Revanmal
2008-10-01, 09:14 PM
Sentient Weapon
Creature Type: Construct (Living)
+4 Constitution, -2 Dexterity
Base Land Speed of 0 when unattended; When Wielded, it is equal to the speed of a human with the same class levels.
The Sentient Weapon has immunity to magical sleep, blindness, and deafness effects, and does not need to eat, sleep, or breathe.
When not wielded, the Sentient Weapon’s Strength and Dexterity scores become 0.
Weapon Proficiency: The sentient weapon automatically gains proficiency in its’ own weapon type.
+4 racial bonus on Intimidate and Disguise checks
Automatic language: Common - Bonus Languages: Any, save secret languages such as Druidic. The Sentient Weapon can speak as a normal person, their voices reverberating from whatever "hilt" they possess.
Sentient Weapons have normal class HP, and a hardness equal to their class level. However, they are vulnerable to Sundering like normal weapons. The Mending spell can stabilize a Sentient Weapon into one whole, if flimsy, piece, though it cannot be healed through Cure Spells. Casting Heat Metal on the Weapon allows it to “forge” itself anew, renewing its’ HP and Hardness as if it had been repaired by a skilled blacksmith.
Possession Wielding: Sentient Weapons are unable to act on their own for some time. To compensate, when held, they have the ability to Possess a willing humanoid host, of an appropriate size to wield them, 1/day as a full-round action. Whether they achieve the control through trickery or an actual benevolent agreement, this effect lasts 1 day or until the Weapon releases control by its’ own accord or through unconsciousness. For the duration, the Weapon’s attributes, Hit Dice, class abilities, and other stats become the host’s as if the sword itself were that person.
The wielder retains all memories of what transpired during the Weapon’s control, during which they feel a carefree, euphoric sensation on the level of a narcotic; this can become addictive. After the Weapon’s control is lifted, the host must make a DC 15 Will save in order to throw off its influence and discard the Weapon permanently – after rejecting the Weapon, any further saves to throw off the Weapon’s control gain a bonus of +1. This effect is cumulative.
Should the Sentient Weapon be used by someone who will not willingly join with it, but still tries to use it to aims not of its liking, the Sentient Weapon and the user make opposed Will checks. If the Sentient Weapon's roll is greater than the user's, the user's current action is halted and the user is stunned for one round. If the user's is greater, the action goes unimpeded. In the event of a tie, the user takes -4 to the action they try to use the Weapon for.
The Sentient Weapon is able to be magically enchanted. All enchantments made on the Sentient Weapon have their prices reduced by 20% and take 1 day less to apply.
At 4th Character Level, the Sentient Weapon gains an automatic +2 enhancement bonus.
At 8th Character Level, the Sentient Weapon’ enhancement bonus increases to +3.
At 10th level, the Sentient Weapon gains the Self-Wielding ability, allowing it to magically conjure for itself a phantom body which gains the same benefits as a willing host would. This body appears as a slightly opaque silhouette of varying color of a male or female human, and can also wear armor. This ability lasts 1 day, is usable 1/day, and the Weapon can still use its daily Possession ability should the phantom body be destroyed.
At 12th Character Level, the Sentient Weapon’s enhancement bonus becomes +4.
At 16th Character Level, the Sentient Weapon’s enhancement bonus becomes +5.
At 20th Character Level, the duration of the Sentient Weapon’s Self Wielding ability becomes unlimited, allowing the Sentient Weapon to stay active for long periods of time without having to use its other Wielding abilities.
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Any constructive criticism is appreciated.
Creature Type: Construct (Living)
+4 Constitution, -2 Dexterity
Base Land Speed of 0 when unattended; When Wielded, it is equal to the speed of a human with the same class levels.
The Sentient Weapon has immunity to magical sleep, blindness, and deafness effects, and does not need to eat, sleep, or breathe.
When not wielded, the Sentient Weapon’s Strength and Dexterity scores become 0.
Weapon Proficiency: The sentient weapon automatically gains proficiency in its’ own weapon type.
+4 racial bonus on Intimidate and Disguise checks
Automatic language: Common - Bonus Languages: Any, save secret languages such as Druidic. The Sentient Weapon can speak as a normal person, their voices reverberating from whatever "hilt" they possess.
Sentient Weapons have normal class HP, and a hardness equal to their class level. However, they are vulnerable to Sundering like normal weapons. The Mending spell can stabilize a Sentient Weapon into one whole, if flimsy, piece, though it cannot be healed through Cure Spells. Casting Heat Metal on the Weapon allows it to “forge” itself anew, renewing its’ HP and Hardness as if it had been repaired by a skilled blacksmith.
Possession Wielding: Sentient Weapons are unable to act on their own for some time. To compensate, when held, they have the ability to Possess a willing humanoid host, of an appropriate size to wield them, 1/day as a full-round action. Whether they achieve the control through trickery or an actual benevolent agreement, this effect lasts 1 day or until the Weapon releases control by its’ own accord or through unconsciousness. For the duration, the Weapon’s attributes, Hit Dice, class abilities, and other stats become the host’s as if the sword itself were that person.
The wielder retains all memories of what transpired during the Weapon’s control, during which they feel a carefree, euphoric sensation on the level of a narcotic; this can become addictive. After the Weapon’s control is lifted, the host must make a DC 15 Will save in order to throw off its influence and discard the Weapon permanently – after rejecting the Weapon, any further saves to throw off the Weapon’s control gain a bonus of +1. This effect is cumulative.
Should the Sentient Weapon be used by someone who will not willingly join with it, but still tries to use it to aims not of its liking, the Sentient Weapon and the user make opposed Will checks. If the Sentient Weapon's roll is greater than the user's, the user's current action is halted and the user is stunned for one round. If the user's is greater, the action goes unimpeded. In the event of a tie, the user takes -4 to the action they try to use the Weapon for.
The Sentient Weapon is able to be magically enchanted. All enchantments made on the Sentient Weapon have their prices reduced by 20% and take 1 day less to apply.
At 4th Character Level, the Sentient Weapon gains an automatic +2 enhancement bonus.
At 8th Character Level, the Sentient Weapon’ enhancement bonus increases to +3.
At 10th level, the Sentient Weapon gains the Self-Wielding ability, allowing it to magically conjure for itself a phantom body which gains the same benefits as a willing host would. This body appears as a slightly opaque silhouette of varying color of a male or female human, and can also wear armor. This ability lasts 1 day, is usable 1/day, and the Weapon can still use its daily Possession ability should the phantom body be destroyed.
At 12th Character Level, the Sentient Weapon’s enhancement bonus becomes +4.
At 16th Character Level, the Sentient Weapon’s enhancement bonus becomes +5.
At 20th Character Level, the duration of the Sentient Weapon’s Self Wielding ability becomes unlimited, allowing the Sentient Weapon to stay active for long periods of time without having to use its other Wielding abilities.
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Any constructive criticism is appreciated.