MaxMahem
2007-03-09, 10:13 PM
?Name?
Level HP Save Pen Abilities
5th -- -1 Morphing (Standard Action)
6th -- -- Morph Composition
7th -- -- +2 Weapon
8th -2 -- --
9th -- -- Improved Criticals
10th -- -2 Morph Alignment
11th -- -- Morphing (Move Action)
12th -4 -- --
13th -- -- +3 Weapon
14th -- -- Elemental Morph
15th -- -3 +4 Weapon
16th -6 -- --
17th -- -- Morphing (Swift Action)
18th -- -- +5 Weapon
19th -- -- Planar Morph
20th -8 -4 Plane Shift 1/day * HP and save penalties are not cumulative
Morphing (Su): At 5th level ?name? gains the ability to morph it's form as a standard action. This allows the wielder to transform it into any weapon with which he is proficient. All bonus and special effects are retained. If the weapon is transformed into a ranged weapon the wielder must provide ammunition as standard. This improved to a move action at level 10, and a swift action at level 16.
Morph Composition (Su): At 6th level ?name? gains the ability to change not only form, but also its very composition when it morphs. This allows the wielder to transform the weapon into a silver, adamantine, or cold iron weapon. This requires the same action as morphing the weapons form and can be combined with such an action. Only one such enhancement may be active at any time.
Improved Criticals (Su): At 9th level ?name? becomes able to subtly morph its form to deal extra damage against its target. This effectively grants the weapon the keen, impacting, or piercing special ability, which ever is appropriate for its current damage type, doubling its critical threat range. Once acquired this ability is always active.
Morph Alignment (Su): At 10th level ?name? gains the ability to morph its very alignment. This allows the wielder to transform the weapon into a lawful, good, chaotic, or evil weapon. This requires the same action as morphing the weapons form and can be combined with such an action, as well as the morph composition ability. This enhancement can be combined with morph composition enhancement, though only one enhancement of each type may be active at any time.
Elemental Morph (Su): At 13th level ?name? gains the ability to channel the energies of the elemental planes. This allows its wielder to morph the weapon into morph the weapon into a flaming, frost, shock, or corrosive weapon. This requires the same action as morphing the weapons form and can be combined with such an action, as well as any other morphing special abilities. This enhancement can be combined with the morph composition and morph alignment enhancement, though only one enhancement of each type may be active at any time.
Planar Morph (Su): At 19th level ?name? becomes able to channel the energies of the outer planes as well. This allows its wielder to morph the weapon into a anarchic, axiomatic, holy, or unholy weapon. Any level penalties due to incompatible alignment still apply. This requires the same action as morphing the weapons form and can be combined with such an action, as well as any other morphing special abilities. This enhancement is incompatible with the elemental morph enhancement, only one such ability of either type may be active at any time. It may be combined with morph composition and morph alignment enhancements as standard.
Weider Requirements
Shapechanger subtype
---
Here is another legacy weapon I'm working on form my campaign (Shackled City). This weapon will most likely go to a Fighter who fortunately been infected with the wearerat strain of lycanthropy. He loves to use multiple weapons so I thought this would be right up his ally. I'm liking how it is shaping up so far, but I need some help finishing it off.
#1. To powerful/underpowered? I think I've got it just about right, but some extra thought is appreciated.
#2. A good name for this weapon?
#3. Some sort of back story/flavor. I was thinking it should have some sort of link to the planes, but I couldn't figure out exactly what.
#4. Good associated rituals level up it's power.
Thanks for any input.
Level HP Save Pen Abilities
5th -- -1 Morphing (Standard Action)
6th -- -- Morph Composition
7th -- -- +2 Weapon
8th -2 -- --
9th -- -- Improved Criticals
10th -- -2 Morph Alignment
11th -- -- Morphing (Move Action)
12th -4 -- --
13th -- -- +3 Weapon
14th -- -- Elemental Morph
15th -- -3 +4 Weapon
16th -6 -- --
17th -- -- Morphing (Swift Action)
18th -- -- +5 Weapon
19th -- -- Planar Morph
20th -8 -4 Plane Shift 1/day * HP and save penalties are not cumulative
Morphing (Su): At 5th level ?name? gains the ability to morph it's form as a standard action. This allows the wielder to transform it into any weapon with which he is proficient. All bonus and special effects are retained. If the weapon is transformed into a ranged weapon the wielder must provide ammunition as standard. This improved to a move action at level 10, and a swift action at level 16.
Morph Composition (Su): At 6th level ?name? gains the ability to change not only form, but also its very composition when it morphs. This allows the wielder to transform the weapon into a silver, adamantine, or cold iron weapon. This requires the same action as morphing the weapons form and can be combined with such an action. Only one such enhancement may be active at any time.
Improved Criticals (Su): At 9th level ?name? becomes able to subtly morph its form to deal extra damage against its target. This effectively grants the weapon the keen, impacting, or piercing special ability, which ever is appropriate for its current damage type, doubling its critical threat range. Once acquired this ability is always active.
Morph Alignment (Su): At 10th level ?name? gains the ability to morph its very alignment. This allows the wielder to transform the weapon into a lawful, good, chaotic, or evil weapon. This requires the same action as morphing the weapons form and can be combined with such an action, as well as the morph composition ability. This enhancement can be combined with morph composition enhancement, though only one enhancement of each type may be active at any time.
Elemental Morph (Su): At 13th level ?name? gains the ability to channel the energies of the elemental planes. This allows its wielder to morph the weapon into morph the weapon into a flaming, frost, shock, or corrosive weapon. This requires the same action as morphing the weapons form and can be combined with such an action, as well as any other morphing special abilities. This enhancement can be combined with the morph composition and morph alignment enhancement, though only one enhancement of each type may be active at any time.
Planar Morph (Su): At 19th level ?name? becomes able to channel the energies of the outer planes as well. This allows its wielder to morph the weapon into a anarchic, axiomatic, holy, or unholy weapon. Any level penalties due to incompatible alignment still apply. This requires the same action as morphing the weapons form and can be combined with such an action, as well as any other morphing special abilities. This enhancement is incompatible with the elemental morph enhancement, only one such ability of either type may be active at any time. It may be combined with morph composition and morph alignment enhancements as standard.
Weider Requirements
Shapechanger subtype
---
Here is another legacy weapon I'm working on form my campaign (Shackled City). This weapon will most likely go to a Fighter who fortunately been infected with the wearerat strain of lycanthropy. He loves to use multiple weapons so I thought this would be right up his ally. I'm liking how it is shaping up so far, but I need some help finishing it off.
#1. To powerful/underpowered? I think I've got it just about right, but some extra thought is appreciated.
#2. A good name for this weapon?
#3. Some sort of back story/flavor. I was thinking it should have some sort of link to the planes, but I couldn't figure out exactly what.
#4. Good associated rituals level up it's power.
Thanks for any input.