I've been hard at work culling together equipment from across the v3.5 Eberron books and slowly but surely adapting and formatting them. This post is the first bits and pieces of that work featuring some items from Magic of Eberron.
Special thanks goes to +Ron Blessing for helping sort through some of the finer points.
Appearing much like a short sword, an alchemy blade has two channels forming a groove on each side of the blade. As an action, a wielder is able to plug a flask of alchemist's fire or alchemist's frost into its pommel, priming the weapon. (It could also accept a flask of acidic fire or alchemist’s spark, but a single use of either of these would render the weapon useless.) [Note: These alchemical substances will be featured in a future post. Current versions in my private document are based on alchemist's fire as described in Savage Worlds Freeport Companion.]
When the wielder makes a successful Fighting roll using the primed blade, a pump forces the substance through the hilt and along the blade's channels. In addition to the damage from blade, the target also takes damage from the alchemist's fire or alchemist's frost with a chance of catching fire in the case of the former. Adjacent creatures are not subject to damage. The damage from the alchemical substance is rolled separately from the weapon damage for the purpose of overcoming the target’s Toughness.
- Damage: Str+d6
- Notes: Additional 1d10 damage from fire or frost and an additional 1d20 damage if alchemist's fire on subsequent rounds if the target catches fire (see Fire in Savage Worlds)
- Weight: 2 lb.
- Cost: 310 gp
A spear spikard appears the same size as a shortspear but thicker. The shaft is hollow and is capable of projecting a bolt as part of a melee attack. Along the rear of the shaft is a channel into which a bolt can be loaded as well as a spring-based firing mechanism. Loading a spear spikard requires an action much like loading a light crossbow.
A wielder cannot use a spear spikard to shoot bolts at range, nor does throwing the weapon fire the bolt. The weapon propels the bolt with a successful Fighting roll which automatically triggers the mechanism, propelling the bolt directly into the target. The target takes piercing damage equal to the weapon die (d6) in addition to the damage dealt by the initial attack.
- Damage: Str+d6
- Notes: Parry +1, additional 1d6 piercing damage when loaded with a spikard bolt
- Range: 3/6/12
- Weight: 3 lb.
- Cost: 200 gp
A war spikard operates similarly to the spear spikard but has a crossbow mechanism that is melded smoothly into the weapon creating something that resembles a warhammer.
The hammerhead of the war spikard is a nearly solid cylinder with a small conduit through which the bolt is projected. The firing mechanism is located in the rear of the hammerhead. The wielder loads the bolt through a channel similar to the one through which the bolt exist on the striking surface. Loading a war spikard requires an action much like loading loading a light crossbow.
The war spikard cannot fire bolts as a ranged attack.The weapon propels the bolt with a successful Fighting roll which automatically triggers the mechanism, propelling the bolt directly into the target. The target takes piercing damage equal to the weapon die (d6) in addition to the damage dealt by the initial attack.
- Damage: 1d8
- Notes: AP1 vs. rigid armor (plate mail), additional 1d6 piercing damage when loaded with a spikard bolt
- Weight: 9 lb.
- Cost: 350 gp
Crossbow bolts and spikard bolts can be used interchangeably as they function identically.
- Note: AP 2
- Weight: 1/5 lb.
- Cost: 2 gp
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