Aidan305
2010-11-22, 06:49 PM
I've had this idea for a pair of swords for a while now, but I've only recently gotten around to getting them down on paper. They're intended as a set of artifacts for my Pathfinder group to find at some point, but I'm having some issues with working out the balance.
My intention is that the cursed sword, Blood, empowers the wielder to a large extent by continually replenishing their health. The name of the weapon was inspired by the sword from the Final Fantasy series and I'm well aware of the dangers such an item can pose to the balance of a game which is why I want it to have its own risks as well, hence the curse of Blood. Honour exists as a way of relieving the curse to some extent.
What would ideally happen would be that the wielder of Blood would, as a full-round action, be gaining the temp HP from dealing damage to the enemy and immediately spreading it around the party with his other attacks from Honour.
So without further ado, here they are:
The Twin Blades of Blood and Honour
Blood:
The steel of this slim blade seems scarred and pitted. Within it faint red flecks seem to glow with an unearthly radiance.
On it’s own, Blood acts as a +3 Wounding Longsword. It’s true power comes in to being, however, when matched with its twin: Honour.
If wielded by someone within the same group as Honour, Blood’s true nature awakens and it gains the following abilities:
Sanguinary Consumption:
When used to deal lethal damage, Blood grants a number of temporary hit points to its wielder equal to the amount of damage it deals.
Blood’s Curse:
The power of a wielder of Blood is legend. But the cursed blade always thirsts. Every time the wielder enters battle and does not use Blood, the sword punishes him by draining 2 points of wisdom.
Furthermore, should the wielder of Blood ever gain enough temporary hit points to put them at twice their maximum health, it will devour their essence. Within one round of reaching this number they will be fatigued, after the second the will be exhausted, and after the third round, they will die. The only way to prevent this from occurring is to use Honour’s ability Aid the Fallen to transfer the hit points to an ally.
Honour:
The steel of this blade is warm to touch and glows with a faint silver light.
On it’s own, Honour acts as a +1 Brilliant Energy Short Sword. It’s true power comes in to being, however, when matched with its twin: Blood.
If wielded by someone within the same group as Blood, Honour’s true nature awakens and it gains the following ability:
Aid the Fallen:
When used to deal damage to an ally, Honour instead deals the damage to its wielder, granting the ally a number of hit points equal to the damage done. These hit points may not bring the target above their maximum health. Aid the Fallen may not be used on an enemy of the wielder.
My intention is that the cursed sword, Blood, empowers the wielder to a large extent by continually replenishing their health. The name of the weapon was inspired by the sword from the Final Fantasy series and I'm well aware of the dangers such an item can pose to the balance of a game which is why I want it to have its own risks as well, hence the curse of Blood. Honour exists as a way of relieving the curse to some extent.
What would ideally happen would be that the wielder of Blood would, as a full-round action, be gaining the temp HP from dealing damage to the enemy and immediately spreading it around the party with his other attacks from Honour.
So without further ado, here they are:
The Twin Blades of Blood and Honour
Blood:
The steel of this slim blade seems scarred and pitted. Within it faint red flecks seem to glow with an unearthly radiance.
On it’s own, Blood acts as a +3 Wounding Longsword. It’s true power comes in to being, however, when matched with its twin: Honour.
If wielded by someone within the same group as Honour, Blood’s true nature awakens and it gains the following abilities:
Sanguinary Consumption:
When used to deal lethal damage, Blood grants a number of temporary hit points to its wielder equal to the amount of damage it deals.
Blood’s Curse:
The power of a wielder of Blood is legend. But the cursed blade always thirsts. Every time the wielder enters battle and does not use Blood, the sword punishes him by draining 2 points of wisdom.
Furthermore, should the wielder of Blood ever gain enough temporary hit points to put them at twice their maximum health, it will devour their essence. Within one round of reaching this number they will be fatigued, after the second the will be exhausted, and after the third round, they will die. The only way to prevent this from occurring is to use Honour’s ability Aid the Fallen to transfer the hit points to an ally.
Honour:
The steel of this blade is warm to touch and glows with a faint silver light.
On it’s own, Honour acts as a +1 Brilliant Energy Short Sword. It’s true power comes in to being, however, when matched with its twin: Blood.
If wielded by someone within the same group as Blood, Honour’s true nature awakens and it gains the following ability:
Aid the Fallen:
When used to deal damage to an ally, Honour instead deals the damage to its wielder, granting the ally a number of hit points equal to the damage done. These hit points may not bring the target above their maximum health. Aid the Fallen may not be used on an enemy of the wielder.