New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 4 of 4
  1. - Top - End - #1
    Bugbear in the Playground
     
    Beholder

    Join Date
    Jun 2010
    Location
    in the playground.
    Gender
    Male

    Default Weapons of Legacy? - Land Pirates stay away!

    Hey, good folks of GitP. I was working on some scaling magic items for my party, and wanted some feedback.

    The first set I just finished is a pair of weapons for a cross-class swashbuckler/barbarian (the variant that gets dex on rage) Gnarl (half-gnoll). Here they are:

    Spoiler: Kingsbane and Fateweaver
    Show
    Kingsbane, the Assassin's Blade: Dagger
    Level/HD Enhancement Bonus Special Cost
    1-3 1 Can Coup de Grace as a standard action. Casts locate object every night for its twin blade. -
    4-6 2 Whenever you kill with a Coup de Grace using this weapon, you get +2 Str, Dex, and Con for the rest of the encounter. Must slay a political leader with Kingsbane.
    7-9 2 Gains Human Bane property. Must sacrifice 3,000 gp worth of stolen wealth.
    10-12 3 Gains Keen property. 1/day you can cast Invisibility with your HD as the CL. When you Coup de Grace using this weapon, you gain Expeditious Retreat at CL 5. Must duel a creature of equal hit dice or level and slay them using Kingsbane.
    13-15 3 2/day the weapon exudes a magical contact poison for one attack. The poison has a Will save DC of 10 + 1/2 HD + Weapon's Enhancement Bonus + Your Intelligence modifier. Initial damage is to fall asleep for one minute. Secondary Damage is unconsciousness for 1d4 hours. Any poisons applied to this weapon have their DC increased by the weapon's enhancement bonus. Permanently Reduce your Hit Points by 1/level in an ancient ritual of poisoning.
    16-18 4 1/day you may cast Improved Invisibility with your HD as the CL. Must steal an item or items worth 10,000 gp without being caught, then sacrifice the wealth in a magic ritual.
    19-20 4 A creature slain by a Coup de Grace from this weapon is completely and utterly destroyed. No force other than the direct intervention of a diety may return them to life. Must kidnap a king and hold him for ransom- and get away.

    Fateweaver, Duelist's Demise: Rapier
    Level/HD Enhancement Bonus Special Cost
    1-4 1 Each morning, roll 1d6. This number becomes your "luck pool." You may add up to this number on any attack roll, skill check, or saving throw that day. You may split up the bonus between multiple rolls. Reunite Fateweaver with Kingsbane.
    5-9 2 3/day, but no more than once per round, when you threaten a single opponent and no other opponents, you may use a riposte strike. When you are attacked, make an opposing attack roll. Your attack roll becomes your AC for that attack. If their attack misses, you may make a single melee attack against them with Fateweaver. Destroy a wand holding the spell Cheat using Fateweaver.
    10-14 3 Your luck pool increases by 1d6 each day. In addition, twice per day you may reroll the result of any one 1d20 roll, though you must take the second result, even if it is worse. Receive the blessing of a high priest of Oliddimara
    15-19 4 When using your riposte attack, you gain a +5 dodge bonus to AC until the end of your next turn. You may attack with both Fateweaver and Kingsbane if the enemy misses. Stump a sphinx in a game of riddles.
    20 5 You gain a +1 luck bonus on all saving throws, attack rolls, and skill checks. Once per week, you may attempt to cheat death. If you would take damage or fail a saving throw from an attack that would kill you, you may roll a special reflex saving throw, DC equal to the original effect's saving throw or the damage dealt. If you succeed, you are reduced to -9 HP, stabilized, and teleported to Olidimarra's domain in Ysgard. Must offer a Luckblade, still full of wishes, to the temple of Oliddimara.


    Soo... what do you think about the power level? Are the costs good too? A lot of it involves RP and doing quests rather than straight up paying gold.
    Last edited by Lhurgyof; 2016-09-08 at 03:48 PM.
    Quote Originally Posted by Hans
    Not again...

  2. - Top - End - #2
    Orc in the Playground
     
    Zombie

    Join Date
    Jun 2016

    Default Re: Weapons of Legacy? - Land Pirates stay away!

    A minor edit, but I would change Kingsbane's final ability a bit:

    "A creature slain by failing it's Saving Throw against a Coup de Grace from this weapon is completely and utterly destroyed. No force other than the direct intervention of a diety may return them to life."

    You know, just so there's a save for stuff like that, even if said save is probably very high (since it scales with damage dealt).

  3. - Top - End - #3
    Ettin in the Playground
     
    Telok's Avatar

    Join Date
    Mar 2005
    Location
    61.2° N, 149.9° W
    Gender
    Male

    Default Re: Weapons of Legacy? - Land Pirates stay away!

    Looks good. Just one question, the 10-14 ability on Fateweaver. Is that an increase in the daily luck pool to 2d6 or is as written, gain 1d6 more luck pool points every day? Because it sounds like a week of down time could get you 7d6 luck plus your daily 1d6 of luck.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Beholder

    Join Date
    Jun 2010
    Location
    in the playground.
    Gender
    Male

    Default Re: Weapons of Legacy? - Land Pirates stay away!

    Quote Originally Posted by Name1 View Post
    A minor edit, but I would change Kingsbane's final ability a bit:

    "A creature slain by failing it's Saving Throw against a Coup de Grace from this weapon is completely and utterly destroyed. No force other than the direct intervention of a diety may return them to life."

    You know, just so there's a save for stuff like that, even if said save is probably very high (since it scales with damage dealt).
    Alright, that does seem a bit more fair.

    Quote Originally Posted by Telok View Post
    Looks good. Just one question, the 10-14 ability on Fateweaver. Is that an increase in the daily luck pool to 2d6 or is as written, gain 1d6 more luck pool points every day? Because it sounds like a week of down time could get you 7d6 luck plus your daily 1d6 of luck.
    Oops, good catch. I'll change it to "increases to 2d6 each day"

    Edit: Here's a set that I just ironed out for the ranger in the party:

    Spoiler
    Show
    Mae'lorin, Sting of the Manticore: Longbow
    Level/HD Enhancement Bonus Special Cost
    1-3 1 Arrows fired from Mae'lorin are considered Cold Iron and Silver for the purposes of overcoming damage reduction. -
    4-6 1 Mae'lorin now fires serrated arrows. A creature damaged by Mae'lorin bleeds for an additional 1d6 points of damage at the on the start of their next turn. This damage only occurs once each round, regardless of how many times they were hit by Mae'Lorin. Stalk and slay a Manticore.
    7-9 2 Arrows fired from Mae'lorin are considered Keen. You gain a +1 bonus on attack rolls against your favored enemies. Gather an arrowhead from each of three elven craftsmen: one drow, one high elf, and one wood elf.
    10-12 3 If you score a critical hit with Mae'lorin, the target's speed is halved for the next 2 rounds unless they succeed on a reflex saving throw. The DC is 10 + 1/2 your HD + the enhancement bonus of Mae'lorin. Challenge an Eladrin to an archery contest and win.
    13-15 3 Mae'lorin gains the Distance special ability. If you hit a target that has full hit points, your attack automatically threatens a critical hit (you must still confirm the critical hit). Commune with a spirit of the land.
    16-18 4 3/day you may unleash a barrage of arrows as a standard action in either a 60 ft. line originating at you, a 30 ft. cone originating at you, or a 10 ft. radius spread within 120 ft. Each creature within the area takes 10d8 points of piercing damage, or half on a successful reflex saving throw. The DC is equal to 10 + 1/2 HD + your Dex Modifier + Mae'lorn's enhancement bonus. Take part in the Wild Hunt, emerging victorious.
    19-20 5 You may focus yourself as a standard action, gaining the benefits of a True Seeing spell for as long as you remain still and take no other actions. Once per day, you may chose an arrow you fire to be an Arrow of Slaying for one of your favored enemies. You must announce this before making your attack, and a missed attack wastes the attempt. Bring five rings of invisibility to a church of Corellon Larethian, where they will be sacrificed in a great crucible of fire.

    Yulion, Mantle of the Wanderer: Cape/Shoulders
    Level/HD Special Cost
    1-4 Provides a constant Endure Elements effect. -
    5-8 You gain a +10 enhancement bonus to your speed while wearing Yulion. You gain a +1 luck bonus on reflex saves. Travel from the capital of one country to another while forraging for supplies.
    9-12 1/day you may move up to your speed as a free action. Yulion functions as a Ring of Sustenance. Gather a coin from each city capital, returning them to the high church of Fharlanghn.
    13-16 If you move at least 10 ft. in a round, you gain a dodge bonus to AC equal to +1 for every 10 ft. you moved. Your enhancement bonus to speed increases to 20 ft. Climb to the highest peak and offer incense to Fharlanghn.
    17-20 You may now move up to your speed as a free action 3/day. 1/day as an immediate action, you may gain the effects of a Freedom of Movement spell, CL equal to your HD. Travel to a long, lost temple in the barrier wastes of the Boroshian lands and find an ancient source of magic to empower Yulion.

    Last edited by Lhurgyof; 2016-09-11 at 03:57 AM.
    Quote Originally Posted by Hans
    Not again...

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •