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View Full Version : D&D 3.x Other Paladin's Scythe (Specific Weapon) (P.E.A.C.H.)



DracoDei
2014-10-11, 01:41 AM
This is a really flavorful set of abilities. If anyone wants to turn this into an ancestral weapon, or (probably not) a weapon of legacy. Or whatever other ways are out their to make scaling weapons, go for it. That is really the weakest part of the whole thing, although I actually think my solution has a certain elegance to it.


This scythe actually LOOKS like a normal farmer's scythe rather than the war-scythes that are intended to be used as weapons. The socket where the blade joins to the haft is enlarged, and has a bas-relief symbol of Wee Jas on each side. When unattended the blade is merely black.

When wielded by a good aligned character, the blade darkens further the more powerful the wielder is, eventually (Level 6) becoming a black that sucks in all light, and occasionally (Level 11) acquires a bright white outline around its silhouette, regardless of which direction the view is looking at it from. This outline grows brighter with the wielder's power (Actual glow, rather than reflective highlight Level 13, Candle Level 14, Torch Level 15, Light Level 17, Daylight L 19).

(Knowledge(History) DC 25 or Knowledge(Religion) DC 30 or Bardic Lore DC 20) Once upon a time, an outsider created by, and in the service of Wee Jas was sent against an innocent man who had begged a very knowledgeable paladin for his protection. The Paladin researched the matter and said that he could not hope to prevail against such a foe, but that he would stay with the man until the end, and that he hoped to gain something himself from the meeting. When the reaper of souls grew nigh, he challenged it to strike down its target despite the paladin defending the victim with his body, saying that he would offer it a trade if its attack struck himself without causing harm. The reaper spoke not, but swung its scythe, the blade passing through the paladin like he was nothing, and continued on to tear the target's soul from his body. The paladin then drew forth a mighty blade of his own, saying that it was like unto the holy avengers, but that it functioned regardless of the spirit of the wielder. It had been crafted by the (Chaotic Good Outsiders) with the intent of being sold to a devil or demon lord (whoever bid the highest), however there were no bidders and so the paladin offered it to the reaper instead, saying that it would serve him well against evildoers. He knew that the reaper cared not for good or evil, but would gladly leave his peers to hunt down good persons marked for death so he could gain the advantages of such a powerful weapon, for versitility of forces is of value even to such unusual and lofty company. The trade was made.

Over time the god's of Good saw fit to add further powers to this void-black blade.

The abilities of this weapon only function for Lawful Good clerics, crusaders, paladins and similar classes. In the hands of anyone else it is merely a nearly indestructible farming tool, and is no more useful as a weapon than any other such tool.

The "level" referred to in various parts of this description is equal to the wielders ECL MINUS half the number of levels they have gained while NOT possessing this weapon and using it for at least 90% of all weapon (including natural weapon and unarmed strikes) attacks made against foes that pose a threat to the wielder and/or their allies in any direct, immediate way. ((Author's note: This needs at least a little, and probably a LOT of fine tuning. The one part of it I'm fairly sure of is the description of which sort of foes count since I pulled that from the Crusader's Strike maneuver in ToB.))

To gain any of these benefits the wielder must donate 1/3 of their net worth to the care of lawful good causes operated by clerics of Wee Jas and may NOT be a worshiper of Wee Jas themselves. This 1/3 donation also applies to any future earnings.

Level 1:
Death's Surety
Level/day. As a move action it may be rendered incorporeal to the flesh of all animate creatures save the wielders intended target(s) until the start of their next turn. This does not prevent mistargetting due to illusions (so an innocent person forcably disguised as a ghoul could be struck down by mistake), but the effects of a hit on an ally due to the Scorpion Parry maneuver would be negated. This also does not prevent clothing, armor, or other equipment from impeding the progress of the attack if it is physically struck, although ordinary clothing would generally have no mechanical effect.

So, for example, attacking a demonic serpent grappling a wizard wearing Bracers of Armor and a tunic would present no problem since the blade could slice easily through the tunic, almost certainly miss the bracers (no mechanical chance of an problem unless the GM rules that extreme circumstances are occuring), and pass harmlessly through the wizard. An armored ally wearing full plate armor would present more of a problem, although there would still be no chance of injuring them.

Executioner
You gain the sneak attack of a rogue of level equal to your Level, but only when making coup de grace attacks.

Level 2:
Inevitability
May cast True Strike as a Divine Spell a number of times per day equal to Level/2. This only effects attacks made with this weapon.

Level 3:
Strikes as a magic weapon for purposes of DR, regeneration, and ethereal creatures EXCEPT undead in the service of Wee Jas or created by worshipers of Wee Jas.

Level 4:
Improved Death's Surety
Now only requires a swift action to activate Death's Surety. You may still use a move action if you wish (this option is often useful to Crusader's who come into possession of this weapon).

Good aligned creatures are immune to all damage from this weapon when using Death's Surety. You can extend or remove this exemption (for when you use Death's Surety) to/from all neutral aligned creatures struck with this weapon as a full-round action. This change is permanent until changed again.

Level 5:
+1 enhancement bonus EXCEPT against undead and deathless in the service of Wee Jas or created by worshipers of Wee Jas.

Gain +1 to critical confirmation rolls per 4 Levels.

Aligned to Law.

Level 6:
Smite the Escapee
+1d6 damage against undead and deathless EXCEPT those in the service of Wee Jas or created by worshipers of Wee Jas.

Improved Executioner
You may now coup de grace creatures immune to critical hits and/or sneak attack and/or whose damage reduction your attacks do not by-pass(are these parts unnecessary?), still gaining the benefits of Executioner.

Death's Lays In Wait
You gain a to-hit bonus on attacks of opportunity provoked by movement and made with this weapon equal to your charisma bonus or your ECL, whichever is less.

Level 7:
Aligned to Good.

+1d6 damage against Chaotic targets.

Like Wheat Before the Reaper
Provided no penality to hit is invoked by the wielder's feats (such as Power Attack or Expertese), grants Cleave when using this weapon. If you already have Cleave, then when used in this way you also get Great Cleave. In both cases these feats are granted regardless of other prerequisites.

Level 8:
+2 enhancement bonus EXCEPT against undead and deathless in the service of Wee Jas or created by worshipers of Wee Jas.

Greater Deaths Surety
Death's Surety is now continuously in effect, and any creatures immune to damage due to Improved Death's Surety now passed through as if they were not your target. If you cut through any equipment of their's while attacking them (to determine their alignment in a way that deals with them as they deserve in the heat of a rapidly developing situation) that your weapon intersects (or it does not intersect any of their equipment) you count as having dropped them for purposes of Cleave and Great Cleave regardless of the source of those feats.

Death's Reach
The shaft of this weapon can grow in length when persons take your presence lightly. Your reach with this weapon doubles for purposes of making attacks of opportunity triggered by movement.

Level 9:
Death's Strike
As a Full-Round Action you may make a single attack* that deals a number of extra d4's of damage equal to your Level. However, if the damage is not enough to kill/destroy your target then all harmful effects of this attack are negated. Can be used in conjunction with Like Wheat Before the Reaper or Improved Like Wheat Before the Reaper and, if so, it also applies to all attacks made as a result of those abilities.

*Which MAY be a Smite and/or a Standard action Strike Maneuver that involves making exactly one melee and attack you have ready and, if applicable, granted. This option does NOT apply to later variations of Death's Strike that allow multiple attacks.

Level 10:
+3 enhancement bonus EXCEPT against undead and deathless in the service of Wee Jas or created by worshipers of Wee Jas.

+1d6 damage against Evil targets.

Level 11:
Axiomatic (replaces previous damage bonus against Chaotic targets)

Improved Like Wheat Before the Reaper
You gain Whirlwind Attack, with the same restrictions as Like Wheat Before the Reaper.

Level 12:
Keen

True Death's Surety
The protections of all versions of Death's Surety now extend to equipment worn by such creatures. Among other things this negates the problems with armor.

Level 13:
+4 enhancement bonus EXCEPT against undead and deathless in the service of Wee Jas or created by worshipers of Wee Jas.

Level 14:
Improved Smite the Escapee
Bane[Undead] and Bane[Deathless] EXCEPT those in the service of Wee Jas or created by worshipers of Wee Jas. This replaces the previous bonus against such undead and deathless.

Death's Eyes
Continuous True Seeing while wielded but only if the truth and/or the illusion is of a creature (living or not).

Level 15:
Keen OR Vorpal (can change between the two as a Swift action).

Holy (replaces previous damage bonus against evil targets)

Level 16:
Grants Improved Critical (Scythe) regardless of prerequisites, and this stacks with Keen for a total threat range of 18 to 20 despite this sort of stacking not normally occuring.

+5 enhancement bonus EXCEPT against undead and deathless in the service of Wee Jas or created by worshipers of Wee Jas.

Level 18:
Threat range increases to 17 to 20 when Keen. This already includes the adjustments from Improved Critical.

Wrath of the Reaper
1/day You may use both Death's Strike AND Improved Like Wheat Before the Reaper in combination with eachother, if you target and kill/destroy all enemies within your normal reach (or if there are no enemies within your reach), then you may continue your whirlwind attacks to all enemies beyond that reach but within twice that reach. If you target and kill/destroy all enemies within that extended reach (at least 1 such enemy) then repeat this again for all additional enemies out to triple your normal reach.

Level 19:
Inescapable
At-Will, you may use Teleport Without Error to a random, unoccupied point that would place you a foe you specify within your threatened area. You must have attacked them with this weapon within the last 3 rounds AND have damaged them with this weapon within the last minute. This ability can even move you between planes.

Level 20:
Keen AND Improved Critical AND Vorpal, despite these not normally stacking.

Steward
2014-10-11, 09:31 PM
Is Teleport Without Error the same thing as Greater Teleport?

About the payment:


To gain any of these benefits the wielder must donate 1/3 of their net worth to the care of lawful good causes operated by clerics of Wee Jas and may NOT be a worshiper of Wee Jas themselves. This 1/3 donation also applies to any future earnings.


Is that donation supposed to be made one time, or once per level, or just whenever the wielder finds treasure? It also seems like a tough requirement to make from RP terms -- how many lawful good organizations devoted to Wee Jas are there?

Extra Anchovies
2014-10-11, 09:44 PM
Is Teleport Without Error the same thing as Greater Teleport?\

TWE is the 3.0 name for the spell, yes.

DracoDei
2014-10-12, 01:03 AM
Is Teleport Without Error the same thing as Greater Teleport?

TWE is the 3.0 name for the spell, yes.
^This.


About the payment:



Is that donation supposed to be made one time, or once per level, or just whenever the wielder finds treasure? It also seems like a tough requirement to make from RP terms -- how many lawful good organizations devoted to Wee Jas are there?
Given that she is a Lawful Neutral deity, as much as a fourth of her clergy might be lawful good... the frequency was supposed to be "within a reasonable time frame of acquiring any particular income.". Do I need to say that more explicitly?