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Month Index: September, 2001
From: Tilaurin <tilaurin@?????????????????.com> Date: Sun, 9 Sep 2001 00:29:05 +0930 Subject: Re: Blackjammer - Legend & Legacy
Not sure if I ever posted this or not.. basically, I ripped off the plot of the princess bride's dread pirate roberts for good ol BJ in my campaign setting, and made a whole group of items regarding BJ.... This list shows Blackjammer's items in their entirety. Each time an item is gained, the character may choose an item of a lower number, that he must also have in his possession, to be granted the special power of. Hat Boots Ear Ring Hook Starwheels Spyglass Pants Belt Buckle Coat Mask Cutlass Blackjammer's Mask (Pirate's Flag) · Effected by Alter Self, to a 5'11" human with black hair, a goatee, twisted moustaches, and of medium build (Blackjammer the original) · Cannot be removed except by wearer, or at death. · Immune to any magical (divine or arcane) form of mind control, including charm, suggestion, magic jar etc, but not psionics, illusions, or fear. · Gain innate ability of Improved Invisibility 1/day, 1 turn duration. · +2 to ship's morale if they are pirate's, due to the great legends surrounding blackjammer · Makes the wearer clearly visible as the captain of the ship, as he stands out (non-magical). Special Power: Shadow Travel (as the psionic power) to random location on an opposing ship during combat, under their decks. Usable 1/week Blackjammer's Coat (Starless Night) · +1 to AC, or AC 7, whichever is more beneficial · +2 to all saves (as ring of protection) · Invisibility 1/day · Grants wearer the ability to hide in shadows as a thief of half his level on table 19 of the DMG, modified for race, dexterity, and armour. · Chest Armour of any kind (including elven but not drow chain) cannot be worn along with the coat Special Power: Create illusion similar in effect to that of a displacer beast, doubling the wearer's ship (classed 4th level illusion). This causes the enemies first shot fired to automatically miss, and subsequent shots to be taken with a -2 penalty. Duration 15 rounds, usable once per month. Blackjammer's Pants (Starstriders) · Grants a bonus of +4 to all checks involving dexterity of movement, eg tumbling, tightrope walking, rope use (for swinging on ropes only) etc · +1 to AC · Grants wearer the ability of move silently at a base chance of 10%, modified for race, dexterity, and armour, or adds 15% if user already has this ability · Allows wearer to summon a scavver to ride upon once per week, for a duration of one turn. Roll dice to determine type. 01-50 Grey Scavver 51-80 Brown Scavver 81-95 Night Scavver 96-0 Void Scavver Special Power: Haste, on user only, with no System Shock roll or aging. Usable once per week Blackjammer's Boots (Leapin Lizzards) Named for the pirates famous surprised words · Jump, as the first level wizard spell, 3 times per day · +3 to movement · +15% to move silently (cumulative to any existing MS, but does not bestow) · Acts as Boots of Starstriding (Encyclopaedia Magica, Vol 1, Boots) Blackjammer's Belt Buckle (Skull & Crossbows Clasp) · +2 AC · Carries a hidden "Death Knife" (Thieve's Handbook), never revealed during searches, but otherwise non-magical (Similar to the Dagger of Magius, Encyclopaedia Magica, Vol 1, Dagger) · Allows use to cast a variant of the Darksun spell Web Strand, at will, an unlimited number of times per day, but the visual effect is that of a rope, stemming from the buckle itself, not a web. Spell effects are exactly the same however. · Enemies gain a +2 bonus to any missile fire aimed at the wielder. Special Power: Ethereal Manasails, once per year, as per my own ManaSail house rules. Blackjammer's Hook (False Tale) This Hook was made as a booby trap to those few throughout history who have attempted to steal Blackjammer's Items. It requires one hand to be severed for it to be placed onto. · Lightning Bolt, once per day, of 10d6 (This is the first power revealed with an identify) · Cursed Item, cannot be removed except for a remove curse cast by a priest of Celestian, or a wish, or limited wish. · Does 1d6 damage, piercing, no proficiency required. · Loose 10,000xp (Once off, unregainable except through adventuring) · -2 to Dexterity (effecting all appropriate rolls) while worn · Any critical miss when swinging at an opponent with the hook causes it to stick, jam, or otherwise wedge itself somewhere inappropriate in the wielders surroundings (ususally a wooden mast or piece of planking). · There is a 10% chance, per day, of a random scavver attack upon the wielders ship. This does not happen except for onboard ships, however. · Effected similar to a confusion when first put on, for 2 rounds, while the wielder comes to terms with the truth of the item. Special Power: Remove All Penalties, or if it has not yet been equipped, the ability to equip it without them. Blackjammer's Ear Ring (Blackjammer's Star) · Acts as a +2 ring of protection, including allowing only one other ring on the wielder. · Bonus of 15% to detect noise ability, but does not bestow this ability or effect hearing otherwise. · Bestows a -10% penalty to Hide In Shadows. Special Power: Fog Cloud, once per week Blackjammer's Starwheels (Black Shooters) These pistols must be used paired, but are never found together in treasure hordes. · +1 to thac0 · These pistols never backfire, jam, or foul their barrels (ie ignore a d20 roll of 1), but also never achieve critical hits (although they still have open ended damage, adding another dice and another chance for more open ended damage on a 7 or 8 of a d8) · Treated as Starwheel Pistols Special Power: Breech any "+" based immunity to normal weapons, or breech any protective spell specifically vs missiles (ie protection from normal missiles, but not blur etc) Blackjammer's Hat (Blackstar) · Makes wearer totally immune to KO from impact, but not spells · +2 bonus to saves vs fear · Gives the wearer a +2 bonus to his dirty fighting check, as he looks rather noble · Removes any and all magic resistance while worn. Blackjammer's Spyglass (Jammer's Eye) · If user spends a full round aiding a ship's weapon's crew in aiming, by looking through the spyglass and giving them brief instructions, he gives them a +2 bonus to hit (magical). He can do nothing else in the round, however. Tilaurin tilaurin@?????????????????.com http://www.planetbaldursgate.com/atreus/index.html "Dying Swans/Twisted Wings, Bring This Savage Back Home" - Brave New World, Iron Maiden
Previous Message: Re: Spelljammer, Reborn?
Next Message: Re: Spelljammer 2000: a dumb but funny question
Month Index: September, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Blackjammer - Legend & Legacy | Tilaurin | |||
| Re: Blackjammer - Legend & Legacy | Mark T. Doolan | |||
| Re: Blackjammer - Legend & Legacy | Tilaurin | |||
| Re: Blackjammer - Legend & Legacy | Rian A. McMurtry | |||
| Re: Blackjammer - Legend & Legacy | George LaValle | |||
| Re: Blackjammer - Legend & Legacy | Tilaurin | |||
| Re: Blackjammer - Legend & Legacy | Paul Westermeyer | |||
| Re: Blackjammer - Legend & Legacy | George LaValle | |||
| Re: Blackjammer - Legend & Legacy | Tilaurin | |||
| Re: Blackjammer - Legend & Legacy | Tilaurin |