User:Fluffykittens/sandbox

Useful magic items
You can only deal damage with one "+x damage per plus" effect per three plusses

Flaming Weapon: Deal an extra 1d6 fire damage per plus; Scorching Weapon: attacks with this weapon set an enemy on fire for 1d6/per 2 pluses/per round; Hellfire Weapon: nauseates target for one round/3 pluses (will), [pain] effect

Chilling Weapon: Deal an extra 1d6 cold damage per plus; Frostbite Weapon: attacks with this weapon slow an enemy for 1 round for every two plusses (fort); Freezing Weapon: attacks with this weapon deal one point of dex damage per attack for every three plusses

Electrified Weapon: Deal an extra 1d6 electric damage per plus; Thundering Weapon: inflicts knockdown and one round daze (fort); Plasma Weapon: attacks with this weapon ignore two points of armor/natural armor per plus

Chemist's Weapon: Deal an extra 1d6 acid damage per plus; Toxic Weapon: attacks with this weapon inflict blindness/deafness for 1 round/3 pluses (fort)

Reverberating Weapon: Deal an extra 1d6 sonic damage per plus; Screaming Weapon: attacks with this weapon confuse an enemy for 1 round/3 pluses (will)

Blessed Weapon: Deal an extra 1d4 sacred (typeless) damage per plus; Holy Weapon; Divine Weapon

Bane Weapon: Deal an extra 1d12 (typeless) damage per plus, but only against one type or descriptor

Impact Weapon: Deal an extra 1d6 physical damage per plus; Demolishing Weapon: ignore five points of Dr/Er per plus; Destroyer Weapon: Weapon ignores Hardness and deals an extra 1x damage to unattended objects per plus

Hastening Weapon/Armor: gain an additional 5 feet of movement per plus; Speed Weapon: ignore two point of dodge/dex bonus to ac per plus; Rapid-Fire Weapon: gain an additional attack on a full attack per two pluses, and an additional attack on a standard attack per four pluses

Chromatic Weapon: as a free action useable once per turn can convert all of weapon's damage to fire/acid/physical/cold/electric/sonic/force/typeless/positive/negative (choose one of the above per plus)until start of next turn; Prismatic Weapon: weapon can deal whichever type of damage is most damaging automatically (only useful on weapons with multiple damage types); Rainbow Weapon: Weapon can exchange any one property for another as a standard action, this enchantment costs 2 slots

Bloodthirsty Weapon: On a round where you successfully hit, gain 5 THP per plus, these only stack with themselves, up to your normal total, and last 5 rounds; Vampiric Weapon: Deal an extra 1d4 profane (typeless) damage per 2 pluses, which is returned to you as healing; Demon Weapon:

Living Armor: Heals you for 1 point of damage per plus/round

Triage Armor: Allows you tell how injured creatures are (HP, ability damage, and other conditions, as status effect, but everyone, not just allies) within an emanation of 10 feet per plus

Heavy Metal Armor: The tough plates of this armor take the impact out of projectiles, granting Dr/- and ER (all) equal to five per plus

Ceramic Armor: increases your armor bonus by 2 points per plus from impact absorbing plates

To-do list
Witchhunter's Revenge (counter 2)- Immediately charge creature whos spell you just failed a save against or whos ray effect you were struck by. If the effect would incapacitate you, you get a charging pounce in before the effect kicks in

Witchhunter's Stance (stance 3)- gain +4 sacred bonus to saving throws and AC and evasion and mettle against supernatural, spell like, spells, and psi

Ground Dive (counter 3)- place yourself outside the are of effect for an AE attack before it goes off and knock yourself prone

Magic Eater (boost 4)- 1 greater dispel effect on every melee hit, only effects one spell

Hatred Of Sorcery (stance 5)-any creature that attacks you with supernatural, spell like, spells, and psi gives you rage die against them equal to 1d6/initiator level

Properly Preparanoid (stance 1)-gives you uncanny dodge, you can never be surprised

Break Magic (counter 8)-allows you to automatically counter any spell as it is being cast

Create sleeper agent (ench 3)- implant series of contingent suggestions in (restrained/helpless/willing) targets mind

Mental takeover (ench 3)- create sleeper agent mashed with dream

Abelemental plane of love- far realm border with celestial plane- everything can talk and interprets all actions as favorable and loving, even murder and the like- closer proximity to far realm means everything fuses together into one big indistinct happy lump

Ameoboa Sea- far realm border with positive energy- everything is made up of single celled/simple organisms that digest you/turn you into one of them

Far realm shallows- a dimension filled with light and sound connected to everywhere else

Far realm explained- on how its a series of planes all connected by proximity (close/far/distant) to the far realm depths

Far realm depths- even deities cannot go, laws of the universe here are completely different