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Magic Siege Engines
Banner of Law: Order reigns supreme under this banner, and all nonchaotic allies within 30 feet are protected as if by a protection from chaos spell. Similar banners protect against law, evil, or good. Moderate abjuration; CL 6th; Craft Wondrous Item, magic circle against chaos; Price 8,000 gp.
Banner of the Goblin’s Bane: Those with a mutual loathing of goblins march under this banner, which usually depicts the hated foe in some manner of death or dire injury. Allies within 30 feet gain a +2 bonus on damage rolls against goblinoids. Other banners exist that designate foes of a different type or subtype. Common foes include orcs, giants, and undead. Faint conjuration; CL 5th, Craft Wondrous Item, summon monster I; Price 8,000 gp.
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Banner of the Unliving: Depicting a bone-white skeleton on a field of midnight blue, this flag provides +2 turn resistance to any undead allies within 30 feet. This turn resistance stacks with any turn resistance the undead might already have. Moderate necromancy; CL 9th; Craft Wondrous Item, desecrate; Price 12,000 gp.
Forgehome Standard: Dwarves are the typical followers of this banner—particularly when they march to war against giantkind— but its benefits apply to all allies within 30 feet. This banner grants a +2 dodge bonus to Armor Class against attacks made by giants; this bonus stacks with the dodge bonus all dwarves gain when fighting giants. The banner also gives a +2 bonus to morale checks made when at least one enemy giant is visible. Moderate enchantment; CL 7th; Craft Wondrous Item, creator must be a dwarf; Price 4,000 gp.
Healer’s Standard: This flag denotes the noncombative nature of its bearer and her comrades, typically healers or combat medics. The bearer and any unarmed allies within 30 feet receive the effects Left to right: Sign of the favored, of a sanctuary spell (see Player’s Handbook standard of the galloping steed, page 274); any opponent that attempts healer’s standard to attack them must make a DC 16 Will save or be unable to attack. Moderate abjuration; CL 7th; Craft Wondrous Item, Heighten Spell, sanctuary; Price 14,000 gp.
Sign of the Favored: This banner is of relatively simple design, usually in the colors of the nation or entity it represents and adorned with symbols for the gods of luck, valor, or war. Three times per day, the standard-bearer can invoke a prayer to the depicted gods. The prayer grants allies within 30 feet a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks for 5 rounds. Faint enchantment; CL 5th; Craft Wondrous Item, prayer; Price 16,200 gp. Standard of the Galloping Steed: This banner, emblazoned with the mark of a charging horse, is typically mounted on the end of a spear or lance; colorful streamers unfurl during a charge. When charging, the bearer and any charging allies within 30 feet receive a +2 bonus on their attack rolls. Moderate evocation; CL 8th; Craft Wondrous Item, mount; Price 8,000 gp. MAGIC SIEGE ENGINES Siege engines can be enhanced by magic through the use of the Craft Magic Arms and Armor feat. Magic siege engines and siege ammunition can have enhancement bonuses ranging from +1 to +5. These bonuses apply on attack rolls, as well as on skill checks for operating a catapult. All magic siege engines are also masterwork siege engines. The enhancement bonus from the masterwork quality does not stack with any magical enhancement bonus. In addition to an enhancement bonus, siege engines can have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but they do not modify attack bonuses or skill check modifiers (except where noted). A single siege engine may not have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. In order to have a special ability, an engine must have at least a +1 enhancement bonus. Siege Weapon Ammunition: Unlike normal ammunition, magic siege weapon ammunition is priced individually (not in lots of 50). The enhancement bonus from a siege weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two bonuses applies. Ammunition fired from a siege weapon with an enhancement bonus or an alignment is treated as a magic weapon or an aligned weapon for the purpose of overcoming damage reduction, just as with other ammunition. After a piece of magic siege ammunition has been used, it loses any magical powers it had, regardless of
Illus. by W. England