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~Corvus~
2011-11-08, 08:56 PM
Bloodfeast
Bloodfeast is a spiked chain with a wicked meathook attached to one end. Its spikes are permanently stained a rusty blood color, making it look as if it is caked with dried blood, but the hook always remains spotless and clean.
Nonlegacy Game Statistics: + 1 Bloodfeeding Spiked Chain; Cost 4,325 gp. This spiked chain can be wielded as a single two-handed weapon or as a double weapon, and one side has a meathook, which deals 1d8 damage, 20/x3 as Piercing damage. If the meathook hits, then it can be used to make a trip attack at a +4 bonus in addition to the +2 to disarm attempts used with a spiked chain, and Bloodfeast may be still dropped to prevent the user from being tripped on a failed trip attempt.
Omen: Whenever Bloodfeast damages a creature, it absorbs the blood on the weapon with a barely-audible slurping sound (DC 20 Listen check?)

Story (WIP):

This will be the Greater Legacy story of the weapon. Tell me what you think so far!

Long ago, a Green dragon chained a titan in his lair to protect his treasure. The chain itself was a wicked spiked chain that inflicted more and more damage to the Titan as it struggled. Eventually, the Titan gave in and stopped struggling and decided-reluctantly-to guard the dragon's lair. However, one day a powerful vampire sorceror stumbled across the dragon's lair, slew the dragon (with much effort) and made the dragon into its own vampire spawn. The vampire his new spawn kill and eat the Titan slave, and the vampire spawn also managed to swallow the chains.
Several years later, a famous crusader known as well for his heroism as for his violence, came across this vampire's cave in the hopes of stopping the vampire's own bloody reign of terror. In the ensuing battle, the Vampire and his coffin were destroyed but the crusader was eaten alive by the Dragon spawn.
Weeks later, the Crusader's comrades happen to finally find the lair he had been talking about. Together, they slew the dragon-vampire-spawn, hacked open its gut to free their friend, but they found him strangled to death by the chain. The companions attempt to resurrect him, but at the last minute of the spell's casting, the vampire's spirit posses the cleric and corrupts the spell, attempting to resurrect instead his vampire dragon spawn. The ensuing blast evaporates everyone and everything within the lair, leaving only a bloody spiked chain. Inside the spiked chain are the base, predatory instincts of the vampire spawn and a remnant of the bloody, heroic spirit of the deceased crusader.(DC 30: [something]


{table=head]Wielder Level|Attack Penalty|Fort Save Penalty|Hit Point Loss|Abilities

5th|
—|
—|
—|Bloodthirsty

6th|
—|
—|
2|—

7th|
—|
-1|
—|Awakened Presence

8th|
—|
—|
2|—

9th|
-1|
—|
2|—

10th|
—|
—|
—|+2 Bloodfeeding Spiked Chain

11th|
—|
—|
—|—

12th|
—|
—|
2|Awakening, +3 Bloodfeeding Spiked Chain

13th|
-2|
—|
—|—

15th|
—|
—|
2|—

16th|
—|
-2|
2|+3 Bloodfeeding Dessicating Burst Spiked Chain

17th|
—|
—|
—|Complete Awakening

18th|
—|
—|
4|Horrid Boiling 2/day

19th|
—|
—|
—|—

20th|
—|
-3|
4|Mass Extract Blood Elemental 2/day, +4 Bloodfeeding Dessicating Burst Spiked Chain
[/table]

Wielder Requirements
The wielders of Bloodfeast are primarily those who act with little regard for laws and restrictions. Those who are opposed to torture or intimidation will probably soon find this weapon and its legacy abhorrent and attempt to discard it upon finding it.

Bloodfeast's Wielder Requirements:
Alignment: Any non-good
Base Attack Bonus +3
Intimidate: 4 ranks
Feats: Power Attack

Legacy Item Abilities
All the following are legacy item abilities of Bloodfeast.


Bloodthirsty (Su): When you unlock the Least Legacy abilities of Bloodfeast, you notice that it seems particulalry eager to attack creatures that are already bleeding. As long as there are wounded creatures in battle, you gain a +1 to attack per 5 character levels (minimum 1) when targeting creatures that are already wounded and an equal penalty to hit creatures that are not wounded.


Awakened Presence (Su, Sp): At level 7, Bloodfeast truly starts to awaken and it even starts to influence its wielder as it grants him greater abilities. As long as he is touching Bloodfeast, the wielder gains Scent, as the special ability, but the wielder can only track blood or bleeding creatures, and the wielder gains an additional +4 to Survival checks to track wounded creatures by their blood scent.

Furthermore, the wielder becomes aware of very basic emotions of hunger and desire from Bloodfeast. It begins to become hungry when it hasn't had blood for three days or longer. After two weeks, it feels ravenous and will try to influence its wielder by any means necessary to kill for blood. Once per day, Bloodfeast may cast Suggestion upon its wielder, as the spell, DC 17, caster level 6. This spell is cast at the DM's discretion.

By reaching level 10 and by unocking the Lesser legacy of Bloodfeast the weapon improves to a +2 Bloodfeeding spiked chain.


Awakening (Su)At level 12, Bloodfeast gains its mental scores. It has 18 Charisma, 10 Intelligence and 14 Wisdom. It has Deathwatch, as the spell, continually active, and has 13 ranks in Survival. It also has Track, as the special ability, but it can only use Survival checks to track blood or enemies that are bleeding. Bloodfeast also no longer automatically gives its wielder Track or a bonus to Survival checks: instead, this ability is possessed by Bloodfeast and can be granted to its wielder if the spiked chain so desires. Bloodfeast has no vision, but it can hear. Furthermore, it can communicate telepathically with its wielder. It understands common and Draconic.

Finally, Bloodfeast gains the ability to cast Dominate Person on its wielder, as the spell, once per week. DC 19, Caster level 10. However, upon a successful saving throw, the wielder of Bloodfeast is unaware of its casting of the spell. This spell is cast at the DM's discretion.


Extract Blood Elemental (Sp): At level 14, Bloodfeast grants its wielder the ability to extract the blood from a victim's body and turn that blood into a willing servant. This ability acts like the spell Extract Water Elemental, except that it draws blood from its victim instead of water and this spell-like ability does not offer Spell Resistance. DC 20, or 16 + the Wielder's Charisma modifier, whichever is higher. If Bloodfeast is able to Dominate its wielder, it may cast this spell through its wielder without any penalty.

By reaching level 15 and by unlocking the Greater Legacy of Bloodfeast the weapon can improve further. All spells that Bloodfeast casts upon its wielder have the DC increase by 3.


Complete Awakening:At level 17, the presence inside Bloodfeast can manifest itself fully, and it gains the ability to communicate Telepathically to any living creature that can speak Common or Draconic within 100 feet. It also gains blindsense out to 120 feet and retains its ability to hear, although it cannot see. If Bloodfeast is ever in an area that removes the ability to hear, then it loses the benefit of its blindsense.
Finally, Bloodfeast gains the ability to cast Dominate Monster, as the spell once per month, but only upon its wielder. DC 23 (+3), Caster level 19. However, upon a successful saving throw, the wielder of Bloodfeast is unaware of its casting of the spell. This spell is cast at the DM's discretion.


Horrid Boiling (Sp): At level 18, Bloodfeast can grant its wielder the ability to cast Horrid Boiling, like the spell Horrid Wilting, once per day, Caster level 19, DC 22. Unlike the spell, this ability causes its victims' blood to rise in temperature, causing 19d6 internal damage A water elemental, a plant, or a creature with the [water] subtype takes 19d8 damage instead. This ability does not offer spell resistance. Finally, if Bloodfeast is able to Dominate its wielder, it may cast this spell through its wielder without any penalty.


Mass Extract Blood Elemental (Sp): At level 20, Bloodfeast reaches the pinnacle of its power. It grants its user the ability to drain the water out of multiple enemies at once. Twice per day, its wielder may cast Mass Extract Blood Elemental, like the spell Extract Water Elemental, (DC 23 or 19 + the user's Cha modifier whichever is higher, Caster level 19) except as follows: it may be cast upon any number of enemies within 60 feet of each other; each enemy slain releases a Blood Elemental (identical to a Water Elemental in every way except flavor) of the size of the slain creature (up to huge or 16 HD); These Blood Elementals then attempt to merge with each other to combine their sizes:
2 Medium Blood Elementals (4HD) > 1 Large Blood Elemental (8 HD);
2 Large Blood Elementals (8 HD) > 1 Huge Blood Elemental (16 HD);
1 Huge Blood Elemental (16) + 1 Medium Blood Elemental (4) > 1 Greater Blood Elemental (21 HD);
1 Huge Blood Elemental (16) + 1 Large Blood Elemental (8) > 1 “Elder” Blood Elemental (24 HD ).
These Elementals are under the caster's control, as if he or she summoned them, and after 10 minutes, the Elementals disintegrate and become absorbed by Bloodfeast.

If Bloodfeast is able to Dominate its wielder, it may cast this spell through its wielder without any penalty.

BOOKS USED: Weapons of Legacy pg 179 - 205, Tome of Battle pg 134 - 146 (Table layouts and Legacy Ideas). Spell Compendium pg 86 (Extract Water Elemental), Monster Manual 3.5 pg 98 – 101 (Water Elemental Stats), Magic Item Compendium pg 29 (Bloodfeeding), 32 (Dessicating Burst).

~Corvus~
2011-11-08, 08:59 PM
If anyone has an awesome picture of a spiked chain, please share!

EDIT: This post will be used to detail the greater types of the Blood Elemental (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20030208a), pending interest.

Amechra
2011-11-08, 09:58 PM
There are Blood Elementals (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20030208a); sadly, they are 3.0.

However, there is this (http://www.wizards.com/default.asp?x=dnd/mm/20030314a)...

~Corvus~
2011-11-08, 11:11 PM
I really don't need them to be any different, functionally, from a water elemental. Basically all I want is a creature / a bunch of creatures like Water Elementals that will be absorbed by Bloodfeast. True Blood Elementals (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20030208a) are interesting, though. :smallsigh: Make me do more work, eh?

Edit: It seems that a Sanguimancer (http://www.giantitp.com/forums/showthread.php?t=167125) used Water Elementals, too :smalltongue:

Hmm... These creatures resemble creatures of animated blood, as the story says.

~Corvus~
2011-11-08, 11:12 PM
There are Blood Elementals (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20030208a); sadly, they are 3.0.

However, there is this (http://www.wizards.com/default.asp?x=dnd/mm/20030314a)...

So...what do you think of the rest? Is it interesting?

Garryl
2011-11-08, 11:21 PM
Bloodfeast
Bloodfeast is a spiked chain with a wicked meathook attached to one end. Its spikes and the hook are permanently stained a rusty blood color, making it look as if it is caked with dried blood.
Nonlegacy Game Statistics: + 1 Bloodfeeding Spiked Chain; Cost 4,325 gp. This spiked chain can be wielded as a single two-handed weapon or as a double weapon, and one side has a meathook, which deals 1d8 damage, 20/x3 as Piercing damage. If the meathook hits, then it can be used to make a trip attack at a +2 in addition to the +2 to trip attacks used with a spiked chain, and Bloodfeast may be still dropped to prevent the user from being tripped on a failed trip attempt.
Omen: Whenever Bloodfeast damages a creature, it absorbs the blood on the weapon with a barely-audible slurping sound (DC 20 Listen check?)


I'd buy that just for the nonlegacy statistics. There aren't that many double reach weapons, much less with free trip attempts on a hit and +4 on trip attempts (or was that supposed to be a bonus on disarm attempts, since spiked chains don't normally grant a bonus on checks made to trip an opponent).

Edit:
The omen might be even creepier if the meat hook is always spotlessly clean when used in combat (since it just absorbs the blood gushing out onto it from the wounds it causes).

~Corvus~
2011-11-08, 11:46 PM
I'd buy that just for the nonlegacy statistics. There aren't that many double reach weapons, much less with free trip attempts on a hit and +4 on trip attempts (or was that supposed to be a bonus on disarm attempts, since spiked chains don't normally grant a bonus on checks made to trip an opponent).

Edit:
The omen might be even creepier if the meat hook is always spotlessly clean when used in combat (since it just absorbs the blood gushing out onto it from the wounds it causes).

Ooo yay, I hoped someone would catch the meathook! have a http://crooksandliars.com/files/vfs/2010/12/cookie.jpg


Oops! That's a mistake! You're right, spiked chains (http://www.d20srd.org/srd/equipment/weapons.htm#chainSpiked) give bonuses to disarm :smallannoyed: grumblegrumble ...aaand fixed!

Cieyrin
2011-11-09, 09:33 PM
A couple of things spring to mind, the first of which is a +2 weapon is both not normally eligible to be a legacy weapon and that it's hella cheap for one, when they normally go for 8320, not including making it the twisted love child of a spiked chain, dire flail and flindbar.

There's also a flaw in the history of Bloodfeast, that you can't normally vamp Dragons, it only applies to humanoids and monstrous humanoids. Not to mention that a creature powerful enough to bind a Titan shouldn't come back as a Vampire Spawn but as a Vampire in its own right.

Otherwise, it looks alright functionally but it's kinda boring. It's an intelligent, bloodthirsty weapon that seems to take glee in dominating and screwing over its master. Not exactly player friendly.