Humble Master
2013-06-04, 12:44 PM
As anybody who has read Weapons of Legacy or Tome of Battle might know, most legacy weapons aren't worth the time, money and penalties that come with using them. I have a soft spot in my heart for legacy weapons however. The fluff is amazing and the concept was sound. The only problem was the execution. Here is my first homebrew legacy weapon: Innocents' Vengeance! Please review and tell me what you think. Thank you all in advance.
Innocents' Vengeance
{table=head] Level | Legacy Abilities
5th |Thanks of the Innocent
6th |
7th |+2 Warhammer
8th | Vengeful Riposte
9th |
10th| +3 Warhammer
11th| Heal Others(Medium)
12th|
13th| Shouts of the Innocent
14th| +4 Warhammer
15th|
16th| Heal Others (Critical)
17th| Screams of the Innocent
18th|
19th| +5 Warhammer
20th| Aid of the Innocent, Final Vengeance [/table]
Innocents' Vengeance is a war hammer, simple but not crudely constructed. Its head intricately depicts dragons, ogres and other monsters raiding farm villages.
Nonlegacy Game Statistics: +1 Warhammer; Cost 2312 Gp; Weight 5 Lb.
Omen: When Innocents' Vengeance kills a creature the wielder hears the muffled thanks of all the creature's victims.
History
Innocents' Vengeance was originally crafted by a young dwarven mage-smith during an ogre raid on an outlying town in the wilderness. The smith barely finished the hammer when the ogres attacked him. He was killed before he could even lift his new weapon to defend himself. Afterward the hammer was taken to the ogre's caves where it, and the spirit of the dead smith laid for years. (DC 15)
A raid on the ogres' cave by a crusading cleric had Innocents' Vengeance uncovered. The cleric , Dungar Stoneteller, took the hammer and wielded it against the ogres as he fought his way to the center of the caves. As the hammer was swung the spirit of young smith who crafted it could be heard cursing the ogres and egging on Dungar. Eventually the chief of the ogres was killed and Dungar swore he heard a dwarf thanking him even though he was alone. (DC 18; Voice of the Innocent)
After the raid on the ogres' cave Dungar returned to the rebuilt town, now called Grimreach, were the young smith had lived. Dungar stayed in the town one night too many and was killed in his sleep by a goblin raiding party. Innocents' Vengeance was lost in the fighting and fell down the town's well were it lay as the townsfolk were slaughtered by the goblin raiders. The town would later be faced by wave after wave of savage raiders coming to murder and pillage. Over the years thousands of innocent villagers were slain in the town, now thought of as a symbol of the death of the innocent (DC 25; Slaughter of the Innocent)
Grimreach had become an orc military camp when Innocents' Vengeance was finally, by a stroke of chance, pulled up from the well. The warhammer was thrown in with the rest of the weapons and soon forgotten by the orcs. However, the night that Innocents' Vengeance was brought up the orcs were plagued with horrible phantom screams that seemed to come from the ground itself. The screams brought a wandering warrior, Thulus Stoneteller, to the town. Thulus attacked the orcs but his weapons where sundered and he was drove back and eventually forced to hide in the shed were they had kept Innocents' Vengeance. In a last ditch effort Thulus wielded Innocents' Vengeance and attacked the orcs again. As he fought ghostly hands aided his swing and a chorus of voices shouted and screamed for him as he battered through the orc's lines. Once every orc was dead Thulus began to hear disembodied voices thank him for his actions. Last of all he heard a voice who he knew to be his father, Dungar, thank him for his deed. (DC 32; Recognition of the Innocent)
Legacy Rituals
The following rituals are required to unlock the least legacy abilities (level 5 -level 9)
Voice of the Innocent: You must single handedly slay a creature of at least equal challenge rating with Innocent's Vengeance and then meditate and pray for 1 hour. Cost: 1,500. Feat Granted: Least Legacy (Innocents' Vengeance)
The following rituals are required to unlock the lesser legacy abilities (level 10 -level 14)
Slaughter of the Innocents: You must journey to Grimreach and place an offering there to mourn the death of all those who are innocent. Cost 13,000. Feat Granted: Lesser Legacy (Innocents' Vengeance)
The following rituals are required to unlock the greater legacy abilities (level 15 -level 20)
Recognition of the Innocents: You must slay a creature whose CR is equal to or greater than your level that has become infamous for killing the innocent. You must then spend 24 hours meditating and praying.. Cost: 35,000. Feat Granted: Greater Legacy (Innocents' Vengeance)
Legacy Weapon Abilities
All of the following are legacy abilities of Innocents' Vengeance.
Thanks of the Innocent(Su): At 5th level, every time you kill an Evil creature you clearly hear the voices of all the innocent creatures that it killed thank you. These thanks grant you a +2 morale bonus on attack and damage rolls for 1 minute.
Vengeful Riposte(Su): Once you attain 8th level Innocents' Vengeance will strike harder against those who hurt you directly. When it is not your turn, any creature that directly harms you (attacks you, casts a spell that deals damage ect.) gets 'marked' as a free action. When you attack a 'marked' creature you deal an additional 2d6 damage. 'Marks' stack and only one 'mark' can be applied to any one creature each round. All marks disappear at the end of the encounter or when the 'marked' creature dies.
Heal Others (Sp): Starting at 11th level, three times per day you may cast cure moderate wounds but only on another creature. At 16th level you instead cast cure critical wounds three times per day but still only on other creatures. For both spells your caster level is treated as your character level.
Shouts of the Innocent (Su): Once you reach 13th level, as you fight the spirits of the innocent will shout glory in your ears and fill your heart with zeal. As long as you are fighting an evil foe you gain a +4 morale bonus to resist fear effects, attack and damage rolls and you gain an additional +2 bonus to all saves. This morale bonus stacks with the bonus provided by Thanks of the Innocent.
Screams of the Innocent (Su): Upon reaching 17th level the innocent spirits within your hammer will begin to shout and scream at the creatures that have killed them. Any evil creature that is within 60ft of Innocent's Vengeance must make a DC 18 + your charisma modifier or be shaken for the rest of the encounter.
Aid of the Innocent (Su): At 20th level the spirits of the innocent will directly aid you in combat; sewing up your wounds, shielding you from spells and adding power to your swing. Any time that you fight a evil opponent you gain a number of benefits. Firstly, you gain fast healing 5 and you get a +2 circumstance bonus to save to resist poison and disease. Secondly double your Strength modifier for the purpose of attack and damage rolls. Finally you gain a +4 sacred bonus on all saves against spells and spell like abilities.
Final Vengeance (Su): Once per day at 20th level you may call upon the spirits of the innocent to deliver an exceptionally potent strike. When you are fighting an evil opponent you may activate this ability when you succeed on an attack roll. As a free action add 100 to the damage deal for that one attack. This damage is unaffected by damage reduction, regeneration or any ability that would reduce the amount of damage dealt.
Innocents' Vengeance
{table=head] Level | Legacy Abilities
5th |Thanks of the Innocent
6th |
7th |+2 Warhammer
8th | Vengeful Riposte
9th |
10th| +3 Warhammer
11th| Heal Others(Medium)
12th|
13th| Shouts of the Innocent
14th| +4 Warhammer
15th|
16th| Heal Others (Critical)
17th| Screams of the Innocent
18th|
19th| +5 Warhammer
20th| Aid of the Innocent, Final Vengeance [/table]
Innocents' Vengeance is a war hammer, simple but not crudely constructed. Its head intricately depicts dragons, ogres and other monsters raiding farm villages.
Nonlegacy Game Statistics: +1 Warhammer; Cost 2312 Gp; Weight 5 Lb.
Omen: When Innocents' Vengeance kills a creature the wielder hears the muffled thanks of all the creature's victims.
History
Innocents' Vengeance was originally crafted by a young dwarven mage-smith during an ogre raid on an outlying town in the wilderness. The smith barely finished the hammer when the ogres attacked him. He was killed before he could even lift his new weapon to defend himself. Afterward the hammer was taken to the ogre's caves where it, and the spirit of the dead smith laid for years. (DC 15)
A raid on the ogres' cave by a crusading cleric had Innocents' Vengeance uncovered. The cleric , Dungar Stoneteller, took the hammer and wielded it against the ogres as he fought his way to the center of the caves. As the hammer was swung the spirit of young smith who crafted it could be heard cursing the ogres and egging on Dungar. Eventually the chief of the ogres was killed and Dungar swore he heard a dwarf thanking him even though he was alone. (DC 18; Voice of the Innocent)
After the raid on the ogres' cave Dungar returned to the rebuilt town, now called Grimreach, were the young smith had lived. Dungar stayed in the town one night too many and was killed in his sleep by a goblin raiding party. Innocents' Vengeance was lost in the fighting and fell down the town's well were it lay as the townsfolk were slaughtered by the goblin raiders. The town would later be faced by wave after wave of savage raiders coming to murder and pillage. Over the years thousands of innocent villagers were slain in the town, now thought of as a symbol of the death of the innocent (DC 25; Slaughter of the Innocent)
Grimreach had become an orc military camp when Innocents' Vengeance was finally, by a stroke of chance, pulled up from the well. The warhammer was thrown in with the rest of the weapons and soon forgotten by the orcs. However, the night that Innocents' Vengeance was brought up the orcs were plagued with horrible phantom screams that seemed to come from the ground itself. The screams brought a wandering warrior, Thulus Stoneteller, to the town. Thulus attacked the orcs but his weapons where sundered and he was drove back and eventually forced to hide in the shed were they had kept Innocents' Vengeance. In a last ditch effort Thulus wielded Innocents' Vengeance and attacked the orcs again. As he fought ghostly hands aided his swing and a chorus of voices shouted and screamed for him as he battered through the orc's lines. Once every orc was dead Thulus began to hear disembodied voices thank him for his actions. Last of all he heard a voice who he knew to be his father, Dungar, thank him for his deed. (DC 32; Recognition of the Innocent)
Legacy Rituals
The following rituals are required to unlock the least legacy abilities (level 5 -level 9)
Voice of the Innocent: You must single handedly slay a creature of at least equal challenge rating with Innocent's Vengeance and then meditate and pray for 1 hour. Cost: 1,500. Feat Granted: Least Legacy (Innocents' Vengeance)
The following rituals are required to unlock the lesser legacy abilities (level 10 -level 14)
Slaughter of the Innocents: You must journey to Grimreach and place an offering there to mourn the death of all those who are innocent. Cost 13,000. Feat Granted: Lesser Legacy (Innocents' Vengeance)
The following rituals are required to unlock the greater legacy abilities (level 15 -level 20)
Recognition of the Innocents: You must slay a creature whose CR is equal to or greater than your level that has become infamous for killing the innocent. You must then spend 24 hours meditating and praying.. Cost: 35,000. Feat Granted: Greater Legacy (Innocents' Vengeance)
Legacy Weapon Abilities
All of the following are legacy abilities of Innocents' Vengeance.
Thanks of the Innocent(Su): At 5th level, every time you kill an Evil creature you clearly hear the voices of all the innocent creatures that it killed thank you. These thanks grant you a +2 morale bonus on attack and damage rolls for 1 minute.
Vengeful Riposte(Su): Once you attain 8th level Innocents' Vengeance will strike harder against those who hurt you directly. When it is not your turn, any creature that directly harms you (attacks you, casts a spell that deals damage ect.) gets 'marked' as a free action. When you attack a 'marked' creature you deal an additional 2d6 damage. 'Marks' stack and only one 'mark' can be applied to any one creature each round. All marks disappear at the end of the encounter or when the 'marked' creature dies.
Heal Others (Sp): Starting at 11th level, three times per day you may cast cure moderate wounds but only on another creature. At 16th level you instead cast cure critical wounds three times per day but still only on other creatures. For both spells your caster level is treated as your character level.
Shouts of the Innocent (Su): Once you reach 13th level, as you fight the spirits of the innocent will shout glory in your ears and fill your heart with zeal. As long as you are fighting an evil foe you gain a +4 morale bonus to resist fear effects, attack and damage rolls and you gain an additional +2 bonus to all saves. This morale bonus stacks with the bonus provided by Thanks of the Innocent.
Screams of the Innocent (Su): Upon reaching 17th level the innocent spirits within your hammer will begin to shout and scream at the creatures that have killed them. Any evil creature that is within 60ft of Innocent's Vengeance must make a DC 18 + your charisma modifier or be shaken for the rest of the encounter.
Aid of the Innocent (Su): At 20th level the spirits of the innocent will directly aid you in combat; sewing up your wounds, shielding you from spells and adding power to your swing. Any time that you fight a evil opponent you gain a number of benefits. Firstly, you gain fast healing 5 and you get a +2 circumstance bonus to save to resist poison and disease. Secondly double your Strength modifier for the purpose of attack and damage rolls. Finally you gain a +4 sacred bonus on all saves against spells and spell like abilities.
Final Vengeance (Su): Once per day at 20th level you may call upon the spirits of the innocent to deliver an exceptionally potent strike. When you are fighting an evil opponent you may activate this ability when you succeed on an attack roll. As a free action add 100 to the damage deal for that one attack. This damage is unaffected by damage reduction, regeneration or any ability that would reduce the amount of damage dealt.