| A Concept Created by NightScreamer20 of the Wizards of the Coast DnD message boards | ||||||||||||||
| NetherSteel | ||||||||||||||
| Nethersteel is created from the twisting madness and insanity of the Far Realms. It is formed by the constant clashing of magic, flesh and, psionics morphing and bending itself into the silverly blue flowing substance you see before you. Forging Nethersteel is quite different then forging other metals, for it needs extreme cold instead of heat in order to form it correctly, but once forged into its new shape it is powerful. Handling raw Nethersteel ore is dangerous and any creature that touches it with bare flesh must make a Will save DC 15 or be affected as by the Confusion spell for 1d4+1 minutes. If the creature doesn't drop the ore they must succeed at another Will save every round until they either drop the ore, or fail the save. Mindless creatures or creatures with the proper equipment (usually Adamantine or Dragonhide armor) are the only safe ways to harvest the material. Cost of Nethersteel Type of item-cost mod Ammo +85gp Light armor +6,500gp Medium Armor +12,500gp Heavy Armor +18,500gp Weapon +4,200gp |
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| NETHERSTEEL TRAITS | ||||||||||||||
| Hitpoints: 48 hit points per inch of thickness or +3/4 hit points of original item (for weapons/shields/armor and the like) Hardness: Nethersteel has a hardness of 12 Death Scream(su): Because of what it is composed of nethersteel procuces a strange scream when shattered. Upon destruction of a nethersteel item all within 60ft hearing the wailing must make a will save dc15 or be deafened for 1d4 minutes and confused for 1d4+4 rounds. Special: Twisting (Su): Though Nethersteel is crafted into a permanent shape, the metal likes to move and wrench itself in different directions often creating some strange results. Whenever Nethersteel is struck, or strikes another object, it spiked or flattens or rounds itself. Roll a d% and determine the reults by using the table below. |
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| Armor/Sheild d% Shift 01-05 Attack deals 1d4 extra damage 06-20 Will save (DC 14) or become Confused as the spell for 1d4+1 rounds (to Attacker) 21-40 AC bonus increases by +2 41-60 Damage Reduction 2/- 61-70 AC bonus increases by +3 71-80 Damage Reduction 3/- 81-90 AC bonus increases by +1 91-95 see 06-20 96-100 Attack deals 1d4 extra damag |
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| Weapons D% : Shift 1-5 Deals 1d4 less damage 6-20 Will save (dc14) or become confused as the spell (to creature or object struck) 21-40 +1d6 extra bludgeoning damage 41-60 crit multiplier increases by 1 61-70 +1d6 extra slashing damage 71-80 threat range increases by 2 91-95 same as 6-20 96-00 deals 1d4 less damage |
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