Items
Melee Weapons
Villanous
3.63
4 Votes

17xp


Hits: 3340
Comments: 9
Ideas: 0
Rating: 3.625
Condition: Normal
ID: 4016

Submitted:

Updated:
August 1, 2007, 6:31 pm

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Cheka Man

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Star of the Iron Spikes

By:

Yet another use for the ubiquitous Iron Spike.

Full Item Description

A nastily spiked iron mace, crafted from dozens of iron spikes magically welded together.

History

After Kazarad the Lich completed the deadly Iron Spike Golem, there still remained a formidable pile of rusted spikes available.  His apprentice, the Sorcerghul Aflink, took up the challenge to make use of the debris. Seeking to impress Kazarad, and thus earn transmutation to Lich status, he had also carefully watched how Kazarad crafted the golem..

It should be noted that sadly, Aflink’s attempt failed. Kazarad had taken off points for lack of originality..

Magic/Cursed Properties

This enchanted weapon has numerous properties above and beyond it’s employment as a nasty melee weapon.

It can change forms into two forms above that of a spiked mace - an oversized spiked gauntlet-type weapon, and a long spear-like form.

When used against metal constructs, including Iron Spike Golems it inflicts greatly increased damage.

The bearer is able to control iron spikes via a specialized telekinetic effect, allowing several attack forms. In general, the damage from an individual spike is equal to an arrow.

Propel Spikes - Directs 1d6 spikes towards a specific target.

Spikeburst - Causes a pile of spikes or similar iron scrap to burst in all directions, subjecting all within 10’ to 1d6 spike attacks. Each additional 10’ of distance applies a -1 to d6 roll for number of attacks.

Pin - A carefully directed spike will pierce either a hand or foot, pinning it to the floor or adjacent wall (if no such surface is present, the spike simply acts as a Propelled spike).  Pulling free will cause signficant injury unless done very carefully.

Form Golem - Raises a pile of iron spikes or similar scrap into a short-lived Iron Spike Golem. Optionally this effect could completely deplete the Star of it’s power.

It needs to be noted that none of these powers will work without an available source of iron spikes.  GM’s are free to limit how frequently these powers can be used.



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Comments ( 9 )
Commenters gain extra XP from Author votes.

valadaar
August 1, 2007, 10:50
0xp
Updated: Cleaning out the closet...
Scrasamax
August 1, 2007, 14:48
0xp
Val, you need to put out the Iron Spike freetext and link all of the rusty goodness together
valadaar
August 1, 2007, 15:33
0xp
Did you mean to vote, or just reply to my comment? I changed the freetext.

And I liked your addition to the Iron Spike Armory...
Voted Cheka Man
August 1, 2007, 14:43
0xp
I wish I had this.
Voted Murometz
August 1, 2007, 15:44
0xp
The Spikes are back!!! Somewhere a Golem cries out for his mace :)
Voted MoonHunter
August 1, 2007, 16:27
0xp
Sorcergul

An undead spellcaster of significantly less power then a Lich, and with a more limited 'lifespan'. Within a brief hundred years or so, the physical body will degrade eventually the undead spirit will pass onto whatever fate awaits it. Generally if they prove themselves to their master in that timeframe, the rituals to lift them to true lichhood would be performed, otherwise they are left to moulder away...

This should be made into a Stub http://www.strolen.com/node.php?page_id=3 and in submission options, use stub.

By doing this, you can simply put square brackets around his name and create a link to this information from all the subs.

It is another in our facinating iron spike mayham collection. Interesting...
valadaar
August 1, 2007, 18:35
0xp
So requested, so done.
Voted manfred
August 1, 2007, 19:50
0xp
No more iron spikes please! I just made another item based on them! :)
Victor-N
October 2, 2007, 16:44
0xp
I like using some of the less-than-popular weapons, and weapons from Iron Spikes seem worthy.

Freetext



Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp


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