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Golden-Esque
2010-01-25, 12:41 AM
Well, my old thread for Caladbolg (http://www.giantitp.com/forums/showthread.php?t=139596) didn't go as terribly as I thought it would be received, so I decided to continue on with my Legendary Swords series with Desert Oasis. Yes, this is the Desert Wind legendary, folks. I thought it was silly to have the sword be of the same name as the discipline, but I guess that's what happens when one copy/pastes from another sourcebook :). Here we go!

Desert Oasis, High Blade of the Desert Winds

As graceful as the desert winds, Desert Oasis is one of the Nine legendary swords that sat at the heart of the Temple of Nine Swords. Together with the other nine blades, the mighty Swordsage Reshar claimed that the temple could never fall so long as Desert Oasis remained within the temple. Following Reshar's disappearance and the fall of the Temple of Nine Swords, Desert Oasis was lost to the winds.

Legends claim that Desert Oasis is a magnificently crafted scimatar, a perfectly balanced 25-inch blade sits upon a magnificent hilt adorned with rubies and sapphires; brilliantly and intricately intertwined with gold. From a glance, the sword appears gaudy and merely for formal occasions, but grasping Desert Oasis proves otherwise; the blade is perfectly balanced and a sense of relief washes over its possessor.

Legend: Before finding its way into Reshar's hands, legends claim that Desert Oasis belonged to a wealthy sultan whose capital was situated on top of a massive oasis somewhere in the southern deserts. This sultan ordered that Desert Oasis be crafted as a gift to the legendary Warblade, Yahamid Sandstorm. Yahamid Sandstorm was a hermit of the deserts, learning from nature to perfect and hone his body and mind. The local legends claimed that Sandstorm could force the fires of the very sun to bend to his will, and it was with that knowledge that Reshar sought out Yahamid Sandstorm.

In-Game Terms: Desert Oasis is the ultimate weapon of the Desert Wind combat discipline. It is a perfectly balanced weapon that specializes in graceful, fiery attacks. As such, Desert Oasis will only bond to someone who has a proper amount of training in the Desert Wind discipline. If Desert Oasis's wielder possesses one Desert Wind stance and three Desert Wind maneuvers, one of which is at least third level, Desert Oasis will accept them as its heir, granting them Heir of the Oasis as a bonus feat.

Legend of the Endless Drought: Reshar finally found some hint of Sandstorm within the very city that Desert Oasis was created in. The sultan himself told Reshar of the legendary quality that the blade was made of; a joint effort from the finest blacksmiths in the land, Sandstorm himself, and efrets, according to some. The sultan informed Reshar of the most likely place that Sandstorm would camp; a small oasis in the heart of the desert. Warned of the perils of his journey, Reshar paid no mind to them as he set out into the wastes to find Reshar.

In-Game Terms: In order for Desert Oasis to respect its wielder, they must take the same legendary journey that Reshar took in order to find Yahamid Sandstorm. Desert Oasis demands that its heir travel across a humid-climate desert at least a hundred miles in diameter for no fewer then seven days. They must make this journey alone and with no more supplies then they can carry without the aid of magic (for example, Desert Oasis will not accept the ritual if its heir brings a Band of Holding filled with water). Desert Oasis usually points its heir to a specific place; the heir feels a powerful force pulling them along; this place is usually an oasis or some other sort of place where the heir can rest before leaving. The total journey takes seven days. If Desert Oasis's heir survives the journey, they gain Ritual of the Endless Drought as a bonus feat, which allows them to begin unlocking Desert Oasis's powers.

Legend of the Cycling Duel: After seven days of crossing the deserts alone and with few supplies, Reshar was found at his deathbed by Yahamid Sandstorm. The hermit took him into his home, which was indeed built within the small oasis, and restored the young man to health. Reshar told Yahamid of his desires to master the ways of the sword, and how he sought Yahamid's skill with flames. At first, Yahamid refused to teach his secrets to Reshar, but after much pestering, he agreed to teach Reshar all he knew if the young Swordsage could best him in a duel. Reshar agreed, and soon enough the silent duel begin. Like the journey through the deserts, the duel lasted for seven days and seven nights, ending when both men simultaneously collasped from exhaustion. Impressed with Reshar's prowess, Yahamid agreed to teach Reshar his secret arts.

In-Game Terms: In order to continue unlocking Desert Oasis's powers, it requires a battle the likes of which it has never experienced since its fateful battle against its future owner, Reshar. Just as a man learns to trust their blade through many trials, the blade learns to trust its weilder in an epic struggle. In order to continue unlocking Desert Oasis's powers, its heir must find a master of the Desert Wind whose intiator level is greater then your own by at least 4. You must then duel this master; they cannot refuse the challenge of Desert Oasis. In order to gain Desert Oasis's respect, you must defeat this champion in a fair fight. Neither adept can recieve outside assitence, and neither can rest until the other is knocked to 0 Hit Points. If either combatant is killed, the ritual fails. Upon successfully completing the ritual, the heir of Desert Oasis gains Ritual of the Cycling Duel as a bonus feat, allowing them to unlock more of Desert Oasis's power.

Legend of the Pheonix Pyre: Yahamid quickly began teaching all he knew to Reshar, who in turn absorbed Yahamid's knowledge like a sponge to water. Finally, Yahamid had but one power to teach him, the ultimate technique of the Desert Winds; the power of the Pheonix Form. Yahamid explained it as the ultimate power, able to burn away virtually everything. Reshar was eager to try the powerful technique for himself, but Yahamid quickly explained that Reshar's body could not handle the unbriddled force of pure pheonix fire; it would quickly incinerate his body. Reshar looked distraught, but Yahamid smiled and told his only pupil that the way to master the technique was to experience the power of fire for one's self so that the pheonix flames were less of a shock to the fire. To experience this, Yahamid lit Reshar ablaze, and when he finally emerged, he was ready to master this final technique. As a congradulations, Yahamid gifted Desert Oasis to Reshar, who kept it as a treasured possession. Yahamid agreed to leave his oasis and with Reshar's help, founded the first Temple of Desert Winds. In all of recorded history, however, none but Reshar and Yahamid have ever been able to successfully master the Pheonix Form without the aid of Desert Oasis.

In-Game Terms: In order to unlock Desert Oasis's true powers, the heir must prove themselves to the blade. They do not do as a show of strength; this is a precaution so that Desert Oasis is sure that the body of its heir can withstand its ultimate technique. In order to prove yourself to Desert Oasis, you must survive being lit on fire for no less then five minutes. While attempting this, you may wear nothing more then a simple cloth tunic, which burns to ash as part of the experience. Wearing any type of protection or magic items besides Desert Oasis (you retain Desert Oasis's bonuses as well) or using any magic, powers, maneuvers, or supernatural abilities in any way during this ritual causes the ritual to fail. While you are performing the ritual, you automatically fail all Reflex saves to put the flames out, though each round Desert Oasis allows you to attempt a Concentration check (DC 25) once per round in order to gain Damage Reduction 1 against fire. This Damage Reduction lasts for the entire duration of the Ritual and stacks from multiple successful Concentration checks, though each round you succeed at the check increases the next round's DC by 5, and failing a Concentration check or ending the concentration causes you to loose any Damage Reduction against fire the blade granted you. Loosing the Damage Reduction this way causes you to take full, normal fire damage for that round, though next round you can attempt to start Concentrating to regain this Damage Reduction anew.

Upon surviving the ritual, you receive Ritual of the Pheonix Pyre as a bonus featm allowing you to unlock all of Desert Oasis's powers.

{table=head] Level | Weapon Enhancement Bonus | Dexterity Bonus | Constitution Bonus | Special
01 | Masterwork Weapon | - | - | -
02 | Masterwork Weapon | - | - | -
03 | Masterwork Weapon | - | - | -
04 | Masterwork Weapon | - | - | -
05 | +1 Magical Weapon | +2 | +2 | Ritual of the Endless Draught
06 | +1 Magical Weapon | +2 | +2 | Everburn Flames
07 | +1 Magical Weapon | +2 | +3 | -
08 | +2 Magical Weapon | +3 | +3 | -
09 | +2 Magical Weapon | +3 | +4 | -
10 | +2 Magical Weapon | +3 | +4 | Flash-Blaze Weapon
11 | +3 Magical Weapon | +4 | +5 | Ritual of the Cycling Duel
12 | +3 Magical Weapon | +4 | +5 | Blaze of Glory
13 | +3 Magical Weapon | +4 | +6 | -
14 | +4 Magical Weapon | +5 | +6 | -
15 | +4 Magical Weapon | +5 | +6 | Fiery Blade
16 | +4 Magical Weapon | +5 | +6 | Burning Inscense
17 | +5 Magical Weapon | +6 | +6 | Ritual of the Pheonix Pyre
18 | +5 Magical Weapon | +6 | +6 | Empowered Blaze
19 | +5 Magical Weapon | +6 | +6 | Boiling Blood
20 | +5 Magical Weapon | +6 | +6 | Desert Incinerator [/table]

Everburn Flames (Su): Desert Oasis's firey wrath is so great that even beingings made purely of fire fear its burn. Whenever Desert Oasis's weilder deals fire damage to a creature with a weapon special ability or a Desert Wind maneuver while holding Desert Oasis in their primary hand, half of the damage dealt is considered to by untyped damage; not subject to fire resistance or fire immunity.

Blaze of Glory (Su): Desert Oasis's majestic appearance belies its true beauty and glory, which can be tapped by its wielder for devestating effects. The heir of Desert Oasis unlocks this ability if they have an initiator level of 12 or greater and have the Ritual of the Endless Drought and the Ritual of the Cycling Duel feats. Whenever the heir of Desert Oasis scores a critical hit, they can engulf their target and enemies adjacent to it in a fiery blaze of glory. All creatures adjacent to the critically hit creature take 6 fire damage + 6 fire damage/3 initiator levels the heir of Desert Oasis possesses. A successful Reflex save halves this damage, and the heir is immune to the effects of their Blaze of Glory.

Flash-Blaze Weapon: Desert Oasis has a special weapon ability unique to it known as Flash-Blaze. The heir of Desert Oasis unlocks this ability if they have an initiator level of 10 or greater and have the Ritual of the Endless Drought feat. First, Desert Oasis deals 1d6 points of fire damage in addition to its normal weapon damage whenever an attack roll is made with it. In addition, all flame-based attacks and abilities are enhanced in Desert Oasis's presence; any fire damage Desert Oasis's wielder deals with martial maneuvers or weapon attacks with Desert Oasis automatically catch the target ablaze; dealing 1d6 points of burn damage. Burn damage cannot trigger this special power. In addition, a burn caused by Desert Oasis increases its Reflex DC to put the flames out by 1/2 of its weilder's initiator level. Finally, Desert Oasis is treated as having the Desert Wind Weapon special ability, granting its wielder a +1 bonus on attack rolls if they know at least one Desert Wind maneuver. This bonus increases to +3 when initiating Desert Wind maneuvers.

Fiery Blade (Ex): Desert Oasis's affinity for the flame forms a connection between the heir and the blade. The heir of Desert Oasis unlocks this ability if they have an initiator level of 15 and possess the Ritual of the Endless Drought and the Ritual of the Cycling Duel feats. If Desert Oasis's heir knows the Burning Blade maneuver, Seaing Blade maneuver, or Inferno Blade maneuver, once per encounter they can initiate one of these maneuvers as an immediate action instead of a Swift action.

Burning Inscense (Ex): Desert Oasis's affinity for fire continues to the residue fire produces. The heir of Desert Oasis unlocks this ability if they have an initiator level of 16 or greater and possess the Ritual of the Endless Drought and the Ritual of the Cycling Duel feats. Whenever the heir of Desert Oasis deals fire damage to a target, they gain a 20% concealment bonus against melee and ranged attacks until the start if their next turn. A moderate wind (11 - 30 mph) disperses this haze.

Empowered Blaze (Su): At the peak of its power, Desert Oasis's fiery bursts cannot be ignored. The heir of Desert Oasis unlocks this ability if they have an initiator level of 18 or greater and possess the Ritual of the Endless Drought, the Ritual of the Cycling Duel, and the Ritual of the Pheonix Pyre feats. Whenever it critically hits a foe, all damage Desert Oasis deals with its Blaze of Glory ability is irresistible damage; it is completely immune to fire resistance and immunity (normally Everburn Flames only causes half of this damage to be irrestible).

Boiling Blood (Ex): The heat irrating from Desert Oasis is enough to cause even the blood of a still-living creature to boil. The heir of Desert Oasis unlocks this ability if they have an initiator level of 19 or greater and possess the Ritual of the Endless Drought, the Ritual of the Cycling Duel, and the Ritual of the Pheonix Pyre feats. Whenever the heir of Desert Oasis deals fire damage to a living creature or a creature comprised of water (such as a water elemental), they must make a Fortitude save (DC 19 + heir's Dexterity modifier) or become sickened for 1d4 rounds.

Desert Incinerator (Su): The ultimate ability of any great inferno is the power to cremate its victims alive, and the true master of Desert Oasis can use this knowledge to fatal effect. The heir of Desert Oasis unlocks this ability of they have an initiator level of 20 and possess the Ritual of the Endless Drought, the Ritual of the Cycling Duel, and the Ritual of the Pheonix Pyre feats. Whenever the heir of Desert Oasis slays a creature with their Inferno Blast maneuver, the creature's remains are completely incinerated, as if by a disintigrate spell.

Feats

Heir of Desert Oasis
Type: [Desert Oasis]
Prerequisite: Character Level 5th, 3 Desert Wind maneuvers known (one of which is at least 3rd level), 1 Desert Wind stance known
Benefit: Desert Wind has selected you as its heir. This allows you to partake in the rituals associated with Desert Wind in order to unlock its true power. In addition, by calling out to Desert Oasis you can force the blade to superheat itself, causing any creature other then you to instantly drop it, though this effect deals no damage.

Ritual of the Endless Drought
Type: [Desert Oasis]
Prerequisite: Heir of Desert Oasis, completion of the Ritual of the Endless Drought
Benefit: You have proven your worth to Desert Oasis, allowing you to begin unlocking the weapon's powers. You gain the ability to use the Revitalizing Winds maneuver; it is added to your list of maneuvers known and can be readied like any other maneuver you know. In addition, you can now begin unlocking the special powers of Desert Oasis, granting you access to its 5th through 10th initiator level abilities.

Ritual of the Cycling Duel
Type: [Desert Oasis]
Prerequisite: Heir of Desert Oasis, Ritual of the Endless Drought, completion of the Ritual of the Cycling Duel
Benefit: You have proven your worth to Desert Oasis, allowing you to continue unlocking the weapon's powers. You gain the ability to use the Desert Combustion maneuver; it is added to your list of maneuvers known and can be readied like any other maneuver you know. In addition, you can now begin unlocking the special powers of Desert Oasis, granting you access to its 11th through 16th initiator level abilities.

Ritual of the Pheonix Pyre
Type: [Desert Oasis]
Prerequisite: Heir of Desert Oasis, Ritual of the Endless Drought, Ritual of the Cycling Duel, completion of the Ritual of the Pheonix Pyre
Benefit: You have proven yourself a master of the Desert Winds and the only one worthy enough to weild Desert Oasis, allowing you to continue unlocking the weapon's powers. You gain the ability to use the Pheonix Form maneuver; it is added to your list of maneuvers known and can be readied like any other maneuver you know. In addition, you unlock all of the special powers of Desert Oasis, granting you access to its 17th through 20th initiator level abilities.


Maneuvers

Revitalizing Winds
Desert Oasis 3 (Boost)
Prerequisite: Must wield Desert Oasis in your primary hand.
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

The cooling winds of the desert night engulf you, refreshing your body and preparing you to fight on.

After innitiating this maneuver, any fatigue or exhaustion effects are instantly removed from you and you heal Hit Points equal to your initiator level. In addition, if you are suffering any Strength, Dexterity, or Constitution damage, you recover a total of 1d4 points of damage in any combination of those three scores.

Desert Combustion
Desert Oasis 6 (Counter)
Prerequisite: Must wield Desert Oasis in your primary hand.
Initiation Action: 1 immediate action
Range: 100 feet.
Target: One creature
Duration: Instantaneous

As the fires catch their marks upon your foes, you can't help but smiles as you fan the flames of their doom.

This maneuver can only be initiated when a creature takes damage from being burned by a fire you caused with a Desert Wind or Desert Oasis maneuver, or one of Desert Oasis's special powers. After initiating this maneuver, the creature erupts in a violent explosion, dealing 2d6 points of fire damage per 3 initiator levels you possess to it and every creature within its normal reach distance. This damage is treated as burn damage, and any burns active on the creature are extingushed.

Pheonix Form
Desert Oasis 9 (Boost)
Prerequisite: Must wield Desert Oasis in your primary hand.
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round/initiator level

The fires of the pheonix cover your body, and your enemies turn their eyes at your glory.

This maneuver can only be activated if you are in a Desert Wind stance. For the duration of this maneuver, your body sheds glorious flames that provide a number of benefits. First, any creature adjacent to you takes 5 points of Fire damage (which stacks with similar sources of damage) and must make a Reflex save to avoid catching on fire. Second, you become immune to critical hits and percsion damage and gain Fast Healing 1/3 initiator levels you possess after initiating this maneuver. Finally, if you die while this maneuver is active, your body engulfs itself in a blaze of fury, leaving nothing but a mound of ashes and dealing 6d6 points of fire damage to the creature whose attack killed you. 1d6 hours later, you emerge from those ashes as an infant, rapidily aging over the course of 1d4 minutes until you are at the minimum age of adulthood for your race. If you had any aging bonuses or penalties beforehand, they are removed and you retain all of your memories, class levels, and abilities. Following the end of this rebirthing ritual, all of your gear and equipment (including Desert Oasis) can be found mixed within the ash in the same condition it was in before you died; prior to this, your gear appears to have been incinerated with you.

After this maneuver's duration ends, you become exhausted. Regardless of how often you ready it, you can only use Pheonix form once per encounter.

DracoDei
2010-01-25, 06:54 AM
"inadvertently" <- I believe you mean "inevitably", also 2d6 for 10 rounds is 20d6... which is a joke with the +6 to Con, let alone any fire resistance the blade might give you (haven't read it yet)... this compared to the very tricky mid-range ritual. Up it to 2 minutes maybe?

Golden-Esque
2010-01-25, 11:02 AM
"inadvertently" <- I believe you mean "inevitably", also 2d6 for 10 rounds is 20d6... which is a joke with the +6 to Con, let alone any fire resistance the blade might give you (haven't read it yet)... this compared to the very tricky mid-range ritual. Up it to 2 minutes maybe?

The blade itself doesn't give any type of bonuses to Fire Resistance. I'm a little wary about making the duration too high, as I don't want the ritual to be completely luck-based.

EDIT: I'm trying a new system where the Duration is increased to 5 minutes, but you can make Concentration checks to ignore some of the damage. What do you think?