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Cipher Stars
2012-06-27, 01:20 PM
The Legendary Swords
Here is ten legendary swords that could be great in most campaigns in which the hero(s) quest to slay some epic creature or quest to find the sword in the first place.
They are also great for high level games in which you simply want a sword as badass as yourself.



Name | Damage | Critical | Weight
Amenonuhoko | 4d6 | 18-20 x3 | 23lb.
Amfrost | 2d4 | 15-20 x3 | 8lbs.
Caladbolg | 4d6 | 17-20 x3 | 28lb.
Caledfwlch | 2d6 | 18-20 x3 | 15lb.
Claideb | 1d12 | 15-20 x4 | 19lb.
Clarent | 6d4 | 18-20 x3 | *180lb.
Colada | 4d4 | 15-20 x2 | 6lb.
Dáinsleif | 2d6 | 17-20 x4 | 17lb.
Durendal | 4d6 | 17-20 x4 | 12lb.
Dyrnwyn | 2d6 | 18-20 x3 | 10lb.
Excalibur | 2d6 | 19-20 x3 | 5lb.
Felzuthang | 4d6 | 15-20 X4 | n/a
Fragarach | 2d8 | 19-20 x4 | 16lb.
Gram | 4d10 | 15-20 x3 | 22lb.
Gullsul'gurod | 3d8 | 18-20 x3 | 24lb.
Gynterphell | 1d8 | 18-20 x2 | 12lbs.
Hypherious | 1d6 | 16-20 x3 | 0/2lbs
Joyeuse | 2d6 | 19-20 x2 | 15lb.
Kusanagi | 4d4 | 18-20 x2 | 1lb.
Moriarch | 2d6 | 19-20 x3 | 12lb.
Ragnarok | 2d12 | 20 x8 | 34lb.
Sessho-seki | 2d6 | 19-20 x2 | 15lb.
Thuan Thien** | 1d8 | 20 x4 | 30lb.
Tizona* | Varies | Varies | Varies
Tonbogiri | 8d4 | 15-20 x4 | 5lb.
Tridalt | 2d6 | 19-20 x2 | 16lb.
Zuulundr | 2d4 | 20 x3 | 27lb.

*Tizona's stats depend on the individual as determined by the DM.
** Thuan Thien's damage is bludgeoning damage rather then slashing like a normal sword. When Unsealed, Thuan Thien's damage becomes slashing and deals 5d6 damage, and weighs only 10lb.
{table=head]{colsp=4}Elemental Godblades
Name | Damage | Critical | Weight
Flamehazer | 4d6 | 16-20 x4 | 0lb.
Frostmourn | 4d6 | 16-20 x4 | 0lb.
Quakesunder | 4d6 | 16-20 x4 | 0lb.
Thundershorn | 4d6 | 16-20 x4 | 0lb.
[/table]

Continued:
http://www.giantitp.com/forums/showpost.php?p=14478936&postcount=74



Legendary Swords cannot be Sundered or otherwise destroyed, treat their hardness and hp per inch as unlimited with regeneration that is overcome only by things specifically stated that can destroy it, or that say they have the ability to destroy Legendary Swords.


Amenonuhoko
The genesis blade
Amenonuhoko is a blade set on a short staff to give it a reach of out to ten feet away, threatening 10ft in all directions instead of 5ft. The blade itself is of blackened steel with a white-gold edge.
Amenonuhoko can alter the land around the bearer in order to create one square foot of material from nothing per HD the bearer possesses. There is no limit on what kind of matter it can produce so long as it is matter, not energy or anything but normal matter. It can do this once per round as a standard action, but no more than once per round should something allow you multiple standard actions.
It can create this anywhere within a 100ft cube of the bearer.
Once per month, Amenonuhoko can be used to cast the Genesis spell free of charge.
Amenonuhoko is a pole arm and a sword, its basically a sword with a greatly extended hilt. Amenonuhoko is a +6 weapon.

Amfrost
The Serpent Blade
Amfrost appears to be a long blade crafted from obsidian and ivory. The way it's designed appears to extend from ones forearm.
Amfrost can retract or extend itself back into a moderately sized black diamond set in a band worn just below the elbow as a free action. When it appears, it seems to ignore any clothing or armor you are wearing, dealing no damage to it when it is sheathed as though it were never there.
Amfrost has the ability to store any one poison for unlimited use until a new poison is applied, and excrete that poison as a standard action to apply the poison to another object or slip it into a drink of some sort. The weapon need not be drawn to excrete poison in this manner.
Amfrost can grant it's wearer with a +20 to hide and move silently when in shadows, and cast Darkness at will. Though only a up to one darkness area per 2HD it's wearer possesses can be used, new uses replacing old ones.
Amfrost grants it's wearer the See in Dark ability, making any sort of darkness entirely ineffective to them as though it were not there.
Amfrost can be used with an unarmed attack, dealing extra piercing damage as given on the table. It counts as a +4 weapon.

Caladbolg
The Prismatic Blade
Caladbolg is a magnificent blade of white ivory, gold trimmings, and a silver metal makes up its blade which is lined with runes. Caladbolg whenever it strikes can effect all in a 20ft area: The square you struck, two squares that are adjacent to you and the square at the same time, and the square behind the square you struck. (5ft areas). The weapon trails a rainbow pattern of energy behind it whenever it is swung.
Caladbolg can generate a great prismatic slash, effecting a line 60ft wide and 600ft long, and 5ft thick.
It can use this once a week. The slash itself deals 4d6 damage per HD of its wielder. This slash deals x6 damage to objects. What ever it severs off is turned to ash. If you behead someone, the head turns to ash. If you lop off someones arm, it turns to ash. If you cut the top off a hill, it turns to ash and is carried away on the breeze.
Caladbolg is treated as a +6 Bastard Sword.

Caledfwlch
The immortal blade
Caledfwlch is a noble blade with runes on both sides of the blade and an red leather wrapped hilt. It has a large ruby set into its pommel.
When drawn, Caledfwlch blinds any who can see it within 30ft on a failed fortitude save DC 20.
Those who wield or wear it upon their belt are immune to death from massive damage, effects requiring a fortitude save, negative levels, bleeding, and constitution, strength, and dexterity ability damage and drain. They remain conscious and alive until -10 HP.
The owner of Caledfwlch never ages so long as the sword is in their possession, and they are blessed with youth and vitality, reverse aging until they appear 25 if they were older. This retains benefits of aging, but reverses the penalties.
Caledfwlch is treated as a +6 Longsword.

Claideb
The precious blade
Claideb is a sword that has a gem like blade crystal clear blade in a silver hilt wrapped in dark black leathers with two halves of the same broken sapphire set into the pommel.
Claideb whenever naked (unsheathed) generates bright light within 10ft, out to dim light at 40ft.
Any in the area of light is drawn to the blade on a failed Will save DC 25. Their eyes enlarge and they desire to approach it, moving half their speed in a walk towards it in a daze, taking no action but to move towards it and they are considered flat footed.
Undead in the area instead make the same save or be Panicked. If they fail by 5 or more they are paralyzed and helpless in fear.
Claideb is treated as a +5 Longsword with the Ghost Touch property.

Clarent
The King's Blade
Clarent looks like a large sword made entirely of black and red granite with veins that glow like lava along its surfaces. It weighs an incredible amount to any but its chosen wielder. When one touches its hilt, it can read their thoughts and desires and determine if it wishes to serve him or not. If it agrees, it lets itself weigh as though only 5lb in the hands of its chosen champion. The weapon is great and known to cleave men in two.
The weapon burns when used in battle, melting through armor and burning through shield and catching cloth aflame. Clarent treats all armor bonuses and shield bonuses as though they were half their values and deals 2d6 fire damage to those it slices. A creature killed with Clarent burns from inside out and turns to ash.
Clarent is known as the Kings blade, because the weapon guides its chosen wielder along a path through battle and glory and pushes its fate to where the blade can rule over others in the hands of its champion. (DM quest-line or open for possible future of the character).
Clarent is treated as a +6 Great Sword.

Colada
The unraveling blade
Colada is a rapier. An extremely thin blade with an ornate handguard and a knob like pommel. The entire thing looks delicate and golden, trimmed in silvers and set with various gems.
Colada has a potent ability. Whenever it scores a critical hit, the target's armor breaks apart at all seams. Straps snap, cloth tears, and the target is left naked and exposed. Weapons are unaffected. Magical armors are not destroyed, but seem to violently shake, working apart all bindings and ties, buckles and buttons, until the armor all falls apart at the start of the bearer of Colada's next turn. During the turn in which the armors shaking, the wearer takes -5 to all reflex saves, attack rolls, and subtracted from dex/dodge bonuses to the target's AC.
Colada's unraveling effect turns nonmagical clothing, ropes, and wires into shreds at even a touch, no crit required.
Colada's bearer gains a Legend bonus to attack rolls, reflex saves, slight of hand, hide, move silently, and escape artist checks.
Colada is considered a +4 rapier.

Dáinsleif
The cursing blade
Dáinsleif is a fearsome blade. Its blade is as black as midnight and always looks like a silhouette unless directly shined on by bright light. The blade's hilt looks made of red tinted steel and it appears to be wrapped in blood-stained silk.
Dáinsleif, whenever drawn, cannot be sheathed again until it has killed a man.
When Dáinsleif inflicts damage, its damage never heals without a Miracle or Wish spell and always overcomes resistances to its slashing damage and always ignores regeneration. Whats more, the blade seems to seek out flesh on its own accord in relation to how it is swung- providing a +5 Legend bonus and ignores deflection bonuses to the targets AC. Dáinsleif effects incorporeal targets normally.
Dáinsleif is considered a +6 bastard sword.

Durendal
The slaying blade
Durendal is a blade that looks to be made of bronze with a hilt wrapped in red cloth. It does not appear at all special besides the vibrant cloth, but otherwise looks like its merely a well sharpened blade of bronze.
Durendal can never be destroyed, even by things that say they can destroy legendary blades and artifacts.
Whenever Durendal deals 50 or more damage to any living creature in a single hit, it is instantly slain. This has been known to work against deities and other immortal creatures, overcoming any regeneration or immunity and killing outright. This blade has seen the death of many immortal creatures, even the Norns- Norse goddesses of fate, and has been used to stave off a hundred-thousand-strong Muslim army long enough for its owner's king to retreat to an allied kingdom.
The blade's weakness however is in the nature of the killing itself. The creature dies at the end of its next turn, and the slaying effect is Necrotic in nature. A force of negative energy. Durendal's good solid hits (50 or more damage) cause the flesh to die, the flesh blackens to almost ashlike states and the person dies due to negative energy. Thus, Durendal cannot slay what is already necrotic such as undead, or creatures that never truly lived at all, such as constructs and objects. Durendal's slaying is considered a Death effect.
Once per week, Durendal can deliver its slaying if it deals only 5 damage at once. The attack must be announced before hand, and if it misses the effect is wasted.
Durendal is treated as a +5 bastard sword.

Dyrnwyn
The blazing blade
Dyrnwyn is a longsword that when wielded by its proper owner is wreathed in blue-white flames. When undead are touched by this blade, the flames instantly spread about their flesh if they fail a fortitude save DC 15 + owners charisma modifier, Turn resistance or immunity applies to this effect. If they succumb, the flames burn about their long dead flesh and they are destroyed, exploding in bright white-orange flame that deals damage to all undead in 30ft. Dyrnwyn can effect any undead, and not even ethereal undead retain their miss chance against it.
Dyrn is treated as a +6 longsword with ghost touch and effects ethereal properties. When in the hands of someone who is not its owner, it is a normal longsword that isn't even considered masterwork as the blade dulls itself. In addition, those who touch the blade when the owner is not at the time, they must make a will save DC 30 or immediately seek out the owner, guided by the blade (even if the owner does not know about the sword yet), and give it back to them.

Excalibur
The Knight's Blade
Beautifully polished tapering blade of the shiniest steel with three fullers
Crossguard made of torqued gold, with red gems at the tips of the cross and on the pommel. Black leather hilt.
In knightly style, and for those knightly days, this is the weapon you want to have by your side in a tourney. Especially good against armoured and shielded opponents, it is adamantine (so bye bye DR when sundering) and is a weapon of wounding (maybe not as good as Keen, but let's not make them ALL keen weapons). That CON loss at every hit will soon force you to gallantly acknowledge yer defeat and yell "mercy!" or "quarter!". The weapon is even more effective in the hands of a good erring knight, as it is legally aligned (so all agitators and black knights causing strife and bringing chaos to the land be warned!). It just so happens to be good Vs witches and ogres (a knight's fare, ca va sans dire) as they re chaotic too. Excalibur will SNAP is used to strike down an opponent who has surrendered and no longer poses a threat, especially if said opponent has fought valiantly, and fairly, for whatever cause (even if it is an evil cause). The sword rewards valour and boldness, so the bonuses provided by a charge are doubled. If the opponent is dismounted, or has no shield, and the wielder also dismounts, or drops the shield, excalibur grants the owner a +5 Legend bonus to all saves for the duration of that combat.
Better than excalibut is its scabbard: made FOR the sword, covered in red silk and lined with ancient celtic runes in gold silk thread, as long as the scabbard is by the knight's side (or even in his hands) there can be almost no blood loss. CON loss due to bleeding is denied up to 5 points, and the owner reganerates up to 5 HP per round if dealt by piercing and slashing weapons.
There is a catch: the cuts are still there. If the scabbard is dropped, they all re open. The HP suffered up to that point return (as in, they are subtracted from the total remaining) at a rate of 5 per round. (too much book keeping?)
ONWARDS!!! (heroically...)
Excalibur is a Legendary +5 Adamantine Axiomatic Bastard Sword of Wounding
Charge to-hit bonus is +4
If the owner does not take advantage of a situation, +5 to all saves

Felzuthang
The Dragonbone Sword
The Dragonbone Sword looks less like an actual blade than it does a sliver of bone. It is milky white in coloration and wrapped with a simple black leather handgrip. It has no crossguard or noticeable pommel.
The Dragonbone Sword can only be held or wielded by its owner, the one responsible for slaying the dragon who's shattered bones formed the blade. Anyone else who attempts to touch the blade finds that their hand passes through it.
The Dragonbone Sword ignores all armor, deflection, natural armor and enhancement bonuses to the opponent's AC. This is because the intangible nature of the sword allows it to pass through material objects without harming them, striking at the flesh underneath.
At will, the weilder can attempt to sunder the opponent's weapons and armor as if they had the Greater Sunder feat with a +5 Legend bonus from wielding the blade. This sunder attempt ignores all hardness. If the weilder makes a sunder attempt the blade deals no damage to the opponent.
Once per encounter, the Weilder can automatically confirm a critical hit against any opponent they threaten.
The only way to take possession of The Dragonbone Sword is to slay the current owner of the blade.
The Dragonbone Sword is considered a +5 Longsword.

Fragarach
The Inquisitors Blade
Fragarach looks like a normal broadsword made of iron and steel with a brown leather wrapped hilt and without adornments. However, the blade is far from normal.
Fragarach ignores any armor, shield, natural armor, or deflection bonus to armor class. It effects incorporeal and ethereal targets normally. It ignores hardness on objects, even walls and doors, and deals twice damage to such objects. Fragarach can Sunder legendary swords and artifacts, but without ignoring hardness.
Fragarach can channel its wielder's will to create gusts of wind that can knock creatures on their asses of up to Huge size if they fail a strength check vs a strength check of the owner using the owner's highest mental stat and a +5 Legend bonus from the blade. Its draining, usable only once in an encounter. The gust of wind effects a cone out to 60ft.
When Fragarach is held towards the throat of a sentient creature, it paralyzes them (no save) so long as the sword is held in the same place. Creatures paralyzed can still talk and make miniature movements enough to nod or shake the head and they cannot tell lies or avoid whole truths and are compelled to speak vs a DC 30 will save to avoid talking at all. The owner can make a diplomacy check and add 1 to the save for every 5 points scored with the diplomacy OR intimidate check. The paralysis and truth-telling effect are both Mind Effecting.
Fragarach is treated as a +6 longsword.

Gram
The dragonsbane blade
Gram looks like a black bastard sword with a red-metal hilt and set with an opal in the pommel.
Gram deals double damage to dragons and dragon-kin such as kabolds, and ignores any natural armor bonus derived from scales. Whenever Gram deals 50 or more damage to a dragon, the blow builds energy and suddenly extends its cleave to slash through the entire dragon's body in a straight line, dealing x10 damage and 5d12 constitution damage.
The wielder of Gram always knows the direction to the nearest Dragon or nearest group of 5 or more dragon-kin.
Gram is treated as a +5 bastard sword.

Gullsul'gurod
The Trollking's Blade
Gullsul'gurod is a great sword summed in part by three words; Gray. Lifeless. Dead. That is what the Blade looks like unwielded. It's hilt, a simple steel thing, with some dull tarnished gems and metal.
And then, a Leader picks it up. The Gems glow far more strongly, sparkling and shining in a thouand hues, the Blade starts to hum and shake, as it's thousand threads roar to new life, glowing red and gold, with a strength on the leadership abillity of it's wielder. But it shimmers, and it's plae gray steel turns into shining titanium, a blade pulled from a gods forge.
Gullsul'gurod overcomes all forms of physical damage reduction. It also grants it's wielders a +8 Legend Bonus to Cha. However, if they have the leadership feat, they gain *3 the number of followers. If they have extra followers, this increases to *10. If they have epic leadership, it increases to *25. If they have Legendary commander, it increases to *100.
Gullsul'gurod is considered a +5 Greatsword.

Gynterphell
The Nature's Wrath
Gynterphell is a subtly curved blade of a greenish steel. The back of the blade seems to be serrated with thornlike growths down to the pommel which is sharply curved to finish the blade. The hilt is wrapped in golden cloth.
Gynterphell has the ability to command nature. Gynterphell glows red when dipped in contact with poison of any sort, then fades back to it's greenish color as it absorbs the poisons into a small sack like formation that grows at it's base which can be plucked, giving you the poison while purifying the food or drink. If the blade has purified in this manner within 24 hours to use the Poison spell on the next target it damages if the bearer wishes.
When the sword is pointed at an animal within 10ft, the creature stops as though paralyzed and stares fixated at the bearer of the blade. Through the blade, the bearer can talk to the animal and the animal understands while the bearer understands the animal. Once anyone makes a hostile action towards the animal or the blade is lowered, the communication and the paralyzation ends. This can be used against any living creature and not just animals with a will save DC 20 to ignore the effect. Unlike Fragarach however, they are not compelled to tell the truth.
When the blade comes in contact with metal, it violently tries to destroy it causing it to heat up as though by the Heat Metal spell.
It's primary abilities however are in controlling plant life, Gynterphell can use Entangle, Commune with Nature, Tree Stride, Speak with Plants, Plant Growth, and Diminish Plants at will.
If Gynterphell is somehow sundered or destroyed, it can regrow itself over 12 hours from any part of it in possession of it's bearer.
Gynterphell is a +4 longsword that does not count against a druid's inability to associate with metal.

Hypherious
The bloodless blade
Hypherious appears to be a gold ring with intricate designs inlaid within, a single deep, vibrant ruby is set in the middle beside two small red between two small pink diamonds with three minute diamonds of the standard coloration beside the pinks. The ring is worn on the index finger and rubbed with the thumb along the inner diamond, to the pink, and down to the outer diamond and in to the middle before up to the ruby. This activates Hypherious causing it to manifest in the wearer's hand. It's bladed form appears to be a long subtly curved blade that ends in a sharp barb that points back, many spikes run down the back of the blade, much smaller than the barb. The blade's edge looks like it's intended to be white metal, but is stained with blood. The blade itself is of black metal. When the ring is first put on, spikes jut inward locking the ring to your finger and infecting you with vampyrism. However, the ring protects against sunlight (Only if it was Hypherious that infected you).
Every 5 damage you deal with Hypherious you restore 2 hp and gain 3 temporary HP while dealing 1 point of constitution damage to your target. This is a blood-drain effect.
Every living creature Hypherious kills grant's it's bearer +1 to one ability score as a legend bonus to a maximum of +4, no more than +2 to one ability. Further killing only grants 5 temporary HP that lasts for six hours to a maximum of 1/4th total HP.
All damage Hypherious deals to vampires is considered untyped damage, and the bearer of this weapon gains the ability to Turn or to Rebuke (Either or) as a cleric of their level but only against vampires.
By taking 1d6 damage you can force the weapon to transform itself into a two handed scythe instead, which changes damage to 4d4 and the critical multiplier to 4. Lasts a number of rounds equal to the damage taken, 1d10 round cooldown. All ability score bonus the weapon has granted is doubled for it's duration.
Hypherious is considered a +4 longsword, or a +4 scythe.

Joyeuse
The joyful blade
Joyeuse looks like a longsword, but its peculiar and is said to change its color thirty times in a day on the whim of its owner. Beyond its color, it looks magnificently crafted, as intended for a king.
Those who look upon Joyeuse are instantly enamored by its beauty and have their disposition improve by one step towards its owner. They could never think of stealing the blade, as per enchantment, but desire to be in its presence always by serving its owner. On a failed will save DC 15 + owner's charisma, the person changes disposition to become Helpful to the owner and perfectly loyal.
Joyeuse's enchantments do not inspire love of the partnering sort, but a love more like between a parent and child (Owner being the parent of course). Joyeuse cannot be used to break families or or lead people to their deaths when the owner knows the grim chances.
When a Knight is Knighted, or a similar ceremony in which someone rises in rank and swears service takes place, and Joyeuse is used to perform it- the knighted creature gains a +5 Legend bonus to all actions made in the line of duty and can remain conscious until -10 hp.
Joyeuse is considered a +5 longsword.

Kusanagi
The sky blade
Kusanagi is a black iron blade that looks something similar to a roman sword despite its more oriental origins. The blade has no hand guard and its bladed portion fades smoothly into a rounded hilt with a curved T shaped pommel. The entire blade appears crafted from a single piece of metal without any adornments.
When in combat or the intend to be wielded as a weapon is identified by its wielder, Kusanagi's edges flair up with thin violent ribbons of turning wind giving the otherwise poor looking blade a fine edge for slashing, like a chainsaw of wind.
Kusanagi has the power to control winds. As an immediate action, Kusanagi can deflect or negate instantly any air or wind based spells and effects. Some effects require a standard action, such as sending a slashing gale to dissipate a raging tornado, or a full round action to send flurry of wind to repel a hurricane.
Kusanagi can use Control Winds as the spell at-will. It can use control weather ten times per day as a standard action.
The bearer of Kusanagi can fly with a fly speed of 120ft at perfect maneuverability.
Kusanagi is considered a +6 short sword.

Moriarch
The Hallowed Blade
Moriarch is a gleeming white-gold blade with a deep celestial-bronze hilt ended in a large diamond set into the pommel.
Moriarch is considered Hallowed, and the area within 1,000 feet of the blade is also considered Hallowed whenever the blade is in contact with a throne governing the area that would be effected. If no such throne exists, or it cannot be in contact with the throne for whatever reason (or just isn't), Moriarch only hallows all 5ft squares adjacent to its own.
Any nonsentient undead that is damaged even by 1 point by Moriarch is enveloped in white fire and reduced to ashes. Sentient undead that are dealt 50 or more damage are instantly destroyed unless they succeed on a turn undead check VS Moriarch's bearer's Cha + 10 + its HD. The Undead's modifiers to Turn Undead provide bonuses to its save.
Moriarch is considered a +6 bastard sword and can hit incorporeal and ethereal targets normally.

Ragnarok
The Armageddon Blade
Ragnarok is a large blade that looks like Clarent, the King's blade. It is completely indistinguishable to anyone but a divination master of at least 31HD who can identify it using a Commune spell.
Ragnarok leads the owner along the same path Clarent does, guiding it towards becoming King. But when it does become King, great calamity falls and slowly the world will turn to ash. It starts with the Kingdoms that are enemies or hostile with the bearer's country, scorching their lands with fires, earthquakes, volcanos, and meteorites.
The chaos spreads to each country in in order of threat to the king's country, destroying them one by one. At the same time, a great fire also spreads from the opposite side of the world, the land there falling into the planets core, becoming one with all the magma turning the planet into a sea of fire even as it selectively strikes down kingdoms closer to the country Ragnarok governs.
But, in the end, when all else is destroyed the blade's ever hungry desire for destruction destroys its own country, the world nothing but a sea of molten lava. All connections from the planet to any linked planes are burned, and the blade is gone, reappearing ten million years later to beckon the end of the world once more, after its had time to recover.
Ragnarok has all the abilities of Clarent except as noted here.
Like Clarent, Ragnarok is treated as a +6 Great Sword.

Sessho-seki
The spirit's balde
Sessho-seki is a short, straight sword with one side sharpened to a great degree and ends on a tip on the opposite side, sharply redirecting to the tip forming a somewhat odd shape. The flats of the blade are black steel, the blade portions are a contrasting white steel.
Sessho-seki is haunted by the spirit of a great nine tailed fox, its spirit rages ethereally around the blade. Its Gargantuan sized and stands over the bearer of the blade. It deals a claw attack against anyone entering within 30ft of the bearer of Sessho-seki, dealing 2d6 +10 damage and repeating at the start of its next turn if it remains within 30ft. Once per encounter, the nine tailed fox can release a supernaturally charged roar of terror causing all within a mile to be taken with fear, panicking them on a failed will save DC 25 and shaking them even if they succeed for 1d10 rounds.
When the blade attacks, it is charged with the power of the nine tailed fox, any cut from the Sessho-seki bleeds for 2 hp at the start of its turns. The bleeding cannot be recovered from unless the bearer of Sessho-seki who cut them is slain. The bleeding damage stacks ever other cut, but multiple cuts only cause 1 point of bleeding damage instead of the initial 2.
Sessho-seki is considered to be a +5 short sword.

Thuan Thien
The Bound Blade
Thuan Thien is a greatsword whose blade is wrapped in a heavy adamantine chain. Its crossguard is a simple steel bar but with a golden key lock in the center. The pommel of the sword is shaped like a key and looks as though it would fit in the lock in the crossguard.
The lock in the center of Thuan Thien's crossguard resists all magical and mundane attempts to pick it. Spells automatically fail and lockpicks or weapons that try to break open the lock shatter immediately. The only way to unlock the sword is to use the key in its pommel.
As a standard action, the weilder can remove the pommel of Thuan Thien and insert the key into the hilt, turn the key and unseal the sword. Unsealing the sword has several effects.
First, Thuan Thien sheds bright light out to 30 ft, and dim light out to 60 ft. beyond that (for a total of 90 ft.). Creatures caught in the bright light (other than the wielder) must make a fortitude save against DC 25 or be blinded for 2 rounds.
Second, unsealing Thuan Thien places the weilder under the effect of an Enlarge Person spell for the duration of the unsealing. This is considered an extraordiary effect.
Third, in its unsealed state Thuan Thien provides a +10 Legend bonus to each of the wielder's physical stat modifiers for a number of rounds equal to the wielder's original constitution modifier. After the rounds are up, Thuan Thien returns to its sealed state and the wielder takes damage to each physical stat equal to the number of rounds that Thuan Thien was unsealed. This damage cannot be restored by any spells or potions, it must be healed naturally. If a wielder dies due to ability score damage like this, their body crumbles to dust and no spell save Wish or Miracle can restore them to life.
Thuan Thien is considered a +6 Greatsword.

Tizona
The mystery blade
Tizona appears to be a large sword, it looks like a bastard sword but even larger, acting as a great sword. The blade has a golden hilt, nobly crafted with curved hand guards and a crownlike pommel.
Tizona's power is always different based on who wields it, magnifying certain traits in the bearer and using them to puzzle together a custom ability in relation to its owner as it sees fit.
In addition, any who meets Tizona in battle who have less HD then its bearer are instantly Panicked, instead of running they only cower in fear "I am defeated", the fear making them feel like no matter how far they run they'd never get away. Their defeat is final and inevitable, the only option to cower, and grovel, to plead for their life.
Tizona is considered a +5 great sword.

Tonbogiri
The blade of blades
Tonbogiri is a long, subtly curved sword. Its graceful blade is glistening steel crafted fold after fold and sharpened to an incredible point and blade. Its thiner blade starts from a noble black hilt with a olden guard with red cloth wrapped in a crisscrossing pattern.
Tonbogiri's blade is legendary blade that's blade is so supernaturally sharp, its said to have been crafted by the gods, who crafted the blade using the winds and the aid of spirits of steel to create the perfect edge.
Tonbogiri deals five times its damage to Constructs and Objects.
Tonbogiri can sunder other legendary swords and ignores hardness on any object (Except legendary swords, legendary swords behave normally as if they were normal weapons, no ignoring anything.). Natural armor, shield, or armor bonuses don't apply against attacks by Tonbogiri.
Tonbogiri behaves as a +6 Bastard Sword.

Tridalt
The Captain's Blade
Tridalt is a curved blade that looks to be made of sea-green stone set in a bone handle with a skull pommel that has two rubies in its eye sockets.
Tridalt has the ability to cast Miracle, but only in relation to a single ship the captain owns. Tridalt can make the ship fly, repair its damage, bolster its defense- its wood acting as stone, or animating all the rope to make trip and grapple attempts, animating the cannons, or even turning the cannons into fireball-shooting super-things. It can directly control the movement of the ship as well, greatly increasing its speed and maneuverability.
Tridalt is considered a +5 Cutlass.

Zuulundr
The Scaled Blade
Zuulundr has a blood red blade with a bright scarlet edge. Along the flats of the blade, it appears to have flames carved into the blade. The handle itself is, unmistakably, crafted from dragon scales and a small reptilian eye is set in the pommel. The hand guard looks like a roaring dragon's mouth, from which the flame-carved blade protrudes.
Zuulundr has the power to cast True Resurrection at-will to bring back into being adult dragons, but only chromatic ones, even those who have been dead for thousands of years or more. The blade is said to beckon the end of Man, bringing into being the Age of the Dragon where the scaled kind rule over all other life in a tyrannical lawful-evil world.
The sword appears to completely enslave dragons it has resurrected, but this side effect wears off once a hundred dragons have been resurrected.
It is said, in ancient past, Zuulundr was used to combat Ragnarok, bringing forth countless dragons to combat the end of the world at the hands of Ragnarok's tyrannical king. The period is referred to as the Crimson Hour, a sixty year period of chaos and fiery death. It took several thousand years for the world to recover, and seas of fire remained for many more centuries as did volcanic activity and earthquakes, as well as many dragons that still roamed the skies. The Crimson Hour's impact on the world was felt for the next four hundred thousand years before all was in harmony again.
Zuulundr is considered a +6 longsword.

Cipher Stars
2012-07-02, 02:59 PM
Elemental Godsblades
Elemental Godsblades cannot be destroyed by any means.
If one person ever holds two at once, they are instantly destroyed from conflicting elemental magics of epic proportions. Deities of divine rank 5 or higher can hold two at once. 10 or more, three. 15 or more, can hold all four.
Elemental Godsblades survive even cataclysmic events destroying the whole of the reality they exist within, they simply remain in a void of emptiness, a reality all its own until someone can manage to retrieve it.
A Wish or Miracle spell can never call an Elemental Godsblade to the caster. The blades count as a deity of Divine Rank 20 for any effect that would call the blade or try to command it.
Elemental Godsblades are intelligent, having an intelligence score of 45. They are all arrogant and will instantly destroy anyone of Divine Rank 15 or lower that tries to wield them against their will without a partnership.
To acquire Godsblade, one must prove they are worthy and fitting to wield the blade by its own terms, or it can just decide it doesn't like you or spontaneously taking a liking to you.
Once a bond is formed though, it remains until the person dies and will never betray them.
A Godsblade can never be subject to any effect that would harm it, remove it from its owner, or alter its shape.
A Godsblade that is set down can be called to the hand as a free action in a teleportation like effect that is unaffected by dimensional locks, or antimagic.
Antimagic or Mages Disjunction or similar effects never effect a Godsblade, neither does any form of immunity hinder a godsblade or effect it creates as they are all considered Extraordinary, primal, natural forces of great power in effect since before the first gods now known were even capable of thought.

Flamehazer
Champion of Flame
Flamehazer is a large sword, a full blade nearly as long as a full grown man and half as wide in a long, stretched triangle like shape. Several inches thick in the center along its blade, the weapon is a hefty slab that looks to be made of red-dyed stone. Along its ends, the edges seem to be made of solidified flames. Down the middle of the blade is a line that looks to be made the same, of solidified flame. Ever burning and churning paths of fire.
Flamehazer has the power to create 25ft bursts of flame anywhere within 100ft as a free action. The flame lingers, remaining as a swirling area of fire. It deals an initial 5d10 fire damage, and deals 2d10 fire damage to anyone entering or starting their turn in the area of fire. The area of fire lasts for 24 hours or until it is put out.
Flamehazer has the ability to produce any elemental spell effect dealing with fire, and can instantly put out any fire or fire spell as an immediate action. Flamehazer can stop any wild fire in this manner, and as a standard action can stop any meteorite or volcano as a standard action.
Flamehazer's owner can also chose one spell of up to 8th level, Flamehazer can duplicate that spell but descriptions and elemental properties change to relate to fire and heat. If there is no elemental property, it gains one as Fire.
Flamehazer can instantly slay or dominate any [Fire] creature or elemental without save.
Flamehazer is considered a +6 Fullblade, and its intense elemental and semi arcane-divine nature sears the flesh of even the incorporeal. Flamehazer is never subject to fire resistances or immunity.
Once per year, Flamehazer has the power to call down a fiery calamity as a ten minute casting time. When the casting is over, an area within 500miles that is 150miles in diameter instantly catches ablaze. The fires can spread naturally from there. But the initial flames last 24 hours. Each round and the initial spawning of the flames, the fires deal 5d8 fire damage.
The skies above the flames open up and once per minute a ball of fire falls from the sky to impact a random area (say, 10% chance to impact an area anyone of interest is in) to deal 10d6 fire damage to all within 1mile of impact and 5d6 bludgeoning damage to all within 500ft of the center of the impact.
For the next 6 months, the area seems to retain lingering heat from the intense fire magic, keeping it in summer like conditions.
A King or Queen, or Emperor, or similar ruler with Flamehazer can generate warmth throughout the land, keeping climates warm and comfortable. They can alter the power of the sun over the land, to be kind and gentle and not burn the people who work in the fields. Wildfires and volcanic calamities never happen in the area of rule against the ruler's will. Flamehazer can keep the land in perpetual summer...
Flamehazer can also intensify the heat. Making the land a sweltering environment of sweat and heat. The land outdoors could be made so hot forests catch fire, and the sun sears the flesh.

Frostmourn
Champion of Frost
Frostmourn is a large sword. Its as long as a full grown man and half as wide. It remains straight until the very end when it sharply turns inward to form a shallow point. Frostmourn appears to be made of deep blue stone with edges that look to be carved from ice, yet never go blunt or break. The weapon radiates cold, causing 1d6 frost damage to any within 25ft at the start and end of their turns and when they first enter the area.
Frostmourn has the ability to generate a 60ft line of icicles that sprout from the ground violently stabbing outwards to deal 5d6 cold damage. Anyone who gets hit makes a fortitude save DC 35. If they fail, they are impaled by the ice and are considered Pinned until they make a strength check DC 20 to pull themselves off. They take 2d6 piercing damage each round they remain pinned and 2 con damage per round. When they are free of the impalement, they take 2d6 con damage, and 2 con damage every round until they benefit from a restoration, regeneration, or Heal spell.
Frostmourn has the ability to produce any elemental spell effect dealing with cold, frost, or water, and can instantly disperse any amount of water up to an area of 1,000 cubic feet at a time once per round as a swift action or cold/water spell as an immediate action, or generate that water by 500cubic feet at a time as a swift action. Frostmourn can instantly stop any tsunami, whirlpool, or similar disaster, and can halt Comets and Ice Ages or what not all as a standard action.
Frostmourn 's owner can also chose one spell of up to 8th level, Frostmourn can duplicate that spell but descriptions and elemental properties change to relate to water and ice. If there is no elemental property, it gains one as Cold or Water.
Frostmourn can instantly slay or dominate any [Water] / [Cold] creature or elemental without save.
Frostmourn is considered a +6 Fullblade, and its intense elemental and semi arcane-divine nature chill the flesh of even the incorporeal. Frostmourn is never subject to cold resistances or immunity.
Once per year, Frostmourn can conjure a comet as a 10minute action, targeting an area within 400miles. The comet falls when the casting is over and is visible right away. It gets closer and closer, eventually dominating the sky. The large comet is roughly a mile in diameter but radiates intense cold out to 250miles, instantly freezing anyone under 5HD and dealing 10d6 cold damage to anything in the area.
The comet then impacts on the next round, causing a great explosion destroying everything in 15miles and sending shockwaves out to 100miles.
The area within 500 miles is perpetually in winter like climates for the next 6 months.
A King or Queen, or Emperor, or similar ruler with Frostmourn can control the seas, lakes, rivers, and ocean within their rule. Water can be kept in abundance, pure and fresh and always running freely, even bound to the ruler's will to make for great aqueduct systems for cities that sing of prosperity and the convenience such waterways provide. Frostmourn can make it rain as the ruler wishes, but without winds or storm, just rain.
Frostmourn can also chose to keep the rule under a heavy blanket of winter, even a ridged winter that speaks of bitter death.

Quakesunder
Champion of Stone
Quakesunder is a large sword. Its as long as a full grown man and half as wide. It has multiple depressions along its side, making the blade look like thin slabs of varying size bound together. Along the edges, layers of stone plates like shingles jet out chaotically like each stone plate is a blade on its own. Quakesunder appears to be made of rich earthy brown stone. The weapon radiates a feeling of heaviness to those who gaze upon it, and to any within 25ft the feeling is magnified into a very vivid sensation of a crushing weight. Those within 25ft of Quakesunder save for its wielder feel slowed, halving their speed and doubling the weight of all their items which can push their total weight over their carry limits.
Quakesunder has the ability to generate a 60ft line along which the earth splits, opening a crack that seems to fall forever along smooth edges. Within 40ft on all sides of the crack is a great shaking tremor that on a DC 25 str check or 30 reflex save causes those in the area to fall prone to the ground and take 1d6 bludgeoning damage per round until it ends. Those in the line of the rack need to take a DC 40 reflex save or fall in, falling for several thousand feet never to be seen again. Flying targets are immune, if they do have a fly speed they can take to the air as an immediate reaction. The tremors stop after 1d10 rounds, after which time the crack seals itself shut again.
Quakesunder has the ability to produce any elemental spell effect dealing with stone, earth, or metal, and can instantly reduce hills and mountains to rubble and dirt, even a flat plane up to an area of 1,000 cubic feet at a time or can raise earth into hills or mountains up to 500 cubic feet at a time once per round as a swift action or negate a spell of the stone/earth/metal descriptor(s) as an immediate action. Quakesunder can instantly stop any earthquake or similar event as a standard action.
Quakesunder's owner can also chose one spell of up to 8th level, Quakesunder can duplicate that spell but descriptions and elemental properties change to relate to stone or metal. If there is no elemental property, it gains one as stone or metal.
Quakesunder can instantly slay or dominate any [Earth] / [Stone] / [Metal/Iron] creature or elemental without save.
Quakesunder is considered a +6 Fullblade, and its intense elemental and semi arcane-divine nature chill the flesh of even the incorporeal.
Once per year, Quakesunder can cause a great sundering of the land. One designated area within 400miles is the epicenter of this effect. To manifest it, it takes 10 minutes casting time.
When the casting is over, the ground spirals out with great cracks like a spiders web out to 300miles from the epicenter. The ground within 400miles shakes violently with tremors, dealing 5d12 damage to buildings and knocking people around like kittens in a dryer, taking 2d12 bludgeoning damage per round unless they succeed on multiple reflex saves. Once per round, a dc 45 reflex save.
There is a random 25% chance that a crack will open up beneath someone and swallow them and everyone around them within 10ft, then close behind them burying... but not alive, the closing ground instantly crushes them if they are below 5HD. They take 10d6 damage each round otherwise.
The shakes and cracks last 12 hours.
A King or Queen, or Emperor, *or similar ruler with Quakesunder never fears for earthquakes, and can prevent the generation of volcanos and similar events within their rule. The grounds of the kingdom is always in perfect control by the ruler with quakesunder, and can be made incredibly fertile- amazingly so to the point crops grow many times their normal size and the people who eat them are always healthy and fit. Or can curse the ground selectively, causing areas that will not yield harvest.

Thundershorn
Champion of Storm
Thundershorn is a large sword, a full blade nearly as long as a full grown man and half as wide in a long, along its edges the blade is incredibly jagged with many points. Several inches thick in the center along its blade, the weapon is a hefty slab that looks to be made of gold-dyed stone. Along its ends, the edges seem to be made of condensed electricity. Down the middle of the blade is a line that looks to be made the same, of condensed electricity.
Thundershorn has the power to create 25ft bursts of electricity anywhere within 100ft as a free action. The crackling fingers of electricity linger, remaining as a violently charged area. It deals an initial 5d10 electric damage, and deals 2d10 electric damage to anyone entering or starting their turn in the area of electricity. The area of electricity lasts for 24 hours or until it is put out.
Thundershorn has the ability to produce any elemental spell effect dealing with electricity, and can instantly dispel any electric or wind spell as an immediate action with no check, the spell is simply negated, and Thundershorn can instantly disperse any wind or storm as a standard action, including hurricanes and tornadoes. Thundershorn's owner can also chose one spell of up to 8th level, Thundershorn can duplicate that spell but descriptions and elemental properties change to relate to electricity and wind. If there is no elemental property, it gains one as electric or air.
Thundershorn can instantly slay or dominate any [Air] [Storm] or [electric] creature or elemental without save.
Thundershorn is considered a +6 Fullblade, and its intense elemental and semi arcane-divine nature sears the flesh of even the incorporeal. Thundershorn is never subject to electric resistances or immunity.
Once per year, Thundershorn can generate a supercell thunderstorm as a 10minute action starting it in an area within 400miles. The Supercell thunderstorm is a 150 mile in diamiter cloud of deep black that is constantly turning and gusting with hurricane force winds, and it pummels the ground below it with more lightning strikes per second then most commonfolk could count, each round there is a 50% chance to be struck by lightning, dealing 2d12 electric damage. The storm moves slowly, taking an hour to move the end of the storm to where the front was. The Supercell lasts 24 hours carving destruction in its wake.
A King or Queen, or Emperor, or similar ruler with Thundershorn can control the winds, clouds, and storms within their rule perfectly. Maintaining a climate as they wish.






Legendary Arms
Weapons of folklore, myth, and indeed legends... or simple weapons of power sure to inspire such tales. Legendary arms are simply unique weapons of power, not necessarily swords or sword-like as the Legendary Swords. Neither are they as powerful on average.
Legendary arms cannot usually be destroyed except by legendary swords or godsblades, or other legendary arms that state they can do so.
Legendary Arms can be repaired by their original maker if available, or you can find them, or a DC 40 craft check suitable to the weapon, the DM may require other checks such as knowledge: Arcana or Spellcraft in order to repair certain weapons.



{table=head]Name | Damage | Range | Critical | Weight | Size | Type | Class
Excessum (http://worldswithoutend.files.wordpress.com/2011/10/excessum4.jpg)| 4d4 | 160 | 17-20 x4 | 3lb. | M | Piercing | Firearm: hand
Hammer Thorn (http://worldswithoutend.files.wordpress.com/2011/10/hammerthorn1.jpg) | 1d8 | 60 | 18-20 x3 | 4lb. | M | Piercing | Firearm: hand
Kaasadu (http://worldswithoutend.files.wordpress.com/2011/10/kaasadu_01.jpg)| 2d4 | 80 | 18-20 x3 | 2lb. | M | Piercing | Firearm: hand
Lightweaver (http://worldswithoutend.files.wordpress.com/2011/10/superflintlock5.jpg)| 2d6 | 250 | 15-20 x4 | 8lb. | L | Fire/Electric | Firearm: hand
Ryukaijin | 2d10 | 20 | 15-20x3 | 8lbs | M | Bludgeoning | special
[/table]


Excessum
The blackfire shot
Excessum is an ornate silver cutting edge revolver top of it's class. The silver is covered with intricate engravings and it has a sturdy handgrip providing a comfortable hold. Atop this revolver is a silver scope enchanted to be easy to look through even when you hold the weapon out far from yourself, no matter where you look from you always see what the weapon is pointed at in crystal clarity.
The weapon fires long bullets that it generates itself. They are in remarkably sturdy casings allowing for more powder to be crammed in and compressed with an elongated masterfully worked bullet that can fly farther and straighter then normal, favoring greater penetration over stopping power.
When Excessum deals at least ten damage to a target, +5 per size larger or -2 for size smaller, the bullet rips through their body to continue behind the target potentially hitting multiple enemies.
Excessum's primary feature are the antiundead engravings, carved on the end of the barrel though some of the engraving is not visible and the exact engraving is unknown. When Excessum hits an undead creature it creates a burst of black flame on impact that burns the creature, dealing 1d6 legend damage that counts as fire for vulnerability but not resistance or immunity. The creature continues to take this damage each round until it is dead it is subject to positive energy damage, which cancels out the blackfire.
Excessum is considered a +4 revolver.





Hammer Thorn
The reversal shot
Hammer Thorn is an intricately carved gun of black and silver. Rather than having the traditional revolving chamber, Hammer Thorn has a relatively big case that sits in front of the trigger housing eight shots at once, nine in total if a round is chambered as well. Hammer Thorn has a scope as Excessum does. However, this scope does little to help in range. Instead, Hammer Thorn's scope grants true seeing to those who look through it, revealing true forms.
Unlike most legendary firearms, Hammer Thorn's ammunition does not automatically recover when expended. Instead, Hammer Thorn can be reloaded with standard cartrages, housing up to sixteen normal bullets. Hammer Thorn can then, at it's owner's request, replace these bullets with it's custom shot. Alternatively, it will automatically regenerate it's custom ammunition every 15 minutes.
Hammer Thorn fires bullets with elongated pointed tips set into a thicker case containing a fairly large amount of powder to propel the bullet. The bullet itself is hollow and filled with an alchemical elixir aided by enchantments to reverse the effects of transmutations, any creature under the effect of a transmutation spell is reversed to their normal form. Any creature subject to an effect that altered their very being, such as lycanthropy or vampyrism, they are reverted back to normal when they would normally die. Becoming human, elf, or whatever they were before at -1HP and require stabilization or they will die as normal.
Against either kinds of targets, Hammer Thorn deals additional damage equal to the target's HD. A creature with ten HD takes ten extra damage.
Hammer Thorn grows spikes along it's frame when held by a creature it would normally cure or deal extra damage to, changing it's enhancement bonus to a penalty instead of a benefit and dealing 2 damage each round to anyone wielding it like that. When a creature that wouldn't be effected by the extra damage reaches to wield it, or two rounds have passed since the creature that caused the spikes to grow drops it, the spikes go away.
Hammer Thorn is considered a +4 advanced firearm.


Kaasadu
The morningstar shot
Kaasadu is a golden revolver, it's shape similar to Excessum without the scope. It is similarly covered in intricate engravings as well. The difference is in the gold colored metal, indeed it appears to be solid gold though it appears to be stronger than steel. It's hand grip is finely crafted to provide an excellent and comfortable hold. Most the weapon's weight is concentrated in the grip, combined with the grips's comfortable grasp and the weapons fairly small size, the weapon is harder to be subject to disarm attempts. The owner has a +2 circumstance bonus against disarm rolls.
Kaasadu holds six shots. When Kaasadu damages a demon or devil, Kaasadu deals an extra 2d4 damage and releases a pulse of red light that functions as a cleric's rebuke attempt as though the bearer of Kaasadu was a cleric in level equal to their HD.
This red pulse functions against vampires or any creature weak against sunlight as well, giving them the effects of being exposed to sunlight for one round. Multiple shots do not stack this effect, and following shots on the next round doesn't stack it to two rounds, it is always just one round as the burst of light fades in seconds. If there is any effect to such a creature dying within daylight, the burst counts towards that effect.
Kaasadu is considered a +3 revolver.


Lightweaver
The searing shot
Lightweaver appears to be a very large handgun, with a mysterious glowing box before the trigger as though it were where ammunition is held. It has a long scope and a thick, stocky barrel.
Lightweaver isn't so special due to enchantments or special effects, Lightweaver
Lightweaver isn't so special in the way of enchantments or special effects. Lightweaver is special because it is a weapon ahead of it's time. Completely extraordinary there is nothing supernatural or psi/spell like about this weapon. Yet it retains this glow, repairs itself of damage on it's first upcoming turn since it was dealt the damage, and fires not a bullet, but a ray of light that sears flesh and melts armor.
Lightweaver deals combined fire and electric damage, resistance to one or the other does not apply unless they are resistant to both.
Lightweaver adds a zero to any damage dealt to objects or constructs, 10 damage becoming 100 damage. It ignores armor, natural armor, and shield bonuses to AC.
Lightweaver's shots fire perfectly straight until they wink out of existence at their maximum range, halving any penalties for attacks at range or shooting into melee.
Lightweaver holds six shots at any one time, and recharges one shot per round unless you do not fire that round, in which case it recharges two shots.
Lightweaver is considered a +4 advanced firearm.


Ryukaijin
The scaly shot
Ryukaijin is a long double barreled shot gun of black metal with delicate gold workings entwined about it. It has mental ability scores equal to it's bearer and can assume the form of a golden lizard, dragon like in appearance but without wings. When transformed it has an 18 in dexterity, a 8 in strength, and a 14 in constitution. It gains all benefits of the familiar class feature of a sorcerer, and the animal companion class feature of a druid (Taking whichever bonus or feature is better, not stacking), as if the bearer was a sorcerer and druid of it's HD. It is a diminutive creature in this form, with a speed of 20ft (quick despite it's size).
Ryukaijin is able to speak common in it's creature form, or communicate telepathically with whoever holds it. Ryukaijin rejects new bearers if it's old bearer still lives or has not dismissed Ryu.
When in it's weapon form, Ryukaijin deals it's listed effects on the table and deals an extra 1d4 electric damage and an extra 1d10 electric damage on a critical hit. It has a range increment of 20ft and deals damage in a cone that extends to a maximum 15ft (three square) emanation. It loses -2 damage each range increment after the first. Creatures hit with Ryukaijin within the first two range increments are knocked back five feet on a failed reflex save DC 15. If they fail by five or more, they are also knocked prone. On a critical hit the DC is instead 25 and they are knocked back 1d4x5 feet and knocked prone.
Ryukaijin communicates with it's bearer, giving them hints and tactics to use. The bearer of Ryukaijin can gain one feat related to ranged attacks, such as point blank shot. Ryukaijin can't benefit from feats allowing you to shoot into melee, as it's damage is in an area effect.
Ryukaijin in it's creature form can deliver a bite attack dealing 1d3 damage + str + 1d4 electric damage. It can teleport up to three times it's speed as a full round action, or half it's speed in place of a 5ft step.
Transforming between gun and creature is a move equivalent action, using it's own action pool which is always immediately after it's bearer in initiative. It automatically transforms into it's gun form when it would be reduced to 0 HP and teleport's to the bearer if it is within four time's it's speed.
Ryukaijin is intelligent, and can have class levels of half it's bearer's HD.
Ryukaijin is a shot gun* with an effective enhancement bonus equal to 1/4th it's own HD, minimum +1. It is used two handed, but can be used in one hand at a -4 penalty to attack rolls.
*Ryukaijin can learn to manifest new weapon forms, using that weapons statistics +1 die size and +1 to the multiplier (x2 becoming x3). Ryukaijin can learn one new weapon form every 1/2 HD of it's bearer.

Elricaltovilla
2012-07-02, 04:07 PM
I'm impressed. These are creative, well thought out and suitably overpowered :smallwink:

Here's a sword I used in a short story I wrote for english class:

The Dragonbone Sword
Type: Longsword
Weight: N/A
Damage: 4d6
Crit: 15-20 X4
Description:
The Dragonbone Sword looks less like an actual blade than it does a sliver of bone. It is milky white in coloration and wrapped with a simple black leather handgrip. It has no crossguard or noticeable pommel.

The Dragonbone Sword can only be held or wielded by its owner, the one responsible for slaying the dragon who's shattered bones formed the blade. Anyone else who attempts to touch the blade finds that their hand passes through it.

The Dragonbone Sword ignores all armor, deflection, natural armor and enhancement bonuses to the opponent's AC. This is because the intangible nature of the sword allows it to pass through material objects without harming them, striking at the flesh underneath.

At will, the weilder can attempt to sunder the opponent's weapons and armor as if they had the Greater Sunder feat with a +5 enhancement bonus from weilding the blade. This sunder attempt ignores all hardness. If the weilder makes a sunder attempt the blade deals no damage to the opponent.

Once per encounter, the Weilder can automatically confirm a critical hit against any opponent they threaten.

The only way to take possesion of The Dragonbone Sword is to slay the current owner of the blade.
The Dragonbone Sword is considered a +5 Longsword.

Aeryr
2012-07-02, 04:18 PM
I like them, I specially like that they are based on "real" examples of legendary swords. My favorite is Colada but I am certainly biased on that since I own a replica :smalltongue:

I like the flavorful abilities or limitations to the user of the sword they are really cool. But I cannot really say if they are too overpowered or not not many things to compare with.

togapika
2012-07-02, 04:59 PM
Colada's unraveling effect turns nonmagical clothing into shreds at even a touch, no crit required.


So great for use against the ladies, or gentlemans whatever your fancy may be...

Cipher Stars
2012-07-02, 05:33 PM
I like them, I specially like that they are based on "real" examples of legendary swords. My favorite is Colada but I am certainly biased on that since I own a replica :smalltongue:

I like the flavorful abilities or limitations to the user of the sword they are really cool. But I cannot really say if they are too overpowered or not not many things to compare with.
You noticed? cool. I was trying to stat out all the mythical/legendary swords in folklore from a variety of cultures.


So great for use against the ladies, or gentlemans whatever your fancy may be...
True that.

Colada is getting some love :3

Pro tip:
Caledfwlch is another name for Excalibur. But that would have been too blatant and "Oh, Excalibur, of course that would be here".

I must say Colada is among my favorite as well.
My favs, in order:


Fragarach
Colada
Durendal


Durendal may seem like its a bit much, but its great for roleplaying aspects and an excellent quest target as an item to retrieve in order to slay a great and powerful enemy.

Edit: Ah. And the Dragonbone sword is pretty potent.
Want me to add it to the top after digging up a true name for it? The Dragonbone Sword being the title given to it, in italics under the name.

Tvtyrant
2012-07-02, 05:41 PM
Gram is brokenly good. Ignoring entirely the dragon fluff, just putting keen on it makes it an almost 50% chance of critting on a 4d10 weapon. Combine with expansion and you get hundreds of damage a turn on a vanilla, mostly unopp attack routine.

Grimsage Matt
2012-07-02, 05:55 PM
Have a idea...

Gullsul'gurod, The Blade of Troll Lords

Whenever you mention Trolls, all you will ever hear about is a phsyicaly power, but very stupid giant. But have you ever heard the Northmens name for witchcraft? Trolli.

The Old Trollish empires would have put the current works of man to shame, and encompassed hieghts of both technology and magic, wonders seen only in long lost glimpses, in fadded ruins on the Astral Sea, and in Gullsul'gurod.

The Blade of the Great Troll Kings, it is forged from a substance that defies magical and phsyical investigation. Expect by swinging the blade.

In the hundreds of thousands of years it's been around, it's never dulled, never been marred, and never again been in Trollish hands.

Lost in the great battle of Stronus Fell against the Dragons, a Red Dragon had it in her hord for mellina. It was lost in the elven uprising.

But, it's seeking. It wants to return to Trollish Hands. It wants to restore it's makers to their ancient and full glory. All it needs is a leader.

+5 Greatsword. It overcomes all forms of physical damage reduction. It also grants it's wielders a +8 Bonus to Cha. However, if they have the leadership fet, they gain *3 the numer of followers. If they have extra followers, this increases to *10. If they have epic leadership, it increases to *25. If they have Legendary commander, it increases to *100.

Cipher Stars
2012-07-02, 06:21 PM
Gram is brokenly good. Ignoring entirely the dragon fluff, just putting keen on it makes it an almost 50% chance of critting on a 4d10 weapon. Combine with expansion and you get hundreds of damage a turn on a vanilla, mostly unopp attack routine.
It is a legendary dragon slaying sword afterall :3


Have a idea...

Gullsul'gurod, The Blade of Troll Lords

Whenever you mention Trolls, all you will ever hear about is a phsyicaly power, but very stupid giant. But have you ever heard the Northmens name for witchcraft? Trolli.

The Old Trollish empires would have put the current works of man to shame, and encompassed hieghts of both technology and magic, wonders seen only in long lost glimpses, in fadded ruins on the Astral Sea, and in Gullsul'gurod.

The Blade of the Great Troll Kings, it is forged from a substance that defies magical and phsyical investigation. Expect by swinging the blade.

In the hundreds of thousands of years it's been around, it's never dulled, never been marred, and never again been in Trollish hands.

Lost in the great battle of Stronus Fell against the Dragons, a Red Dragon had it in her hord for mellina. It was lost in the elven uprising.

But, it's seeking. It wants to return to Trollish Hands. It wants to restore it's makers to their ancient and full glory. All it needs is a leader.

+5 Greatsword. It overcomes all forms of physical damage reduction. It also grants it's wielders a +8 Bonus to Cha. However, if they have the leadership fet, they gain *3 the numer of followers. If they have extra followers, this increases to *10. If they have epic leadership, it increases to *25. If they have Legendary commander, it increases to *100.

Nice. Want me to convert it to match my 20 in layout and add it to the main post?

Grimsage Matt
2012-07-02, 06:31 PM
It's why I put it here:smalltongue: And will admit, will allow for crazy minionage at epic levels..... But thats the point. Besides, theres a very powerful DM defence for it. They can make the player stat out each minion:smallbiggrin:

Samuel Sturm
2012-07-02, 06:35 PM
I just have to ask, what is up with the weights? They look to be 3 or 4 times what they should be.

Cipher Stars
2012-07-02, 06:54 PM
I just have to ask, what is up with the weights? They look to be 3 or 4 times what they should be.

Well, real blades aren't light, except the Foil which isn't really a real weapon. more like a giant needle, They're big sharpened slabs of metal. I remember four or so years ago I tried to use a real sword. It is still a source of some humor...

Regardless. How about "A wizard did it" ?

Samuel Sturm
2012-07-02, 07:07 PM
Well, real blades aren't light, except the Foil which isn't really a real weapon. more like a giant needle, They're big sharpened slabs of metal. I remember four or so years ago I tried to use a real sword. It is still a source of some humor...

Regardless. How about "A wizard did it" ?

A wizard did it works. Just for the general knowledge base, though, an 8 lb sword would be almost unusably heavy. Most two-handers will top out at around 6-7 pounds, with one-handers topping out around 5 pounds. Ask the real-world weapons and armor thread if you want more info, they tend to know what they're talking about.

(Cheap replica swords can get pretty darn heavy, though. I have a wall-hanger that weighs about 17 pounds. Marble handle and all.)

Cipher Stars
2012-07-02, 07:14 PM
A wizard did it works. Just for the general knowledge base, though, an 8 lb sword would be almost unusably heavy. Most two-handers will top out at around 6-7 pounds, with one-handers topping out around 5 pounds. Ask the real-world weapons and armor thread if you want more info, they tend to know what they're talking about.

(Cheap replica swords can get pretty darn heavy, though. I have a wall-hanger that weighs about 17 pounds. Marble handle and all.)


I'm pretty sure the sword I held was a Bastard Sword, or Hand-and-a-Half. It was definitely at least 15...

I guess I'll just google it. But I don't think I'll change the weights, just add some more fluff about how the legendary swords are heavier, or sometimes liter then normal due to the magic within them.

Grimsage, you didn't say what the sword looks like.

Samuel Sturm
2012-07-02, 07:19 PM
I'm pretty sure the sword I held was a Bastard Sword, or Hand-and-a-Half. It was definitely at least 15...

I guess I'll just google it. But I don't think I'll change the weights, just add some more fluff about how the legendary swords are heavier, or sometimes liter then normal due to the magic within them.

Grimsage, you didn't say what the sword looks like.

Magic has weight... I like it. Could be a good way to balance things... Buffs have weight, so the wizard can't stack to many, or he can't move... I think you're on to something there.

Grimsage Matt
2012-07-02, 07:22 PM
Sorry about that.

It's handle is made of a white stone like substance, that under the finest of micoscopes and sight enhancing magic seems to be cunningly wrought diamond. It's Blade is Darker then the negative energy plane, but seems to have a dark luster, far less seen the felt.

This is when it's not being wielded.

When Wielded, the Hilt seems to be made of light, in every coulor there is, and some strange and unknowable one just on the edge of sight, it's blade gelams with almost pure shiny Darkness, throwing no shadows, for light cannot seem to escape it.



Epic, eh?

Blueiji
2012-07-02, 07:36 PM
Have you read The Secrets of the Immortal Nicholas Flamel series?

It features Durendal, Joyeuse, Clarent, and Excalibur, as "the four elemental swords".

The series also has a great menagerie of deities and historical figures as main characters. It's really something when you can read a page in which Niccolo Machiavelli and Billy the Kid can be talking to Prometheus and Odin without the blinking an eye.

Cipher Stars
2012-07-02, 07:48 PM
Magic has weight... I like it. Could be a good way to balance things... Buffs have weight, so the wizard can't stack to many, or he can't move... I think you're on to something there.
Perhaps. Magic has a physical exertion in addition to the mental, a weight felt as you harness it. Casting a Fireball would exert force upon yourself when you cast it. On spell failure the weight could go uncontrolled, damaging or crushing the caster?


Sorry about that.

It's handle is made of a white stone like substance, that under the finest of micoscopes and sight enhancing magic seems to be cunningly wrought diamond. It's Blade is Darker then the negative energy plane, but seems to have a dark luster, far less seen the felt.

This is when it's not being wielded.

When Wielded, the Hilt seems to be made of light, in every coulor there is, and some strange and unknowable one just on the edge of sight, it's blade gelams with almost pure shiny Darkness, throwing no shadows, for light cannot seem to escape it.



Epic, eh?
The visuals seem to mimic Dáinsleif's too much, detracting from Gullsul'gurod's uniqueness as a legendary sword, don't ya think?


Have you read The Secrets of the Immortal Nicholas Flamel series?

It features Durendal, Joyeuse, Clarent, and Excalibur, as "the four elemental swords".

The series also has a great menagerie of deities and historical figures as main characters. It's really something when you can read a page in which Niccolo Machiavelli and Billy the Kid can be talking to Prometheus and Odin without the blinking an eye.

Oooh, yes, by jollies yes I did. Thats where I got the visual theme for Clarent from. I may also take its Excalibur idea, even though I've already written it in under a different name it could still work. I've definitely already used Joyeuse and Durendal. I don't remember seeing/reading anything about them in the books though. I knew there were four swords, but I only recall anything about Clarent and Excalibur.

Mystic Muse
2012-07-02, 07:58 PM
Whenever Durendal deals 5 or more damage to any living or undead creature, it is instantly slain. This has been known to work against deities and other immortal creatures, overcoming any regeneration or immunity and killing outright.

While I get these are supposed to be legendary weapons, they should make the game more fun, not less. This makes every single attack with the sword an instant kill. The Crit-range is pointless because as soon as you deal 5 damage, the sword kills whatever you hit. Making every single hit ever an instant kill is just boring, for both the DM and the player.

Grimsage Matt
2012-07-02, 08:00 PM
:smallredface: Didn't read it's visuals to be honest:smallredface: Got it from this book I read a while back.

Heres the new 'un;

Gray. Lifeless. Dead. That is what the Blade looks like unwielded. It's hilt, a simple steel thing, with some dull tarnished gems and metal.

And then, a Leader picks it up. The Gems glow far more strongly, sparkling and shining in a thouand hues, the Blade starts to hum and shake, as it's thousand threads roar to new life, glowing red and gold, with a strength on the leadership abillity of it's wielder. But it shimmers, and it's plae gray steel turns into shining titanium, a blade pulled from a gods forge.

Cipher Stars
2012-07-02, 08:06 PM
While I get these are supposed to be legendary weapons, they should make the game more fun, not less. This makes every single attack with the sword an instant kill. The Crit-range is pointless because as soon as you deal 5 damage, the sword kills whatever you hit. Making every single hit ever an instant kill is just boring, for both the DM and the player.

Then Durandal clearly isn't for you.
Though I've been intending to make it a necrotic/negative energy effect since last afternoon.
Edit: Now its a necrotic effect.
And the higher critical values and such was for monsters with large DRs and the like.


:smallredface: Didn't read it's visuals to be honest:smallredface: Got it from this book I read a while back.

Heres the new 'un;

Gray. Lifeless. Dead. That is what the Blade looks like unwielded. It's hilt, a simple steel thing, with some dull tarnished gems and metal.

And then, a Leader picks it up. The Gems glow far more strongly, sparkling and shining in a thouand hues, the Blade starts to hum and shake, as it's thousand threads roar to new life, glowing red and gold, with a strength on the leadership abillity of it's wielder. But it shimmers, and it's plae gray steel turns into shining titanium, a blade pulled from a gods forge.

Mmmk. Now I can edits it in.

Elricaltovilla
2012-07-02, 08:16 PM
Edit: Ah. And the Dragonbone sword is pretty potent.
Want me to add it to the top after digging up a true name for it? The Dragonbone Sword being the title given to it, in italics under the name.

Sure if you want. In the story I wrote, that was its name. It was supposed to be a fantasy equivalent to a lightsaber, because it can be turned "off" and "on".

In the story, dragons were literally made of magic and whoever killed them would recieve some kind of super powerful artifact for managing to kill them. Hence why this sword ended up being as powerful as it is.

Grimsage Matt
2012-07-02, 08:18 PM
It looks great:smallbiggrin: Can't wait to see if a minion lover ever uses it.

Mystic Muse
2012-07-02, 10:28 PM
Then Durandal clearly isn't for you. I guess not.



And the higher critical values and such was for monsters with large DRs and the like. Probably never going to matter. I think the absolute highest I've ever seen DR is at 40, and I'm pretty sure that was an epic monster.

By the time you encounter any non-undead/construct with DR, you will be dealing enough damage to bypass it and kill it instantly.

Let's look at a level 1 Fighter with a measly strength bonus of +1 wielding the sword.

The average of 4d6 is 14, +5 from its enhancement bonus, +1 from your strength modifier. You will reliably be able to instantly kill anything with DR 15 or less. That's pretty much everything in the first monster manual except dragons, and those get DR bypassed anyway since it's a magic weapon.

Now, if you don't care, that's fine, I'll just stop commenting. I'm just trying to give you some feedback so it might be used in more games.

Cipher Stars
2012-07-02, 10:45 PM
I guess not.

Probably never going to matter. I think the absolute highest I've ever seen DR is at 40, and I'm pretty sure that was an epic monster.

By the time you encounter any non-undead/construct with DR, you will be dealing enough damage to bypass it and kill it instantly.

Let's look at a level 1 Fighter with a measly strength bonus of +1 wielding the sword.

The average of 4d6 is 14, +5 from its enhancement bonus, +1 from your strength modifier. You will reliably be able to instantly kill anything with DR 15 or less. That's pretty much everything in the first monster manual except dragons, and those get DR bypassed anyway since it's a magic weapon.

Now, if you don't care, that's fine, I'll just stop commenting. I'm just trying to give you some feedback so it might be used in more games.


Any DM to give Durandal to a 1st level character either has a screw loose, or is playing quite the fun game (Because he doesn't have a screw loose and is playing a game with epic powers and tales of conquest through use of legendary blades and divine guidance, or something).

Which is the point. Any of these swords are intended for situational use that varies on the games its to be included in. In fact, unless the DM wants to include it your never going to see it in-game as per the general idea behind any d&d content official or no.

I had to have the slaying-sword. What legendary sword list would this be if I didn't have one that would kill almost anything it can cut? :smallbiggrin:
^- Which is where the main play is at. The weapon needs to actually hit. As is the general idea behind anything, but yea. Unlike other blades such as Fragarach, Durendal can be avoided with a nice shield and set of armor.

Blueiji
2012-07-02, 11:35 PM
Oooh, yes, by jollies yes I did. Thats where I got the visual theme for Clarent from. I may also take its Excalibur idea, even though I've already written it in under a different name it could still work. I've definitely already used Joyeuse and Durendal. I don't remember seeing/reading anything about them in the books though. I knew there were four swords, but I only recall anything about Clarent and Excalibur.

The first book in the series (entitled The Alchemist) has only Excalibur. They add Clarent in the second book. Durendal and Joyeuse come later (I think they show up around book four).

I would suggest reading the entire series, its quite good. My only disappointment was the last few chapters (of the last book), which I feel didn't wrap up the story that well and were rather unsatisfactory to the reader.

Elricaltovilla
2012-07-02, 11:41 PM
Did you add The Dragonbone Sword to the list up top yet?

Cipher Stars
2012-07-03, 12:37 AM
The first book in the series (entitled The Alchemist) has only Excalibur. They add Clarent in the second book. Durendal and Joyeuse come later (I think they show up around book four).

I would suggest reading the entire series, its quite good. My only disappointment was the last few chapters (of the last book), which I feel didn't wrap up the story that well and were rather unsatisfactory to the reader.

Yea... I remember being miffed at how it ended. But hey, Book 5 and 6 are out. I should pick them up.


Did you add The Dragonbone Sword to the list up top yet?

I was waiting for you to give it a name-name, so it'd fit with the others. :smallsmile: ( I'm OCD like that... )

Mystic Muse
2012-07-03, 01:06 AM
Sorry if I'm ultimately just bugging you. I'm just trying to say that I think there are ways to make the weapons awesome and flavorful while feeling like artifacts (Which I feel like you did with Caledfwlch) without making them broken to the point where they're nearly unusuable (Which I feel like Durendal is).


Any DM to give Durandal to a 1st level character either has a screw loose, or is playing quite the fun game (Because he doesn't have a screw loose and is playing a game with epic powers and tales of conquest through use of legendary blades and divine guidance, or something). My point was that a character should not be able to one-shot anything in the game they can hit. I know it now excludes Constructs and undead, but still.



Which is the point. Any of these swords are intended for situational use that varies on the games its to be included in. In fact, unless the DM wants to include it your never going to see it in-game as per the general idea behind any d&d content official or no. I'm aware of this. I just can't see any point at which I would use Durendal because if it's a multi-person game (Which is what I pretty much always run) the other players will feel superfluous compared to whoever has it.

I like CaledFwlch a lot personally. Heck, I even plan on using it as soon as I get the chance. It's neat, it's flavorful, and it's not so powerful that it makes the other players (If there are any) feel useless. Though, I would clarify that the wielder doesn't have to make the save against the blindness.


I had to have the slaying-sword. What legendary sword list would this be if I didn't have one that would kill almost anything it can cut? :smallbiggrin: While you have a point about this, I believe there may be a better way to go about it. How about something like this?


The slaying blade
Durendal is a blade that looks to be made of bronze with a hilt wrapped in red cloth. It does not appear at all special besides the vibrant cloth, but otherwise looks like its merely a well sharpened blade of bronze.
Durendal can never be destroyed, even by things that say they can destroy legendary blades and artifacts.

Durendal Ignores any damage reduction a creature has, bypasses the hardness of any object it strikes, and negates any form of regeneration or fast healing until the user is slain or the creature afflicted takes an extended rest. Any creature slain by Durendal is instantly disintegrated, not even leaving a pile of ash behind.

None can avoid the death brought about by Durendal. If a Lich, Demilich, or similar being is destroyed by Durandal, Its Phylacteries (Or similar thing keeping it from permanently dying) are destroyed along with it.

Durendal's effects cannot be negated in any way, and not even deities are exempt. This blade has seen the death of many immortal creatures, even the Norns- Norse goddesses of fate, and has been used to stave off a hundred-thousand-strong army long enough for its owner's king to retreat to an allied kingdom.

Lastly, Durendal protects its user from those who would wish to stop them. While Durendal treats its user as its true owner, its user cannot be perceived through divination by anybody its user intends to kill, not even deities.

Durendal is treated as a +5 bastard sword.


How's that? Still has good flavor for an all slaying blade, and if this were to ever be used in a game, it wouldn't make other party members feel superfluous.

Which I feel is another problem with the original. It makes pretty much everybody else in your group obsolete and makes fights against bosses which should be fairly epic (Fighting a Dragon, storming the gates of hell, ETC.) Into a foregone conclusion.

One more example of what I mean. If Durendal is intended solely for campaigns with only a single player, you can pretty much ignore the spoiler, but you should say that next to Durendal and any other items that you intend to only be used in single player games. Let's say Durendal is currently in the hands of an 18th level fighter. Next, let's say he's up against a Mature Adult Red Dragon, a fairly Iconic Monster in a fight that should be pretty epic.

Next, let's use a basic human fighter with the standard ability array (Highest initial score being 15) and put his 15 in Strength. Now, it's not unreasonable for him to by now have put three points into his strength score, and having some gauntlets of Ogre Power, so he has 20 Strength, and has probably gotten Weapon Focus and Greater Weapon Focus for Bastard swords.

So, 18 from his Base attack bonus, 5 from his strength bonus, 2 from Greater Weapon Focus, and 5 from Durandal. That all adds up to 30 without any other modifications.

The Mature Adult Red has an AC of 32, and defender loses in 3.5. You hit the Red Dragon on anything but a one, and it will instantly kill the red Dragon.

Heck, let's take away the Greater Weapon focus (Fairly reasonable, not every melee character is a fighter after all) and even reduce strength to a measly 10 (Probably not going to ever happen, but still).

Now, the +2 from Greater weapon focus is easily re-obtained from charging, making their attack bonus still at +25, meaning they'll still instantly kill the dragon on a roll of 7 or higher.

This is with a single character with no support other than his weapon. A fight that is supposed to be a challenge for 4 level 18 characters is no longer a challenge because a melee character who even slightly knows what they're doing can reliably hit the dragon on anything but a 1. Even if they don't know what they're doing and just have the bonuses from Durendal and their base attack bonus, they still kill the dragon on a 9 or higher.

The worst part is that it makes the rest of the party nearly obsolete. They want to have fun, be badass and kill things too, but there's not much point because whoever has Durendal essentially has a "You die." button right there against anything it can hit, which could quite easily be everything.



Which is where the main play is at. The weapon needs to actually hit. As is the general idea behind anything, but yea. Unlike other blades such as Fragarach, Durendal can be avoided with a nice shield and set of armor.

Hitting is almost never going to be a problem. Attack bonuses scale much faster than Armor Class bonuses do (Which I tried to show in the above spoiler), and there are far more ways to increase your attack bonus than there are ways to increase your armor class.

Cipher Stars
2012-07-03, 01:42 AM
Sorry if I'm ultimately just bugging you. I'm just trying to say that I think there are ways to make the weapons awesome and flavorful while feeling like artifacts (Which I feel like you did with Caledfwlch) without making them broken to the point where they're nearly unusuable (Which I feel like Durendal is).

Not bugging. Just persistent.


My point was that a character should not be able to one-shot anything in the game they can hit. I know it now excludes Constructs and undead, but still.

I'm aware of this. I just can't see any point at which I would use Durendal because if it's a multi-person game (Which is what I pretty much always run) the other players will feel superfluous compared to whoever has it.

I like CaledFwlch a lot personally. Heck, I even plan on using it as soon as I get the chance. It's neat, it's flavorful, and it's not so powerful that it makes the other players (If there are any) feel useless. Though, I would clarify that the wielder doesn't have to make the save against the blindness.

While you have a point about this, I believe there may be a better way to go about it. How about something like this?


The slaying blade
Durendal is a blade that looks to be made of bronze with a hilt wrapped in red cloth. It does not appear at all special besides the vibrant cloth, but otherwise looks like its merely a well sharpened blade of bronze.
Durendal can never be destroyed, even by things that say they can destroy legendary blades and artifacts.

Durendal Ignores any damage reduction a creature has, bypasses the hardness of any object it strikes, and negates any form of regeneration or fast healing until the user is slain or the creature afflicted takes an extended rest. Any creature slain by Durendal is instantly disintegrated, not even leaving a pile of ash behind.

None can avoid the death brought about by Durendal. If a Lich, Demilich, or similar being is destroyed by Durandal, Its Phylacteries (Or similar thing keeping it from permanently dying) are destroyed along with it.

Durendal's effects cannot be negated in any way, and not even deities are exempt. This blade has seen the death of many immortal creatures, even the Norns- Norse goddesses of fate, and has been used to stave off a hundred-thousand-strong army long enough for its owner's king to retreat to an allied kingdom.

Lastly, Durendal protects its user from those who would wish to stop them. While Durendal treats its user as its true owner, its user cannot be perceived through divination by anybody its user intends to kill, not even deities.

Durendal is treated as a +5 bastard sword.


How's that? Still has good flavor for an all slaying blade, and if this were to ever be used in a game, it wouldn't make other party members feel superfluous.

Which I feel is another problem with the original. It makes pretty much everybody else in your group obsolete and makes fights against bosses which should be fairly epic (Fighting a Dragon, storming the gates of hell, ETC.) Into a foregone conclusion.

One more example of what I mean. If Durendal is intended solely for campaigns with only a single player, you can pretty much ignore the spoiler, but you should say that next to Durendal and any other items that you intend to only be used in single player games. Let's say Durendal is currently in the hands of an 18th level fighter. Next, let's say he's up against a Mature Adult Red Dragon, a fairly Iconic Monster in a fight that should be pretty epic.

Next, let's use a basic human fighter with the standard ability array (Highest initial score being 15) and put his 15 in Strength. Now, it's not unreasonable for him to by now have put three points into his strength score, and having some gauntlets of Ogre Power, so he has 20 Strength, and has probably gotten Weapon Focus and Greater Weapon Focus for Bastard swords.

So, 18 from his Base attack bonus, 5 from his strength bonus, 2 from Greater Weapon Focus, and 5 from Durandal. That all adds up to 30 without any other modifications.

The Mature Adult Red has an AC of 32, and defender loses in 3.5. You hit the Red Dragon on anything but a one, and it will instantly kill the red Dragon.

Heck, let's take away the Greater Weapon focus (Fairly reasonable, not every melee character is a fighter after all) and even reduce strength to a measly 10 (Probably not going to ever happen, but still).

Now, the +2 from Greater weapon focus is easily re-obtained from charging, making their attack bonus still at +25, meaning they'll still instantly kill the dragon on a roll of 7 or higher.

This is with a single character with no support other than his weapon. A fight that is supposed to be a challenge for 4 level 18 characters is no longer a challenge because a melee character who even slightly knows what they're doing can reliably hit the dragon on anything but a 1. Even if they don't know what they're doing and just have the bonuses from Durendal and their base attack bonus, they still kill the dragon on a 9 or higher.

The worst part is that it makes the rest of the party nearly obsolete. They want to have fun, be badass and kill things too, but there's not much point because whoever has Durendal essentially has a "You die." button right there against anything it can hit, which could quite easily be everything.




Hitting is almost never going to be a problem. Attack bonuses scale much faster than Armor Class bonuses do (Which I tried to show in the above spoiler), and there are far more ways to increase your attack bonus than there are ways to increase your armor class.


Durendal is as I want it as-is, as it is intended to be, which is as its counterpart from which it was created from functions (Kills anything it gets a decent hit on- Including gods.) Its just a +5 bastard sword against anything immune to negative energy damage or Death effects, and against constructs/objects/anything without a Constitution score. (Because the blade its based off of doesn't effect them either).

It is completely as intended and true to its origin, and I recognized its overpowered against anything that is a living creature not immune to death effects or necrotic energy. I recognize most players wont get to use it outside of epic just-for-mindless-carnage games or epic games where the blade is the target quest-item in order to kill something epic or bring about a bloody fist of justice to tyranny (or lawful order, for evil games).


Still. I believe its just fine in a party of Four. One has Durendal (Slayer of Living), one has Moriarch (Slayer of Undead), one has Tonbogiri (Destroyer of Constructs), and another has Caladbolg (Slayer of Crowds).

A DM wont allow Durendal unless he/she could balance it in the world through various means or make it some ultimate goal for the means with which to slay something that needs a good slaying.

I did however make it 50 instead of 5, kinda like death from massive damage, just without a save and isn't "death from massive damage".
Thats the most I can do, just that much is far from the sword's origin. The real sword its based off could kill if you draw even the slightest prick of blood.

Zale
2012-07-03, 06:34 AM
How about Tyrfing?

Dwarf made, passes through metal and stone like a hot knife through butter.

However, if drawn, it can't be sheathed until the wielder uses it to kill something.

TheWombatOfDoom
2012-07-03, 07:33 AM
What about a sword of sundering. A sword capable of destroying even the legendary swords. There could be a campaign set with all these swords, and the party has to try and collect them all before they're all destroyed by the sword of sundering.

Do any of these swords have egos?

dantiesilva
2012-07-03, 07:33 AM
Do you mind if I use these blades in my Eargon campaign I am making?

Zale
2012-07-03, 08:01 AM
There's also the possibility of the Twelve Swords of Power (http://en.wikipedia.org/wiki/Twelve_Swords_of_Power)from the Book of Swords Series.

They have interesting powers. Though some of them have powers that are similar to the already stated swords.

Ossian
2012-07-03, 08:25 AM
The weights listed are a tad off, but oh wel...they are LEGENDARY SWORDS!
They are probably made of high density collapsed neutron star metal...:smallwink:

I suppose one of them (the prismatic blade) is Excalibur? Otherwise, I would throw it in the bunch:

+5 Bastard Sword.

Beautifully polished tapering blade of the shiniest steel with three fullers
Crossguard made of torqued gold, with red gems at the tips of the cross and on the pommel. Black leather hilt.

In knightly style, and for those knightly days, this is the weapon you want to have by your side in a tourney. Especially good against armoured and shielded opponents, it is adamantine (so bye bye DR when sundering) and is a weapon of wounding (maybe not as good as Keen, but let's not make them ALL keen weapons). That CON loss at every hit will soon force you to gallantly acknowledge yer defeat and yell "mercy!" or "quarter!". The weapon is even more effective in the hands of a good erring knight, as it is legally aligned (so all agitators and black knights causing strife and bringing chaos to the land be warned!). It just so happens to be good Vs witches and ogres (a knight's fare, ca va sans dire) as they re chaotic too. Excalibur will SNAP is used to strike down an opponent who has surrendered and no longer poses a threat, especially if said opponent has fought valiantly, and fairly, for whatever cause (even if it is an evil cause). The sword rewards valour and boldness, so the bonuses provided by a charge are doubled. If the opponent is dismounted, or has no shield, and the wielder also dismounts, or drops the shield, excalibur grants the owner a +5 confidence bonus to all saves for the duration of that combat.

Better than excalibut is its scabbard: made FOR the sword, covered in red silk and lined with ancient celtic runes in gold silk thread, as long as the scabbard is by the knight's side (or even in his hands) there can be almost no blood loss. CON loss due to bleeding is denied up to 5 points, and the owner reganerates up to 5 HP per round if dealt by piercing and slashing weapons.

There is a catch: the cuts are still there. If the scabbard is dropped, they all re open. The HP suffered up to that point return (as in, they are subtracted from the total remaining) at a rate of 5 per round. (too much book keeping?)

ONWARDS!!! (heroically...)



So to summarize:
Legendary +5 Adamantine Axiomatic Bastard Sword of Wounding
Charge to-hit bonus is +4
If the owner does not take advantage of a situation, +5 to all saves

Cipher Stars
2012-07-03, 11:14 AM
There's also the possibility of the Twelve Swords of Power (http://en.wikipedia.org/wiki/Twelve_Swords_of_Power)from the Book of Swords Series.

They have interesting powers. Though some of them have powers that are similar to the already stated swords.
I've glazed through the Twelve Swords of Power. I considered it. At the time I overlooked them. But since someone else has shown interest in them, I could stat them here now if you'd like.

Do you mind if I use these blades in my Eargon campaign I am making?
Of course, have fun with it and lemme know how they work out.

What about a sword of sundering. A sword capable of destroying even the legendary swords. There could be a campaign set with all these swords, and the party has to try and collect them all before they're all destroyed by the sword of sundering.

Do any of these swords have egos?
That would be Tonbogiri, The blade of blades.
No, they aren't intelligent. More like the magic inside them is fate-bound, guided by folklore, legends, rumors, and fate itself. Thus Clarent is fated to find its way to the throne, stuff like that. Some could be intelligent however. Perhaps like that sword from Familiar of Zero.

How about Tyrfing?

Dwarf made, passes through metal and stone like a hot knife through butter.

However, if drawn, it can't be sheathed until the wielder uses it to kill something.
I believe that may be the same sword as Dáinsleif, Dáinsleif can't be sheathed until it kills a man. I used the version in which Dáinsleif, rather then ignoring stone and metal, leaves wounds that can't be recovered from.

The weights listed are a tad off, but oh wel...they are LEGENDARY SWORDS!
They are probably made of high density collapsed neutron star metal...:smallwink:

I suppose one of them (the prismatic blade) is Excalibur? Otherwise, I would throw it in the bunch:

+5 Bastard Sword.

Beautifully polished tapering blade of the shiniest steel with three fullers
Crossguard made of torqued gold, with red gems at the tips of the cross and on the pommel. Black leather hilt.

In knightly style, and for those knightly days, this is the weapon you want to have by your side in a tourney. Especially good against armoured and shielded opponents, it is adamantine (so bye bye DR when sundering) and is a weapon of wounding (maybe not as good as Keen, but let's not make them ALL keen weapons). That CON loss at every hit will soon force you to gallantly acknowledge yer defeat and yell "mercy!" or "quarter!". The weapon is even more effective in the hands of a good erring knight, as it is legally aligned (so all agitators and black knights causing strife and bringing chaos to the land be warned!). It just so happens to be good Vs witches and ogres (a knight's fare, ca va sans dire) as they re chaotic too. Excalibur will SNAP is used to strike down an opponent who has surrendered and no longer poses a threat, especially if said opponent has fought valiantly, and fairly, for whatever cause (even if it is an evil cause). The sword rewards valour and boldness, so the bonuses provided by a charge are doubled. If the opponent is dismounted, or has no shield, and the wielder also dismounts, or drops the shield, excalibur grants the owner a +5 confidence bonus to all saves for the duration of that combat.

Better than excalibut is its scabbard: made FOR the sword, covered in red silk and lined with ancient celtic runes in gold silk thread, as long as the scabbard is by the knight's side (or even in his hands) there can be almost no blood loss. CON loss due to bleeding is denied up to 5 points, and the owner reganerates up to 5 HP per round if dealt by piercing and slashing weapons.

There is a catch: the cuts are still there. If the scabbard is dropped, they all re open. The HP suffered up to that point return (as in, they are subtracted from the total remaining) at a rate of 5 per round. (too much book keeping?)

ONWARDS!!! (heroically...)



So to summarize:
Legendary +5 Adamantine Axiomatic Bastard Sword of Wounding
Charge to-hit bonus is +4
If the owner does not take advantage of a situation, +5 to all saves

Caledfwlch (The Immortal Blade) is a variation of Excalibur, Caledfwlch being one of its multiple names. However, the properties of Excalibur vary from myth to myth. I used the one where Excalibur makes its wielder ageless and much harder to kill.

Excalibur itself is a tipsy subject. A lot of people have their own ideas for it, their own sources and their own favored myths, even their own favored Anime in which it includes Excalibur ( FOOL! ) so I avoided naming a weapon Excalibur. I did, however, use Clarent ( The Sword in the Stone, sometimes said to be the same blade) and Caledfwlch- Excalibur's Welsh version.

Hm. it can be the The Knight's Blade. I guess naming it Excalibur is fine.

Zale
2012-07-03, 12:04 PM
I've glazed through the Twelve Swords of Power. I considered it. At the time I overlooked them. But since someone else has shown interest in them, I could stat them here now if you'd like.

Oh, most of them duplicate effects of swords you've already listed.

Farslayer is interesting. Throw it and you get a spinning, rainbow-trailing sword of death.



I believe that may be the same sword as Dáinsleif, Dáinsleif can't be sheathed until it kills a man. I used the version in which Dáinsleif, rather then ignoring stone and metal, leaves wounds that can't be recovered from.


Ah. Missed that one. Cool.

Elricaltovilla
2012-07-03, 01:02 PM
Still haven't added the Dragonbone Sword to the table I see. I'm not really sure what name you want to give it, maybe Felzuthang? That was the name of the dragon that was killed to make the blade.

Debihuman
2012-07-04, 08:36 AM
Shouldn't Clarent be an intelligent sword? It sounds like it from the description of how it guides its owner. Also, Dáinsleif's+5 untyped bonus should be a circumstance bonus.

Debby

Cipher Stars
2012-07-04, 01:27 PM
Still haven't added the Dragonbone Sword to the table I see. I'm not really sure what name you want to give it, maybe Felzuthang? That was the name of the dragon that was killed to make the blade.
Yep, that works great!


Shouldn't Clarent be an intelligent sword? It sounds like it from the description of how it guides its owner. Also, Dáinsleif's+5 untyped bonus should be a circumstance bonus.

Debby

No. Clarent is just fate-bound to lead its wielder to kingship.

Yes, circumstance bonus it is *edits*.

Elricaltovilla
2012-07-04, 01:36 PM
Hey, I have another two swords for you:

Ring-Pommel
The Sword of Legends
Damage: 1d8
Weight: 5 Lbs
Critical: 18-20 X2
Description:
Ring-Pommel is an utterly unremarkable sword. Its dull steel blade is plain, with only a single fuller, and its crosspiece is a simple iron bar. The pommel is the only feature even slightly unusual. It's a ring of iron, just barely big enough to fit your pinky through, with a red tassel hanging off the end.

Ring-Pommel is the sword of legends, because it is the sword from which all other legendary swords take their design. It is so utterly unremarkable and forgettable that there are absolutely no legends surrounding it, the amazing deeds performed by weilders of this sword are attributed to other swords of legend, and this sword continues on its destiny of making the unremarkable into legendary heroes.

Ring-Pommel is very unusual for a legendary sword because the DM should do everything possible to protect the secret of the blade and keep players in the dark about its true nature.

When Detect Magic is used on the blade, it only reveals a +1 enhancement bonus, no matter how high the roll. Still, the DM should stress that the weilder has an understanding that Ring-Pommel is a sword of incredible power and should NOT be tossed away so easily.

Ring-Pommel provides an untyped +5 bonus to all skill checks, attack and damage rolls, rolls to confirm critical hits and saves. The DM should do their best not to reveal this bonus to the weilder or the other players.

If the weilder of Ring-Pommel makes an full attack against an opponent that has HP greater than the total damage of the attack (including Ring-Pommel's secret bonuses) but less than an extra attack would do, add another attack to the wielder's Full Attack Action. This extra attack does maximum damage, ensuring the death of the target.

If the weilder of Ring-Pommel falls unconcious due to damage, they gain fast healing 5 until they return to 1/2 their total hit points, however they do not regain conciousness until they reach this HP total and the DM should do their best not to reveal the source of the healing.

If the weilder of Ring-Pommel ever gets a critical failure, they can immediately reroll their failure and take the new result. However, if their second reroll is a 1 as well, Ring-Pommel vanishes from their hand immediately and can never be recovered.

Lastly, if the weilder of Ring-Pommel ever engages in a fight with the weilder of another legendary sword, the moment their blades connect both swords are shattered and reform somewhere else 1d8+1 days later, however neither weilder will ever see the blades again.
Ring-Pommel is considered a +6 Sword.


Thuan Thien
The Sealed Sword
Damage: 1d8 Bludgeoning (sealed), 5d8 Slashing (unsealed)
Weight: 30 lbs. (sealed), 10 lbs. (unsealed)
Critical: 20 X4
Description:
Thuan Thien is a greatsword whose blade is wrapped in a heavy adamantine chain. Its crossguard is a simple steel bar but with a golden key lock in the center. The pommel of the sword is shaped like a key and looks as though it would fit in the lock in the crossguard.

The lock in the center of Thuan Thien's crossguard resists all magical and mundane attempts to pick it. Spells automatically fail and lockpicks or weapons that try to break open the lock shatter immediately. The only way to unlock the sword is to use the key in its pommel.

As a standard action, the weilder can remove the pommel of Thuan Thien and insert the key into the hilt, turn the key and unseal the sword. Unsealing the sword has several effects.

First, Thuan Thien sheds bright light out to 30 ft, and dim light out to 60 ft. beyond that (for a total of 90 ft.). Creatures caught in the bright light (other than the wielder) must make a fortitude save against DC 25 or be blinded for 2 rounds.

Second, unsealing Thuan Thien places the weilder under the effect of an Enlarge Person spell for the duration of the unsealing. This is considered an extraordiary effect.

Third, in its unsealed state Thuan Thien provides a +10 untyped bonus to each of the wielder's physical stat modifiers for a number of rounds equal to the wielder's original constitution modifier. After the rounds are up, Thuan Thien returns to its sealed state and the wielder takes damage to each physical stat equal to the number of rounds that Thuan Thien was unsealed. This damage cannot be restored by any spells or potions, it must be healed naturally. If a wielder dies due to ability score damage like this, their body crumbles to dust and no spell save Wish or Miracle can restore them to life.
Thuan Thien is considered a +6 Greatsword.

How are those for super powerful swords?

Cipher Stars
2012-07-05, 12:46 AM
Thuan Thien is great. Ring-Pommel isn't, it treads on the others too much and some of its effect is already cloned. Thuan Thien however is great and its effect hasn't been touched on at all by any of the other blades.
I did rename it Bound Blade instead of Sealed Sword, to keep in line with the others. ( Notice they all end in "blade" :3 )
Thuan Thien is actually really interesting *nods*.

I created four more swords of my own.

Elricaltovilla
2012-07-05, 01:02 AM
Thuan Thien is great. Ring-Pommel isn't, it treads on the others too much and some of its effect is already cloned. Thuan Thien however is great and its effect hasn't been touched on at all by any of the other blades.
I did rename it Bound Blade instead of Sealed Sword, to keep in line with the others. ( Notice they all end in "blade" :3 )
Thuan Thien is actually really interesting *nods*.

I created four more swords of my own.

I kinda like Thuan Thien a little more too. It's got a very nice trade off on its abilities.

When I wrote up Ring-Pommel, I wanted a sword that nobody knew what it was or why it was important. I'll probably work it into my campaign next time I DM something.

Your Godsblades might be even stronger than the Legendary Swords. Which I didn't even realize was possible.

Grimsage Matt
2012-07-05, 06:13 PM
Have something, slightly based off Brutal Legend.

Mettalica
Blazing Blade of Heavy Metal

Many have forgooten the power of Ormagöden, the great metal fire beast. Durning the Age of metal, when the metal titans walked the world, the found a peice of Ormagödens still burning mettalic body, still echoing with his mighty death scream. And so they forged it into the only weapon worthy of the great Eternal Firebeast, Cremator of the Sky and Destroyer of the Ancient World. They made a heavy metal guitar-axe.

And so Mettalica was born! It's casing forged from his body, it's strings from his guts, it's pick from his bones. And then, the Titan who forged it played the first note.

He couldn't stop playing, the sonic overload began. The Blade roared out the glory of metal, and fuelded the ascensionof the Titans to Metal Gods. But they left Mettalica behind, so others would know the Glory of metal.

Mettalica is treated as a Electric guitar with a infinte power source and a +5 Greataxe that deals 2d10 damage and weighs 5 lbs. In anyones hands, Mettalica can channel a fragment of Ormagödens power. As a standard action, they may use a Greater Shout spell that does 2d6 sonic damge per HD.

In the hands of a bard however.... Mettalica can unleash it's full power! All bards gain a +20 insight bonus to preform(Guitar) Checks. However, as the bard becomes more skilled, they can unleash even greater powers.

9 Ranks; As they play, they give all allies the beifit of a haste spell. In addtion, they're weapons do a extra 1d6 fire and 1d6 sonic damage per 2 HD.

15 Ranks; The power of metal ensures allies never die. They gain the benfit of a Ironskin and Cure critical wounds spell every round the Bard plays.

18 Ranks; The Voice of Ormagöden speaks!! All foes in 120ft must make a will save or be shaken for as long as the bard plays (Proform check for DC)

23 Ranks; The Fire beast Roars!! A Fire shield that deals 1d10 fire per 3 HD covers the bard and all their allies for as long as the bard plays. Foes that strike the Bard also take 5d10 Sonic damage as the Fire beast roars his disapproval.

Zarthrax
2012-07-11, 02:01 AM
I like all of these, but can't help thinking that giving them the Weapons of Legacy treatment would be awesome!

Cipher Stars
2013-01-02, 10:53 AM
Added Amfrost, Gynterphell, and Hypherious. Edited Colada. Moved Godblades to second post, added four "legendary" firearms to second post.

Changed many given benefits or boosts into "Legend" boosts, instead of luck/sacred/enhancement/ect.

Vaz
2013-01-02, 12:28 PM
How often can the Genesis Blade be used to create matter?

Just creating 20 square foot of platinum a round/turn seems like an inordinately broken game.

I like the idea of waving a sword and a chunk of superdense rock lands on the enemy though. However it is far too easy to break the game. Hell, create 200 Square foot of adamantine metal a minute just to sheate your fortress walls in.

Cipher Stars
2013-01-02, 12:36 PM
How often can the Genesis Blade be used to create matter?

Just creating 20 square foot of platinum a round/turn seems like an inordinately broken game.

I like the idea of waving a sword and a chunk of superdense rock lands on the enemy though. However it is far too easy to break the game. Hell, create 200 Square foot of adamantine metal a minute just to sheate your fortress walls in.

Measured in rounds.
Yep.
Mhm.

Rainbownaga
2013-01-03, 06:12 PM
So does death ward protect against Durandal now? Seems odd that it could kill a goddess when a single spell would render it moot.

Milo v3
2013-01-03, 06:17 PM
So does death ward protect against Durandal now? Seems odd that it could kill a goddess when a single spell would render it moot.

It bypasses immunities, so Deathward wouldn't work. Being undead or having the Tomb Tainted Soul is the only protection.

Cipher Stars
2013-01-03, 06:59 PM
It bypasses immunities, so Deathward wouldn't work. Being undead or having the Tomb Tainted Soul is the only protection.


^-

That would be odd.

Longstrider
2013-01-03, 10:20 PM
To address balance, just give some to the enemies!

I absolutely love weapon quests for D&D. The best game I ever ran I made 50 unique weapons (not all swords, which is important) like this, put them on playing cards, gave each person a starting item to determine their role in the plot, and wove everything else around that.

Balance wasn't a big issue, but I added a trait to intelligent items that sometimes they don't get along and may even refuse to function if you carry items with opposing ideals.

Cipher Stars
2013-01-03, 10:38 PM
To address balance, just give some to the enemies!

I absolutely love weapon quests for D&D. The best game I ever ran I made 50 unique weapons (not all swords, which is important) like this, put them on playing cards, gave each person a starting item to determine their role in the plot, and wove everything else around that.

Balance wasn't a big issue, but I added a trait to intelligent items that sometimes they don't get along and may even refuse to function if you carry items with opposing ideals.



I like your style. I've been saying that for years!

Debihuman
2013-01-04, 04:24 AM
I'm going through the Legendary Swords a bit more carefully now. It could use some serious editing and proofreading (you keep switching from singular to plural in the same sentence, which sometimes makes it hard to follow).

What exactly is a Legend bonus? You never mention it.

How much is Colada's legend bonus? That information seems to be missing.

Magic weapons are normally limited to +5 enhancement bonuses. If you are using Epic Weapon rules, you should state that. Since only a few of these weapons were noted as having a +6 bonus (as only epic weapons can have), I am going to assume these should have a +5 bonus instead. To make up for the enhancement loss, these weapons should have other weapon special abilities. I'm proposing a few change to the weapons' enhancements. These are mostly from the Magic Item Compendium.

Amenonuhoko should a +5 weapon since it cannot have a +6 enhancement. I'm not sure which magic weapon enhancement would be best to make up for that loss.

It looks like Dáinsleif should be a +5 ghost touched bastard sword and Clarent should be a +5 flaming greatsword.

You say Dáinsleif provides a +5 legend bonus but you didn't say to what. It looks like an AC bonus but I wanted to be sure.

Durendal should be treated as a +5 enervating bastard sword.(See MIC)

There is a problem with Dyrnwyn: Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Maybe make it a Reflex save to avoid being wreathed in flames.
It should be a +5 flaming ghost touch longsword.

When you say Excalibur's owner regenerates up to 5 hit points per round, do you mean he regenerates 1d4+1 hit points per round? Or do you mean Excalibur's owner regenerates 5 hit points per round up to his maximum number of hit points and any excess hit points are lost?

Felzuthang also has a bit of an issue.
The Dragonbone Sword can only be held or wielded by its owner, the one responsible for slaying the dragon whose shattered bones formed the blade. I guess that the wielder will never be a PC and will always be the NPC who created the sword. Oh wait, you contradict yourself here:
The only way to take possession of The Dragonbone Sword is to slay the current owner of the blade. I think you need to pick one version or the other.

I'd say: "The Dragonbone Sword can only be held or wielded by its owner, the one responsible for slaying the dragon whose shattered bones formed the blade, or by one who slays the current owner of the sword." Of course, this could be entertaining if the original owner comes back from the dead....

Fragarch should be +5 paralyzing longsword (see MIC) .

Gram should treated as a +5 dragon bane longsword.

Hypherious should be considered a +4 vampiric weapon. (See MIC)

Kusanagi should be considered a +5 auran short sword. (See MIC)

Moriarch should be considered a +5 ghoststrike bastard sword (See MIC)

Ragnarok should also be a +5 flaming greatsword (to match Clarent)

Thuan Thien should be considered a +5 everbright greatsword. (See MIC)

Tonbogiri should be considered as a +5 construct bane bastard sword.

Zuulundr should be considered a +5 longsword. You might want to add an addiitonal weapon property to it though I'm at a loss as to what would be appropriate.

Debby

Grimsage Matt
2013-01-04, 06:13 AM
So, any chance of Mettalica (Blatant Brutal Legends ripoff) (http://www.giantitp.com/forums/showpost.php?p=13505618&postcount=44) getting in? Been playing KOA lately, so will be coming up with something stolen from there.

Cipher Stars
2013-01-04, 11:28 AM
What exactly is a Legend bonus? You never mention it.

It's a bonus, with a different name pertaining to the nature of the Legendary Swords/Arms.



How much is Colada's legend bonus? That information seems to be missing.

Must have slipped my mind. Midway through that is when I decided to change all the bonuses from the weapons to "legend" bonuses.


Magic weapons are normally limited to +5 enhancement bonuses. If you are using Epic Weapon rules, you should state that. Since only a few of these weapons were noted as having a +6 bonus (as only epic weapons can have), I am going to assume these should have a +5 bonus instead. To make up for the enhancement loss, these weapons should have other weapon special abilities. I'm proposing a few change to the weapons' enhancements. These are mostly from the Magic Item Compendium.

Legendary Swords aren't expected to touch on Epic rules at least now and then?



Amenonuhoko should a +5 weapon since it cannot have a +6 enhancement. I'm not sure which magic weapon enhancement would be best to make up for that loss.

It uses genesis, completely free, once a month and create something (nearly anything within reason, including gold, silver, copper, or even platinum) from nothing as a standard action. It'd be silly if it wasn't epic.


So, you're propsing lessened enhancements for adding additional minor/normal traits to the weapons?
*Shrug*



It looks like Dáinsleif should be a +5 ghost touched bastard sword and Clarent should be a +5 flaming greatsword.

You say Dáinsleif provides a +5 legend bonus but you didn't say to what. It looks like an AC bonus but I wanted to be sure.

It's to the attack..


Durendal should be treated as a +5 enervating bastard sword.(See MIC)

There is a problem with Dyrnwyn: Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Maybe make it a Reflex save to avoid being wreathed in flames.
It should be a +5 flaming ghost touch longsword.

Mhm. I should have stated, thought I did, that undead are not immune to the attack. They'd only get their base score, if any, and add turn resistance to it, as well as any other bonuses not ability.
That was the idea, in any case. Reflex is hardly fitting, as it's an attack roll. "I reflex away to dodge your sword after it hits me!" Lol~
It could potentially be will. But targeting fortitude was intentional, though as written it's useless.



When you say Excalibur's owner regenerates up to 5 hit points per round, do you mean he regenerates 1d4+1 hit points per round? Or do you mean Excalibur's owner regenerates 5 hit points per round up to his maximum number of hit points and any excess hit points are lost?

That one.



Felzuthang also has a bit of an issue. I guess that the wielder will never be a PC and will always be the NPC who created the sword. Oh wait, you contradict yourself here: I think you need to pick one version or the other.

I'd say: "The Dragonbone Sword can only be held or wielded by its owner, the one responsible for slaying the dragon whose shattered bones formed the blade, or by one who slays the current owner of the sword." Of course, this could be entertaining if the original owner comes back from the dead....

Didn't really see why it's contradicting, though perhaps it could be edited..


Fragarch should be +5 paralyzing longsword (see MIC) .

Gram should treated as a +5 dragon bane longsword.

Hypherious should be considered a +4 vampiric weapon. (See MIC)

Kusanagi should be considered a +5 auran short sword. (See MIC)

Moriarch should be considered a +5 ghoststrike bastard sword (See MIC)

Ragnarok should also be a +5 flaming greatsword (to match Clarent)

Thuan Thien should be considered a +5 everbright greatsword. (See MIC)

Tonbogiri should be considered as a +5 construct bane bastard sword.

Zuulundr should be considered a +5 longsword. You might want to add an addiitonal weapon property to it though I'm at a loss as to what would be appropriate.

Debby
I 'spose I'll get around to editing stuffs.


So, any chance of Mettalica (Blatant Brutal Legends ripoff) (http://www.giantitp.com/forums/showpost.php?p=13505618&postcount=44) getting in? Been playing KOA lately, so will be coming up with something stolen from there.
The problem was it wasn't a legendary sword. But now that there are legendary arms as well I was intending to add it there sooner or later.

Dante & Vergil
2013-01-04, 03:12 PM
Don't reduce the items from where they are for balance reasons, because, as it seems, they look and feel like artifacts and they should be treated as such, and getting epic bonuses falls in that area. Just thought you should know.

Debihuman
2013-01-04, 03:53 PM
It's not that I have a problem with Legendary Swords being epic, but it doesn't seem fair if some are epic and some aren't epic. The creation rules are different for epic weapons and the costs can be tremendous. The difference between a +5 and +6 bonus is 670,000 gp. It's a huge jump in cost. A +5 bonus costs +50,000 gp and a +6 bonus is +720,000 gp.

The legendary swords don't have the world changing abilities that the elemental godsblades have. I would have thought the godsblades would be epic.

You should note that Fullblades come from the Arms & Equipment Guide. They are too large for a Medium sized to use with two hand without the Exotic Weapons Proficiency and cannot be wielded one-handed at all. Large creatures can wield a fullblade one-handed as Martial weapon. They normally weigh 23 lbs and do 2d8 points of damage with a critical range of 19-20/x2. You might want to revising the godsblades to reflect this. After all, it is not the amount of damage they cause when they hit a foe that makes them impressive.

Debby

Cipher Stars
2013-01-04, 03:57 PM
It's not that I have a problem with Legendary Swords being epic, but it doesn't seem fair if some are epic and some aren't epic. The creation rules are different for epic weapons and the costs can be tremendous. The difference between a +5 and +6 bonus is 670,000 gp. It's a huge jump in cost. A +5 bonus costs +50,000 gp and a +6 bonus is +720,000 gp.

The legendary swords don't have the world changing abilities that the elemental godsblades have. I would have thought the godsblades would be epic.

You should note that Fullblades come from the Arms & Equipment Guide. They are too large for a Medium sized to use with two hand without the Exotic Weapons Proficiency and cannot be wielded one-handed at all. Large creatures can wield one as Martial weapon. They normally weigh 23 lbs and do 2d8 points of damage with a critical range of 19-20. You might want to revising the godsblades to reflect this.

Debby


Because they're all legendary swords, not necessarily epic weapons. Some are even perhaps totally usable for around a 6th level character in my opinion. Meanwhile some are clearly overpowered for low level characters.
I tried to have them all be Legendary, but still have variation in power and use.

Debihuman
2013-01-04, 04:13 PM
I think you succeeded handsomely with making the legendary swords varied. It's just that giving a item worth the value of an epic weapon to a character less than epic can screw up the economics of a game. The difference between a +3 sword (+18,0000 gp) and a +5 sword (+50,000 gp) is not as game breaking as going from +50,000 to +720,000 gp. That's the problem.

I think my players would complain bitterly if one of them got an item worth that much more than the others got. I can't say that I'd blame them. I don't think everyone needs to have the exact same value of items but a difference of over 600,000 gp is too much.

On the other hand, I think the godsblades should have no less than +6 enhancement bonuses.

Debby

Milo v3
2013-01-04, 05:27 PM
Except, they are Epic Weapons. They are probably what epic weapons should have been more like.

And so what if some aren't epic while others are. Some weapons are simple when others are exotic.

These aren't all even meant to be balanced with each other, some will be more powerful than others.

I say, keep the +6. It fits the flavour perfectly with some of them.

Grimsage Matt
2013-01-04, 10:27 PM
Moonshine on the Firewater (http://www.google.ca/imgres?um=1&hl=en&tbo=d&rls=com.microsoft:en-us&biw=1440&bih=710&tbm=isch&tbnid=BBJVFT5-2QG3eM:&imgrefurl=http://www.britishblades.com/forums/showthread.php%3F120810-London-pub-meet-London-amp-South-East-Cutlers-amp-Collectors-Association-06th-March/page7&docid=fzeC9L4og53BdM&imgurl=http://img.photobucket.com/albums/v681/richard_onr/Forums/Kitchen-knife-02-CIMG0841.jpg&w=1140&h=855&ei=m5nnUOWxAc-90QGovIGAAQ&zoom=1&iact=hc&vpx=763&vpy=398&dur=1953&hovh=194&hovw=259&tx=125&ty=135&sig=108487321860410486381&page=2&tbnh=141&tbnw=161&start=27&ndsp=38&ved=1t:429,r:32,s:0,i:189)

A weapon made, decanted and/or brewed by the ever drunk The Capone, Moonshine on the Firewater has been a blade he gifts to his champions from time to time, normally only if they can win the Taberna ludis ultimum ebrius militia. Or, the The tavern games of ultimate drunken warfare, a two part massive drinking contest and free for all barbrawl.

The blade has three known powers, and all are activated by drinking booze. The first power is the Drunkards Blade. Only requiring the wielder to drink 3 pints of booze in the last 30 minuites, foes struck with the blade must make a DC (10+1/2 Wilders HD+Number of times struck) or be treated as having failed a booze saving throw.

The second power is somewhat... odd. Requiring the wielder to drink 10 pints before it's use, they may use the BAR FIGHT!!!!! power. Everytrhing in 1 mile is affected by a song of discord, and must make a DC (20+1/2 HD+Cha mod) fort saving throw or be smashed. Instead of being knocked out, they fight. All damage delt is non-lethal.

The last power has only been invoked ONCE, but more then a few have tried. In order to activate Booze Tsunami the wielder must consume a massive 6,666,666 pints of ale in a one hour sitting. Makes sense that the last one to invoke it died of Liver and Kidney disenigration. It allows the wielder to use a modifed form of Verdigris Tsunami (http://www.d20srd.org/srd/epic/spells/verdigrisTsunami.htm), where instead of plant growth, it is a tidal wave of pure booze.


Moonshine of the Firewater is considered a +2 dagger.


So, this one look good?

Debihuman
2013-01-04, 10:54 PM
Except, they are Epic Weapons. They are probably what epic weapons should have been more like.

And so what if some aren't epic while others are. Some weapons are simple when others are exotic.

These aren't all even meant to be balanced with each other, some will be more powerful than others.

I say, keep the +6. It fits the flavour perfectly with some of them.

Because assuming you're playing and you get the +5 weapon worth 75,000 gp while your buddy gets the +6 worth 800,000 gp. It's a major jump in price. This is for balance. Either they are all +5 or they are all +6. I personally don't care, but legendary weapons should be balanced against one another for fairness. That doesn't mean they have to be the same but they should be in the same ballpark.

Debby

Milo v3
2013-01-04, 11:15 PM
Because assuming you're playing and you get the +5 weapon worth 75,000 gp while your buddy gets the +6 worth 800,000 gp. It's a major jump in price. This is for balance. Either they are all +5 or they are all +6. I personally don't care, but legendary weapons should be balanced against one another for fairness. That doesn't mean they have to be the same but they should be in the same ballpark.

Debby

By having them at different levels it gives a range of which levels you could obtain them without destroying the game. If every Legendary Weapon is the same, the levels you can obtain legendary weapons are amazingly slim.

T.G. Oskar
2013-01-05, 03:56 AM
Forgive me for being so bold, but where's Zulfiqar? It's not very known, but for any Muslim roleplayer it'd be extremely important.

That said: where's the other legendary weapons? There's a lot of swords, but what about spears? The Thunderbolt Javelin, Gungnir, Gae Bolga, the lance of Longinus (aka the Spear of Destiny)...considering the value of spears in many mythologies, it's a shame that they aren't represented here...

Debihuman
2013-01-05, 05:56 AM
My favorite epic weapons actually come from 101 Legendary Weapons of Medieval Europe. Unfortunately Zulfiqar is not in it.

Alas, I'm not familiar enough with its history to do it justice.

Zulfiqar (from what little I've managed to glean) would probably be considered +3 holy vorpal giant bane bifurcated scimitar that does 1d6/18-20/x2 (it does 2d6 additional points of damage to Evil creatures and against Giants ts enhancement increases to +5 and it does an additional 2d6 points of damage).

Debby

Morph Bark
2013-01-05, 06:18 AM
My favorite epic weapons actually come from 101 Legendary Weapons of Medieval Europe. Unfortunately Zulfiqar is not in it.

I tried Googling that and found this (http://e23.sjgames.com/media/PJR051_preview.pdf). Are you referring to that?

As for Zulfiqar, what legends is that one from, Oskar?

This list makes me want to do something similar for my campaign setting. Hrm. :smallamused:

Why did you end up putting Excalibur on the list, btw? On the first page you said Caledfwlch is another name for it, so you used that one in place of Excalibur, but now I see both names on the list.

Cipher Stars
2013-01-05, 10:30 AM
I'll be adding all manner of legendary weapons now that I expanded from Legendary Swords to Legendary Arms.
And indeed, Gungnir is probably the first non-sword legendary weapon I do (Well, from real myth anyway, 'cuz those four guns are the first XD)

I'm just too damn cold do do anything but read and try to type replies right now. -12°F/-24°C sucks.




Why did you end up putting Excalibur on the list, btw? On the first page you said Caledfwlch is another name for it, so you used that one in place of Excalibur, but now I see both names on the list.


I believe it was requested and/or created by someone else maybe and I added it to the OP like a few other swords (three I think).

T.G. Oskar
2013-01-05, 11:25 AM
As for Zulfiqar, what legends is that one from, Oskar?

It's part of the Muslim belief. Zulfiqar is the sword of Ali, Mohammed's son in law and essentially his successor (though it's debated). It's as important to the Muslim as the Spear of Destiny to Christianity or Ama-no-Murakumo/Kusanagi to the Shinto. Without touching the religious tangent, Zulfiqar would be the sword of a mighty caliph (perhaps a god-like noble djinn), well suited for an Al Qadim campaign, and suitably more powerful than the legacy weapon Desert Wind.

Debihuman
2013-01-05, 11:44 AM
Yes, Morph Bark, that's the right link for the product.

Oskar, was my interpretation of Zulfiqar at least in the ballpark?


By having them at different levels it gives a range of which levels you could obtain them without destroying the game. If every Legendary Weapon is the same, the levels you can obtain legendary weapons are amazingly slim.

Then put them at +6 to +8 rather than from +5 (non-epic) to +6. They scale much better upwards than downwards. See here: http://www.d20srd.org/srd/epic/magicItems/weapons.htm#epicWeaponBasePrice

Debby

Threadnaught
2013-01-05, 11:51 AM
Isn't Cortana a sister sword of Joyeuse and Durendal?
Just checked online and it is allegedly also known as "Curtana" the sword of Mercy. Another name for it appears to be "Courtain" whichever people can decide on, it doesn't appear in your list.


Needs more Japan. :smallamused:
Juuchi Yosamu (10000 Cold Nights), Muramasa's sword.
Yawarakai-Te (Gentle Hands), Masamune's sword.

Cipher Stars
2013-01-05, 12:14 PM
Isn't Cortana a sister sword of Joyeuse and Durendal?
Just checked online and it is allegedly also known as "Curtana" the sword of Mercy. Another name for it appears to be "Courtain" whichever people can decide on, it doesn't appear in your list.


Needs more Japan. :smallamused:
Juuchi Yosamu (10000 Cold Nights), Muramasa's sword.
Yawarakai-Te (Gentle Hands), Masamune's sword.


I'm starting to warm up. Starting on those four blades. (Your three and Zulfiqar)

Frathe
2013-01-05, 12:55 PM
Hey! Don't know if you've seen this (https://en.wikipedia.org/wiki/List_of_mythological_objects#Weapons). I might suggest the Sword of Attila (https://en.wikipedia.org/wiki/Sword_of_Attila) ("sword of the war god"), Asi (https://en.wikipedia.org/wiki/Asi_(Mahabharata)) ("the creature assumed the form of a blazing, sharp-edged sword"), and Shamshir-e Zomorrodnegar (https://en.wikipedia.org/wiki/Shamshir-e_Zomorrodnegar) ("a charm against magic").

Cipher Stars
2013-01-05, 03:53 PM
{table=head]Weapon | Damage | Crit | Weight
Asi | 4d8 | 17-20x6 | 0lbs**
Attila | 2d4 | 19-20x4 | 4lbs.
Curtana* | 1d6 | 20x2 | 6lbs
Juuchi Yosamu | 4d4 | 17-20x4 | 5lbs
Shamshir-e Zomorrodnegar | 1d8 | 20x2 | 7lbs
Yawarakai-Te | 4d4 | 19-20x3 | 6lbs
Zulfigar | 2d6 | 17-20x2 | 5lbs
[/table]
*: 1d3 for evil characters. 3d6 for good characters. 18-20x3 for good characters. Weighs nothing for good characters.
**: Asi weighs 10xHD of an evil creature that tries to wield it in addition to dealing 1d6 sacred damage to them.

Zulfiqar
The Prophet's Blade
Zulfigar is a moderately sized blade that gracefully curves to a split end, one end curves more subtly while the second is more pronounced. While it appears to be a masterwork, it is other wise normal in appearance. Graceful but humble in it's design.
Zulfigar provides it's bearer with a deep insight, gaining a Legend bonus to wisdom equal to their HD, and twice that directly to any skill based off wisdom.
Once per round, Zulfigar can reveal the first attack made against it's bearer, showing how to dodge it. Ignore the first attack made against the bearer per round, unless the bearer would be denied a dodge bonus to AC due to being being bound or helpless.
Zulfigar is treated as a +4 Scimitar that grants an additional +6 to disarm attempts.


Curtana
The Merciful Blade
Curtana in the hands of an evil aligned creature appears to be a delicately worked copper grip and handguard with T shaped pommel. Where the blade would be is instead a jagged shard of metal barely useful for cutting string. In the hands of a Neutral character, the shard extends to form a full size longsword, blunted and with a jagged break where the last four inches of the blade would be. It is treated as a broken longsword, but deals only 1d3 bludgeoning damage.
In the hands of a Neutral or Lawful Good character, the copper turns to gold and the metal of the blade appears silver rather than steel. The blade becomes three pieces that hover in place with space between, a midsection, tip, and a dagger sized shard from the grip. It is treated as a +6 longsword now.
Any character that uses the full Curtana can use dominate person at will as an extraordinary ability, as the spell. They can effect up to the bearer's HD at once, and up to 100x that in total control. Any such control is permanent until dispelled or replaced by a different controlled creature.
Towards evil creatures Curtana can deal an extra d8 damage per HD of the bearer, and deals no damage lethal or nonlethal to any innocent creature (As defined by the DM) in any attack that uses the blade. The blade and any attached effect (Such as a channeled spell or a maneuver) pass right through such creatures.
Curtana is considered a +6 longsword.


Yawarakai-Te
The Gentle Blade
Yawarakai-Te is a long, subtly curved and refined blade stemming from a short and almost flower shaped hand guard before a hand guard wrapped in soft purple silk, crisscrossing down to a simple cap-like pommel. A gentle, smooth wave pattern lines the blade down the center of the blade all the way to the point, separating the lighter bladed portion from the darker blunt portion tinted blue.
Yawarakai-Te effectively grant's it's bearer several stances. These stances are not for the bearer, but effect the blade itself (They do not count against the bearer's active stance, if any).
Masamune's Careful Grace; Cut nothing. In this stance, Yawarakai-Te cannot cut anything, wind whistles as it changes it's course around the blade, leaves move around it, Water carefully avoids it. Yawarakai deals no damage, lethal or nonlethal, to anything it touches. Including effects used through the blade. They appear normal, however no damage occurs or special conditions that would be carried through the blade. Holding it defensively grants a deflection bonus to AC equal to the bearer's HD against attacks from the direction the bearer is facing, or what side of the body the blade is on.
Masamune's Sliding Blade; Slip easy. Similar to grace, however it is refined and careful. Effects glide across the blade, allowing it to slip easily between armor and more easily cut. Yawarakai ignores armor bonuses by up to the bearer's HD, and deals 1 extra damage every two HD. Twice as much against constructs and objects.
Masamune's Mending Glance; Repair damage. The sliding or careful grace of the blade is channeled more directly, focusing more on binding things back together including flesh and bone. When Yawarakai would deal damage, through it's own bonuses or effects attached to it, it instead heals or repairs that amount of damage.
Masamune's Ageless Body; Increase longevity. Similar to mending, Yawarakai instead channels this grace within it's bearer's body, causing time to slip carefully by them. They do not age as long as this effect is in place, and twelve minutes thereafter. They take no penalties from aging, and do not die of old age.
Yawarakai-Te is considered a +5 bastard sword(Katana).


Juuchi Yosamu
The Relentless Blade
Juuchi Yosamu is a long, subtly curved and refined blade stemming from a short and almost flower shaped hand guard before a hand guard wrapped in soft dark orange silk, crisscrossing down to a simple cap-like pommel. A jagged, sharp pattern runs down the center of the blade all the way to the point, separating the lighter bladed portion from the darker blunt portion tinted red.
Juuchi Yosamu effectively grant's it's bearer several stances. These stances are not for the bearer, but effect the blade itself (They do not count against the bearer's active stance, if any).
Muramasa's Sundering Glance; Sunder and ignore Hardless/Armor bonus. In this stance, Yosamu's energies are violent, and lash out at all beside the blade. It's relentless assault on the very bindings that make up the world allow it to cut with vicious ease. Yosamu ignores hardness, damage reduction, and armor bonuses to AC. Any object besides the weapon's sheath or the flesh of it's bearer that comes in contact with the blade are considered sundered. It deals 1d6 extra damage per HD against any creature or object, and deals this damage at merely a touch, without force behind it.
Muramasa's Chilling Blade; Cold and necrotic drain. When Yosamu deals any amount of damage to a creature, they suffer the effects of cold weather at -5F degrees below zero. This lasts 1d3 days, any who touch the body feel this chill as well. In addition, they take 1d3 negative energy damage for 1d4 rounds after contact. This is an extraordinary effect and cannot be dispelled or "cured", but conditions that lessen the effects of cold weather apply normally.
Muramasa's Threatening Grace; Intimidate as attack. Yosamu let's it's violence and thirst for blood leek out, detectable to those who see the blade and bearer. The bearer can make an intimidate check with a +5 legend bonus as part of any attack made with the blade. While active, it's bearer can make this same check against the DC of any fear effect instead of a normal will save, if they wish.
Muramasa's Empty Grave; Shun death. Yosamu's relentless cutting ability is channeled inward, severing the bonds of mortality ceaselessly. While active the bearer of Yosamu cannot die of old age, but still takes the penalties of aging though retaining visual appearance. They also do not die until destroyed at -10 HP and cannot be rendered unconscious from physical damage. They are immune to nonlethal damage and gain fast healing 1/2HD that stacks with other forms of fast healing.
Juuchi Yosamu is considered a +5 bastard sword(Katana).


Attila
The Savage Blade
Attila is a grey steel blade, short in length but fairly wide with a dark leather wrapped hilt.
Attila may seem unremarkable, but it grant's it's bearer with increased fighting capability. Their BaB becomes full when in possession of Attila, and gain a legend bonus to attack and damage rolls equal to the bearer's charisma modifier. The bearer, in addition, has a legend bonus to AC equal to the attack roll of an assailant.
It is a jealous and spiteful blade however. Any who touch the blade, save for if they were on the receiving end of an attack from it, but do not wield it take a luck penalty to all rolls that increases by the month. This luck penalty is extraordinary and cannot be dispelled except by a miracle spell. The penalty is at first only -1, but doubles each month. This penalty applies to the bearer of the blade if they ever lose or get rid of it. Penalties are removed if they possess the blade again at a later time.
Attila is considered a +3 short sword.


Asi
The Judgement Blade
Asi is a larger blade, a greatsword, it's grip is sturdy with misty wrappings and a broad hand guard. It's pommel is shaped as a sun with a brilliant ruby the size of a baby's fist set within it. The blade itself is fairly wide at the base and curves inward and outward several times along it's length. Each oval section has inscribed within it the name of the three most prominent Lawful Good deities or celestial races of the realm it resides in. The blade always appears to be glowing red as though freshly pulled from a fire and is alight in golden flames.
Asi has the ability to slay evil creatures and deliver it's judgement. Asi ignores any damage resistance, natural armor bonuses, and cancels regeneration and fast healing of any evil creature it attacks. Fast healing and regeneration remains canceled until recovered with a Wish spell, Miracle spells cannot restore it as the divine energy is blocked, or the creature becomes good aligned.
When Asi slays a creature it can be subject to the atonement spell with an instant duration. If they accept, they do not die but remain at 1hp and have their alignment changed to any good. If they do not accept, they are slain and prevented from being raised as though a wish spell was cast. The body burns and becomes ash, or becomes solidified into statue form, and their spirit or life force is shattered, breaking apart and rejoining the cycle of creation to form new spiritual energies elsewhere. Should the wish barring the creature's resurrection be overcome, the creature's soul will still never rise again and a new spirit takes it's place.
Asi is considered a +8 greatsword.


Shamshir-e Zomorrodnegar
The Emerald Blade
Shamshir-e is a thin and ornate blade crafted from delicate silver and set with dozens of emeralds contrasted with a few small rubies. Gold trimmings highlight the blade's features. It is curved in a shallow S shape, it's sheath as ornate as the weapon itself. It's silvery blade similarly is embedded with emeralds down it's center.
Shamshir-e is entirely functional for combat despite appearing entirely ceremonial in nature. Each emerald is charged with energies and intent, the blade grant's it's owner spell resistance of 16+ it's HD, and can be used to mark an area with antimagic fields. Cutting the four corners of a square room would render the room effected by an Antimagic field. Creating a line in the sand or dirt before you will effect a 5ft wide, 5ft high, 1inch thick area in front of you serving as an antimagic wall, blocking what Antimagic field would block that passes through it.
Antimagic effects last as long as the mark lasts. A line in the sand could be broken by erasing the mark, or if left alone in 24 hours. Meanwhile a mark set in stone can last centuries.
Shamshir-e has the ability to ignore any effect on a target's AC that stems from an effect Antimagic would block.
Shamshir-e is considered a +6 longsword.

Frathe
2013-01-05, 08:23 PM
Fragarach (https://en.wikipedia.org/wiki/Fragarach) and Dyrnwyn (https://en.wikipedia.org/wiki/List_of_magical_weapons#In_folklore)?

Sorry if I'm suggesting too much; I'm just trying to be helpful.

I think you typed Zulfigar instead of Zulfiqar a few times.

Threadnaught
2013-01-05, 08:34 PM
Those are beautiful, I'll be sure to include at least one of them in the next campaign. :smallbiggrin:

Cipher Stars
2013-01-05, 09:15 PM
Fragarach (https://en.wikipedia.org/wiki/Fragarach) and Dyrnwyn (https://en.wikipedia.org/wiki/List_of_magical_weapons#In_folklore)?

Sorry if I'm suggesting too much; I'm just trying to be helpful.

I think you typed Zulfigar instead of Zulfiqar a few times.

Both are already made. Fragarach is the reason this thread exists.

Did I? Maybe. I'll nip it.

Those are beautiful, I'll be sure to include at least one of them in the next campaign.
Yay~

Frathe
2013-01-05, 10:09 PM
Oh, sorry. I should've checked that. They were too good to not be taken. :smalltongue:

These are very nice, by the way. :smallsmile:

Are you gonna add the more recent suggestions to the OP?

Cipher Stars
2013-01-06, 04:33 PM
Are you gonna add the more recent suggestions to the OP?

Nope. First post is full. New legendary swords go in that post, linked from the OP.

Legendary Arms would keep going to the second post as normal until they as well require an extension.

Debihuman
2013-01-06, 11:28 PM
I find it a tad absurd that you have weapons that weigh nothing. What are they made from? If these were mithral the weight would be half normal.

Debby

Cipher Stars
2013-01-06, 11:46 PM
I find it a tad absurd that you have weapons that weigh nothing. What are they made from? If these were mithral the weight would be half normal.

Debby


They're legendary weapons, if one weighs nothing it's part of it's effect.