Senses: Blindsight 10ft; Passive Perception (12)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach: 5ft, on creature. Hit: 6 (1d6+3) piercing damage + 2 (1d4) Fire Damage Constrict. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (1d8+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained and the serpent cannot constrict another target.
Elemental Stars
Very Rare; Wonderous Item; requires attunement by a Druid or Primal Druid Elemental Stars are magical crystaline objects, typically gemstones, that have coalesced elemental energy into a concentrated form. It is believed that the first elemental stars were created by the ancient primordials and found and replicated by the earliest druidic groups that became the first Solarians. These gems, when affixed to an item that is worn or carried, this gem can act as a Druidic focus. In addition, while attuned the caster gains an additional cantrip. This spell functions like the Frostbite spell, however the damage is altered based on the element and affects spell attack rolls in addition to weapon attack rolls. Regardless of attunement, any time you take damage of the type associated with the star, the gem absorbs up to 5 damage before any other resistances are applied and stores it within itself. The first time you cast a spell within 6 hours, you may choose to add this absorbed damage to the damage dealt. if you do not choose to use it, it is released harmlesly.Elemental Type | Damage Type | Notes |
---|---|---|
Fire | Fire | Fireblight |
Terra | Force | Stoneblight |
Water | Cold | Waterblight |
Air | Lightning | Thunderblight |
Technological Items
TODO:
Aether Wings
Very Rare; Armor Upgrade (Technological; Capacity 20) This armor upgrade can be applied to any type of armor. By spending 2 charges, as a free action you may activate the Aeor Jets. When active, you gain a fly (hover) speed of 40ft until the end of your next turn. If you choose to not spend charges or are unable to at the start of your turn and you are not on the ground, you begin to fall. You can use this upgrade / bonus action to activate the jetpack in Cruise Mode using only 1 charge per minute of use. The same rules apply for falling if you are in the air when the upgrade turns off. While using this upgrade for “cruising flight” you have disadvantage on attack rolls as well as dexterity checks and saving throws. Changing from normal flight to cruising flight or vice versa is an action which consumes 1 charge. This upgrade cannot be equiped at the same time as a jet pack, jump jets, or Raptora Thrusters.Cryo-Weapons
Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon used to deliver deadly frozen particles to targets at impressive ranges. These weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply.Cryo Armament
Very Rare; Any Martial Melee Weapon These weapons function like their martial melee counterpart but deal additional damage on a hit with the amount based on their class as listed below.Classification | Bonus Damage | Capacity | Charges | Additional Properties |
---|---|---|---|---|
Frostbite Class | 1d6 Cold | 5 | 1 | Powered |
Hailstorm Class | 1d8 Cold | 10 | 1 | Powered |
Blizzard Class | 2d6 Cold | 10 | 2 | Powered |
Cryo Pistol
Rarity varies; SmallarmPistol Class | Rarity | Cost | Damage | Capacity | Charges | Properties |
---|---|---|---|---|---|---|
Frostbite Class | Uncommon | 600 EC | 1d6 Cold | 20 | 1 | Ammunition (20/40), Powered, Wide Beam |
Hailstorm Class | Rare | 800 EC | 1d8 Cold | 40 | 1 | Ammunition (30/60), Powered, Wide Beam |
Blizzard Class | Rare | 1000 EC | 2d6 Cold | 40 | 2 | Ammunition (30/60), Powered |
Avalanche Class | Very Rare | 2000 EC | 3d4+2 Cold | 80 | 4 | Ammunition (20/40), Powered |
Cryo Rifle
Rarity varies; LongarmRifle | Rarity | Cost | Damage | Capacity | Charges | Properties |
---|---|---|---|---|---|---|
Frostbite Rifle | Uncommon | 700 EC | 1d6 Cold | 20 | 2 | Ammunition (50/80), Powered, Two-Handed |
Hailstorm Rifle | Rare | 900 EC | 1d8 Cold | 40 | 2 | Ammunition (50/80), Powered, Two-Handed |
Blizzard Rifle | Rare | 1200 EC | 2d6 Cold | 40 | 2 | Ammunition (40/70), Powered, Two-Handed |
Avalanche Rifle | Very Rare | 2500 EC | 3d4+2 Cold | 80 | 5 | Ammunition (30/60), Powered, Two-Handed |
Elisian Sniper Rifle | Very Rare | 3000 EC | 1d6 Cold | 10 | 1 | Ammunition (100/200), Powered, Two-Handed |
Aurora Sniper Rifle | Very Rare | 3500 EC | 1d6 Cold | 20 | 2 | Ammunition (350/500), Powered, Two-Handed, Explode (DC 13; 2d4 Cold; 10 ft. radius) |
Imperial Staff Weapon
Rarity varies; Quarterstaff The System Lords equip the bulk of their forces with these weapons of terror. The staff functions as a quarterstaff made entirely of refined metal. It also houses a power crystal that powers a ranged energy weapon within the staff. You must be proficient with small arms or long arms in order to add your proficiency bonus to the ranged attacks. To make a ranged attack the weapon is considered to have the Two-Handed property. If you do not have both hands free, you may not make a ranged attack with the weapon. Note: If you have the Corsair Feat, you may use your Action to attack as normal and then a Bonus Action with this same weapon to make the ranged attack.Staff Class | Rarity | Cost | Melee Damage | Range Damage | Capacity | Charges | Properties |
---|---|---|---|---|---|---|---|
K'tar Class | Rare | 900 EC | 1d8 Bludgeoning | 1d8 Radiant | 40 | 2 | Ammunition (30/60), Powered, Versatile (1d10), Power Crystal Required |
H'tan Class | Very Rare | 1500 EC | 1d8 Bludgeoning | 2d6 Radiant | 60 | 5 | Ammunition (30/60), Powered, Versatile (1d10), Power Crystal Required |
Hybrid Items
Murean Grav Belt
Rarity: rare; requires attunement by a Murae Murean gravity belts are unique hybrid items that bond to the biological aspects of the wearer and uses a touch of magic to facilitate the gravity manipulation in such a compact item. This item requires attunement by a Murean, however, it does not take one of your attunement slots. This attunement functions more as the technological components syncing to your bio rhythms to appropriately calibrate the gravity field. The belt has space for an Energy Cell (10). The belt does not function in zero-g environments. Once atttuned, your body's natural energy will power the belt sufficiently to increase your walking speed to 30ft. If you outfit the belt with a small power cell, you can expend 2 charges to enable you for the next minute to levitate 2 feet off the ground and your movement speed is considered fly(hover) instead of walking and is extended to 40ft though you cannot rise further than 2 feet above the surface beneath you with this movement.Power Crystal
Rarity varies; Battery Power Crystals are unique forms of energy containment that very specific technology utilize. Functionally the same as batteries, Power Crystals have the unique ability to slowly recharge overtime by absorbing ambient energy around them. These crystals can be forcefully charged like batteries, and spells affecting charges affect power crystals the same as batteries. While they function similarly to batteries, they are not in fact interchangable and only items that use Power Crystals can benefit from their charges. Crystals regain 1 charge for every 10 minutes they are not used.Name | Rarity | Cost | Properties |
---|---|---|---|
Power Crystal (20) | Very Rare | 200EC | - |
Power Crystal (40) | Very Rare | 500EC | - |
Power Crystal (60) | Very Rare | 800EC | - |
Power Crystal (80) | Very Rare | 1200EC | This crystal type regains 1 charge for every 5 minutes it is not used. |
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