commander panda
2014-01-15, 11:33 PM
ok, so i'v just started a new game with my school's D&D club. the plot places the PC's in a massive gameshow-esk event called simply The Race, which is kind of a fusion of the amazing race and the hunger games.
one of the obstacles of the race is that equipment is hard to come by, so most of my PCs will be stuck with subpar weapons and armour for a while.
now, one of my players is determined to play the knight in shining armour (fighter), and i thought it would be cool if, after ages of using a club or something, he managed to get his hands on his ideal weapon (big shiny sword). this luckily gives an excellent opportunity to deal with my other potential problem.
not counting him, the party is made up of a cleric, a wizard, and two druids. he will be useless in no time :smalleek:.
so, basically, i decided to make his new weapon even the odds, and i need to know if this is too much or too little. i'm not sure what level they will be when he gets this, but it will be at least level 10.
the sword is obviously designed for paladins, this is intentional, as it aligns with the players backstory.
the sword of St. Bannon [relic]
-it normally functions as a +3 holy starmetal longsword (might make it +5. don't know yet)
if you satisfy the blades requirements, you unlock the following attributes. (don't know the requirements, yet, but i will make sure he meets them. the sword chooses its wielder.)
-wounds of wrathful justice: smite attacks do an additional 1d10 holy damage. 2d10 if the target is lawful evil. (the sword belonged to a paladin of freedom.)
-tower of the divine bastion: all allies within 30 feet of the designated wielder benifit from protection against evil (as the spell.) this remains in effect as long as the sword is drawn and held in plain view by its designated wielder.
-wielding the sun: the sword always glows when held by its designated wielder. this effect creates full illumination out to 60 ft, which penitrates magical darkness. the wielder and his allies can see through deciet using this holy light. any time a spell or spell like effect that would normlay be effected by trueseeing enters the area of the swords light, the wielder and his allies are considerd to have trueseeing against it. the light is considered natural sunlight, for all mechanical purposes.
-looking into the sun: a wielder may force an enemy to look directly into the blades light to attack. any time the wielder would make use of the combat reflexes feat, the AC bonus is doubled. this is only possible if the wielder is using the sword two handed, or if he is using it one handed without a shield.
-essence of the divines: the designated wielder gains the half-celestial template. the wielder will always have metallic gold wings, which gove off light within a 20 ft radius.
-spell shatter: the sword of St. Bannon has a unique ability to "cut" through magic. 5 times per day, the wielder may choose to attack a spell, or spell effect. the spell must be perceivable to the wielder, and it must be something (or cast on something) the sword could actually touch. for example, the wielder could destroy a wizard's mage armour or silent image, but could do nothing to prevent someone scrying on him. the spells "AC" is equal to 11+CL+the casting stat, the wielder attacks using 1d20+BAB+STR. if the wielder hits, the spell is immediately dismissed.
in the event that a caster uses a targeted spell, the wielder may make a normal opposed attack action to intercept it. if successful, they may move to de-spell as normal. (i made it 3 times a day to prevent disappointment, if i have to nerf it. i may increase it if it doesn't prove to problematic.)
ok, thats what i've got. any advice would be greatly appreciated.
also, be aware that all my players are new, so no one should be assumed to be high op. of course, the fact that the others are playing the 3 most powerful classes in core help them a bit :smallamused:.
one of the obstacles of the race is that equipment is hard to come by, so most of my PCs will be stuck with subpar weapons and armour for a while.
now, one of my players is determined to play the knight in shining armour (fighter), and i thought it would be cool if, after ages of using a club or something, he managed to get his hands on his ideal weapon (big shiny sword). this luckily gives an excellent opportunity to deal with my other potential problem.
not counting him, the party is made up of a cleric, a wizard, and two druids. he will be useless in no time :smalleek:.
so, basically, i decided to make his new weapon even the odds, and i need to know if this is too much or too little. i'm not sure what level they will be when he gets this, but it will be at least level 10.
the sword is obviously designed for paladins, this is intentional, as it aligns with the players backstory.
the sword of St. Bannon [relic]
-it normally functions as a +3 holy starmetal longsword (might make it +5. don't know yet)
if you satisfy the blades requirements, you unlock the following attributes. (don't know the requirements, yet, but i will make sure he meets them. the sword chooses its wielder.)
-wounds of wrathful justice: smite attacks do an additional 1d10 holy damage. 2d10 if the target is lawful evil. (the sword belonged to a paladin of freedom.)
-tower of the divine bastion: all allies within 30 feet of the designated wielder benifit from protection against evil (as the spell.) this remains in effect as long as the sword is drawn and held in plain view by its designated wielder.
-wielding the sun: the sword always glows when held by its designated wielder. this effect creates full illumination out to 60 ft, which penitrates magical darkness. the wielder and his allies can see through deciet using this holy light. any time a spell or spell like effect that would normlay be effected by trueseeing enters the area of the swords light, the wielder and his allies are considerd to have trueseeing against it. the light is considered natural sunlight, for all mechanical purposes.
-looking into the sun: a wielder may force an enemy to look directly into the blades light to attack. any time the wielder would make use of the combat reflexes feat, the AC bonus is doubled. this is only possible if the wielder is using the sword two handed, or if he is using it one handed without a shield.
-essence of the divines: the designated wielder gains the half-celestial template. the wielder will always have metallic gold wings, which gove off light within a 20 ft radius.
-spell shatter: the sword of St. Bannon has a unique ability to "cut" through magic. 5 times per day, the wielder may choose to attack a spell, or spell effect. the spell must be perceivable to the wielder, and it must be something (or cast on something) the sword could actually touch. for example, the wielder could destroy a wizard's mage armour or silent image, but could do nothing to prevent someone scrying on him. the spells "AC" is equal to 11+CL+the casting stat, the wielder attacks using 1d20+BAB+STR. if the wielder hits, the spell is immediately dismissed.
in the event that a caster uses a targeted spell, the wielder may make a normal opposed attack action to intercept it. if successful, they may move to de-spell as normal. (i made it 3 times a day to prevent disappointment, if i have to nerf it. i may increase it if it doesn't prove to problematic.)
ok, thats what i've got. any advice would be greatly appreciated.
also, be aware that all my players are new, so no one should be assumed to be high op. of course, the fact that the others are playing the 3 most powerful classes in core help them a bit :smallamused:.