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Thread: Legendary Swords (Weapons...)

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    Default Re: Legendary Swords (Weapons...)

    Elemental Godsblades
    Elemental Godsblades cannot be destroyed by any means.
    If one person ever holds two at once, they are instantly destroyed from conflicting elemental magics of epic proportions. Deities of divine rank 5 or higher can hold two at once. 10 or more, three. 15 or more, can hold all four.
    Elemental Godsblades survive even cataclysmic events destroying the whole of the reality they exist within, they simply remain in a void of emptiness, a reality all its own until someone can manage to retrieve it.
    A Wish or Miracle spell can never call an Elemental Godsblade to the caster. The blades count as a deity of Divine Rank 20 for any effect that would call the blade or try to command it.
    Elemental Godsblades are intelligent, having an intelligence score of 45. They are all arrogant and will instantly destroy anyone of Divine Rank 15 or lower that tries to wield them against their will without a partnership.
    To acquire Godsblade, one must prove they are worthy and fitting to wield the blade by its own terms, or it can just decide it doesn't like you or spontaneously taking a liking to you.
    Once a bond is formed though, it remains until the person dies and will never betray them.
    A Godsblade can never be subject to any effect that would harm it, remove it from its owner, or alter its shape.
    A Godsblade that is set down can be called to the hand as a free action in a teleportation like effect that is unaffected by dimensional locks, or antimagic.
    Antimagic or Mages Disjunction or similar effects never effect a Godsblade, neither does any form of immunity hinder a godsblade or effect it creates as they are all considered Extraordinary, primal, natural forces of great power in effect since before the first gods now known were even capable of thought.

    Flamehazer
    Champion of Flame
    Flamehazer is a large sword, a full blade nearly as long as a full grown man and half as wide in a long, stretched triangle like shape. Several inches thick in the center along its blade, the weapon is a hefty slab that looks to be made of red-dyed stone. Along its ends, the edges seem to be made of solidified flames. Down the middle of the blade is a line that looks to be made the same, of solidified flame. Ever burning and churning paths of fire.
    Flamehazer has the power to create 25ft bursts of flame anywhere within 100ft as a free action. The flame lingers, remaining as a swirling area of fire. It deals an initial 5d10 fire damage, and deals 2d10 fire damage to anyone entering or starting their turn in the area of fire. The area of fire lasts for 24 hours or until it is put out.
    Flamehazer has the ability to produce any elemental spell effect dealing with fire, and can instantly put out any fire or fire spell as an immediate action. Flamehazer can stop any wild fire in this manner, and as a standard action can stop any meteorite or volcano as a standard action.
    Flamehazer's owner can also chose one spell of up to 8th level, Flamehazer can duplicate that spell but descriptions and elemental properties change to relate to fire and heat. If there is no elemental property, it gains one as Fire.
    Flamehazer can instantly slay or dominate any [Fire] creature or elemental without save.
    Flamehazer is considered a +6 Fullblade, and its intense elemental and semi arcane-divine nature sears the flesh of even the incorporeal. Flamehazer is never subject to fire resistances or immunity.
    Once per year, Flamehazer has the power to call down a fiery calamity as a ten minute casting time. When the casting is over, an area within 500miles that is 150miles in diameter instantly catches ablaze. The fires can spread naturally from there. But the initial flames last 24 hours. Each round and the initial spawning of the flames, the fires deal 5d8 fire damage.
    The skies above the flames open up and once per minute a ball of fire falls from the sky to impact a random area (say, 10% chance to impact an area anyone of interest is in) to deal 10d6 fire damage to all within 1mile of impact and 5d6 bludgeoning damage to all within 500ft of the center of the impact.
    For the next 6 months, the area seems to retain lingering heat from the intense fire magic, keeping it in summer like conditions.
    A King or Queen, or Emperor, or similar ruler with Flamehazer can generate warmth throughout the land, keeping climates warm and comfortable. They can alter the power of the sun over the land, to be kind and gentle and not burn the people who work in the fields. Wildfires and volcanic calamities never happen in the area of rule against the ruler's will. Flamehazer can keep the land in perpetual summer...
    Flamehazer can also intensify the heat. Making the land a sweltering environment of sweat and heat. The land outdoors could be made so hot forests catch fire, and the sun sears the flesh.

    Frostmourn
    Champion of Frost
    Frostmourn is a large sword. Its as long as a full grown man and half as wide. It remains straight until the very end when it sharply turns inward to form a shallow point. Frostmourn appears to be made of deep blue stone with edges that look to be carved from ice, yet never go blunt or break. The weapon radiates cold, causing 1d6 frost damage to any within 25ft at the start and end of their turns and when they first enter the area.
    Frostmourn has the ability to generate a 60ft line of icicles that sprout from the ground violently stabbing outwards to deal 5d6 cold damage. Anyone who gets hit makes a fortitude save DC 35. If they fail, they are impaled by the ice and are considered Pinned until they make a strength check DC 20 to pull themselves off. They take 2d6 piercing damage each round they remain pinned and 2 con damage per round. When they are free of the impalement, they take 2d6 con damage, and 2 con damage every round until they benefit from a restoration, regeneration, or Heal spell.
    Frostmourn has the ability to produce any elemental spell effect dealing with cold, frost, or water, and can instantly disperse any amount of water up to an area of 1,000 cubic feet at a time once per round as a swift action or cold/water spell as an immediate action, or generate that water by 500cubic feet at a time as a swift action. Frostmourn can instantly stop any tsunami, whirlpool, or similar disaster, and can halt Comets and Ice Ages or what not all as a standard action.
    Frostmourn 's owner can also chose one spell of up to 8th level, Frostmourn can duplicate that spell but descriptions and elemental properties change to relate to water and ice. If there is no elemental property, it gains one as Cold or Water.
    Frostmourn can instantly slay or dominate any [Water] / [Cold] creature or elemental without save.
    Frostmourn is considered a +6 Fullblade, and its intense elemental and semi arcane-divine nature chill the flesh of even the incorporeal. Frostmourn is never subject to cold resistances or immunity.
    Once per year, Frostmourn can conjure a comet as a 10minute action, targeting an area within 400miles. The comet falls when the casting is over and is visible right away. It gets closer and closer, eventually dominating the sky. The large comet is roughly a mile in diameter but radiates intense cold out to 250miles, instantly freezing anyone under 5HD and dealing 10d6 cold damage to anything in the area.
    The comet then impacts on the next round, causing a great explosion destroying everything in 15miles and sending shockwaves out to 100miles.
    The area within 500 miles is perpetually in winter like climates for the next 6 months.
    A King or Queen, or Emperor, or similar ruler with Frostmourn can control the seas, lakes, rivers, and ocean within their rule. Water can be kept in abundance, pure and fresh and always running freely, even bound to the ruler's will to make for great aqueduct systems for cities that sing of prosperity and the convenience such waterways provide. Frostmourn can make it rain as the ruler wishes, but without winds or storm, just rain.
    Frostmourn can also chose to keep the rule under a heavy blanket of winter, even a ridged winter that speaks of bitter death.

    Quakesunder
    Champion of Stone
    Quakesunder is a large sword. Its as long as a full grown man and half as wide. It has multiple depressions along its side, making the blade look like thin slabs of varying size bound together. Along the edges, layers of stone plates like shingles jet out chaotically like each stone plate is a blade on its own. Quakesunder appears to be made of rich earthy brown stone. The weapon radiates a feeling of heaviness to those who gaze upon it, and to any within 25ft the feeling is magnified into a very vivid sensation of a crushing weight. Those within 25ft of Quakesunder save for its wielder feel slowed, halving their speed and doubling the weight of all their items which can push their total weight over their carry limits.
    Quakesunder has the ability to generate a 60ft line along which the earth splits, opening a crack that seems to fall forever along smooth edges. Within 40ft on all sides of the crack is a great shaking tremor that on a DC 25 str check or 30 reflex save causes those in the area to fall prone to the ground and take 1d6 bludgeoning damage per round until it ends. Those in the line of the rack need to take a DC 40 reflex save or fall in, falling for several thousand feet never to be seen again. Flying targets are immune, if they do have a fly speed they can take to the air as an immediate reaction. The tremors stop after 1d10 rounds, after which time the crack seals itself shut again.
    Quakesunder has the ability to produce any elemental spell effect dealing with stone, earth, or metal, and can instantly reduce hills and mountains to rubble and dirt, even a flat plane up to an area of 1,000 cubic feet at a time or can raise earth into hills or mountains up to 500 cubic feet at a time once per round as a swift action or negate a spell of the stone/earth/metal descriptor(s) as an immediate action. Quakesunder can instantly stop any earthquake or similar event as a standard action.
    Quakesunder's owner can also chose one spell of up to 8th level, Quakesunder can duplicate that spell but descriptions and elemental properties change to relate to stone or metal. If there is no elemental property, it gains one as stone or metal.
    Quakesunder can instantly slay or dominate any [Earth] / [Stone] / [Metal/Iron] creature or elemental without save.
    Quakesunder is considered a +6 Fullblade, and its intense elemental and semi arcane-divine nature chill the flesh of even the incorporeal.
    Once per year, Quakesunder can cause a great sundering of the land. One designated area within 400miles is the epicenter of this effect. To manifest it, it takes 10 minutes casting time.
    When the casting is over, the ground spirals out with great cracks like a spiders web out to 300miles from the epicenter. The ground within 400miles shakes violently with tremors, dealing 5d12 damage to buildings and knocking people around like kittens in a dryer, taking 2d12 bludgeoning damage per round unless they succeed on multiple reflex saves. Once per round, a dc 45 reflex save.
    There is a random 25% chance that a crack will open up beneath someone and swallow them and everyone around them within 10ft, then close behind them burying... but not alive, the closing ground instantly crushes them if they are below 5HD. They take 10d6 damage each round otherwise.
    The shakes and cracks last 12 hours.
    A King or Queen, or Emperor, *or similar ruler with Quakesunder never fears for earthquakes, and can prevent the generation of volcanos and similar events within their rule. The grounds of the kingdom is always in perfect control by the ruler with quakesunder, and can be made incredibly fertile- amazingly so to the point crops grow many times their normal size and the people who eat them are always healthy and fit. Or can curse the ground selectively, causing areas that will not yield harvest.

    Thundershorn
    Champion of Storm
    Thundershorn is a large sword, a full blade nearly as long as a full grown man and half as wide in a long, along its edges the blade is incredibly jagged with many points. Several inches thick in the center along its blade, the weapon is a hefty slab that looks to be made of gold-dyed stone. Along its ends, the edges seem to be made of condensed electricity. Down the middle of the blade is a line that looks to be made the same, of condensed electricity.
    Thundershorn has the power to create 25ft bursts of electricity anywhere within 100ft as a free action. The crackling fingers of electricity linger, remaining as a violently charged area. It deals an initial 5d10 electric damage, and deals 2d10 electric damage to anyone entering or starting their turn in the area of electricity. The area of electricity lasts for 24 hours or until it is put out.
    Thundershorn has the ability to produce any elemental spell effect dealing with electricity, and can instantly dispel any electric or wind spell as an immediate action with no check, the spell is simply negated, and Thundershorn can instantly disperse any wind or storm as a standard action, including hurricanes and tornadoes. Thundershorn's owner can also chose one spell of up to 8th level, Thundershorn can duplicate that spell but descriptions and elemental properties change to relate to electricity and wind. If there is no elemental property, it gains one as electric or air.
    Thundershorn can instantly slay or dominate any [Air] [Storm] or [electric] creature or elemental without save.
    Thundershorn is considered a +6 Fullblade, and its intense elemental and semi arcane-divine nature sears the flesh of even the incorporeal. Thundershorn is never subject to electric resistances or immunity.
    Once per year, Thundershorn can generate a supercell thunderstorm as a 10minute action starting it in an area within 400miles. The Supercell thunderstorm is a 150 mile in diamiter cloud of deep black that is constantly turning and gusting with hurricane force winds, and it pummels the ground below it with more lightning strikes per second then most commonfolk could count, each round there is a 50% chance to be struck by lightning, dealing 2d12 electric damage. The storm moves slowly, taking an hour to move the end of the storm to where the front was. The Supercell lasts 24 hours carving destruction in its wake.
    A King or Queen, or Emperor, or similar ruler with Thundershorn can control the winds, clouds, and storms within their rule perfectly. Maintaining a climate as they wish.






    Legendary Arms
    Weapons of folklore, myth, and indeed legends... or simple weapons of power sure to inspire such tales. Legendary arms are simply unique weapons of power, not necessarily swords or sword-like as the Legendary Swords. Neither are they as powerful on average.
    Legendary arms cannot usually be destroyed except by legendary swords or godsblades, or other legendary arms that state they can do so.
    Legendary Arms can be repaired by their original maker if available, or you can find them, or a DC 40 craft check suitable to the weapon, the DM may require other checks such as knowledge: Arcana or Spellcraft in order to repair certain weapons.



    {table=head]Name | Damage | Range | Critical | Weight | Size | Type | Class
    Excessum | 4d4 | 160 | 17-20 x4 | 3lb. | M | Piercing | Firearm: hand
    Hammer Thorn | 1d8 | 60 | 18-20 x3 | 4lb. | M | Piercing | Firearm: hand
    Kaasadu | 2d4 | 80 | 18-20 x3 | 2lb. | M | Piercing | Firearm: hand
    Lightweaver | 2d6 | 250 | 15-20 x4 | 8lb. | L | Fire/Electric | Firearm: hand
    Ryukaijin | 2d10 | 20 | 15-20x3 | 8lbs | M | Bludgeoning | special
    [/table]


    Excessum
    The blackfire shot
    Excessum is an ornate silver cutting edge revolver top of it's class. The silver is covered with intricate engravings and it has a sturdy handgrip providing a comfortable hold. Atop this revolver is a silver scope enchanted to be easy to look through even when you hold the weapon out far from yourself, no matter where you look from you always see what the weapon is pointed at in crystal clarity.
    The weapon fires long bullets that it generates itself. They are in remarkably sturdy casings allowing for more powder to be crammed in and compressed with an elongated masterfully worked bullet that can fly farther and straighter then normal, favoring greater penetration over stopping power.
    When Excessum deals at least ten damage to a target, +5 per size larger or -2 for size smaller, the bullet rips through their body to continue behind the target potentially hitting multiple enemies.
    Excessum's primary feature are the antiundead engravings, carved on the end of the barrel though some of the engraving is not visible and the exact engraving is unknown. When Excessum hits an undead creature it creates a burst of black flame on impact that burns the creature, dealing 1d6 legend damage that counts as fire for vulnerability but not resistance or immunity. The creature continues to take this damage each round until it is dead it is subject to positive energy damage, which cancels out the blackfire.
    Excessum is considered a +4 revolver.





    Hammer Thorn
    The reversal shot
    Hammer Thorn is an intricately carved gun of black and silver. Rather than having the traditional revolving chamber, Hammer Thorn has a relatively big case that sits in front of the trigger housing eight shots at once, nine in total if a round is chambered as well. Hammer Thorn has a scope as Excessum does. However, this scope does little to help in range. Instead, Hammer Thorn's scope grants true seeing to those who look through it, revealing true forms.
    Unlike most legendary firearms, Hammer Thorn's ammunition does not automatically recover when expended. Instead, Hammer Thorn can be reloaded with standard cartrages, housing up to sixteen normal bullets. Hammer Thorn can then, at it's owner's request, replace these bullets with it's custom shot. Alternatively, it will automatically regenerate it's custom ammunition every 15 minutes.
    Hammer Thorn fires bullets with elongated pointed tips set into a thicker case containing a fairly large amount of powder to propel the bullet. The bullet itself is hollow and filled with an alchemical elixir aided by enchantments to reverse the effects of transmutations, any creature under the effect of a transmutation spell is reversed to their normal form. Any creature subject to an effect that altered their very being, such as lycanthropy or vampyrism, they are reverted back to normal when they would normally die. Becoming human, elf, or whatever they were before at -1HP and require stabilization or they will die as normal.
    Against either kinds of targets, Hammer Thorn deals additional damage equal to the target's HD. A creature with ten HD takes ten extra damage.
    Hammer Thorn grows spikes along it's frame when held by a creature it would normally cure or deal extra damage to, changing it's enhancement bonus to a penalty instead of a benefit and dealing 2 damage each round to anyone wielding it like that. When a creature that wouldn't be effected by the extra damage reaches to wield it, or two rounds have passed since the creature that caused the spikes to grow drops it, the spikes go away.
    Hammer Thorn is considered a +4 advanced firearm.


    Kaasadu
    The morningstar shot
    Kaasadu is a golden revolver, it's shape similar to Excessum without the scope. It is similarly covered in intricate engravings as well. The difference is in the gold colored metal, indeed it appears to be solid gold though it appears to be stronger than steel. It's hand grip is finely crafted to provide an excellent and comfortable hold. Most the weapon's weight is concentrated in the grip, combined with the grips's comfortable grasp and the weapons fairly small size, the weapon is harder to be subject to disarm attempts. The owner has a +2 circumstance bonus against disarm rolls.
    Kaasadu holds six shots. When Kaasadu damages a demon or devil, Kaasadu deals an extra 2d4 damage and releases a pulse of red light that functions as a cleric's rebuke attempt as though the bearer of Kaasadu was a cleric in level equal to their HD.
    This red pulse functions against vampires or any creature weak against sunlight as well, giving them the effects of being exposed to sunlight for one round. Multiple shots do not stack this effect, and following shots on the next round doesn't stack it to two rounds, it is always just one round as the burst of light fades in seconds. If there is any effect to such a creature dying within daylight, the burst counts towards that effect.
    Kaasadu is considered a +3 revolver.


    Lightweaver
    The searing shot
    Lightweaver appears to be a very large handgun, with a mysterious glowing box before the trigger as though it were where ammunition is held. It has a long scope and a thick, stocky barrel.
    Lightweaver isn't so special due to enchantments or special effects, Lightweaver
    Lightweaver isn't so special in the way of enchantments or special effects. Lightweaver is special because it is a weapon ahead of it's time. Completely extraordinary there is nothing supernatural or psi/spell like about this weapon. Yet it retains this glow, repairs itself of damage on it's first upcoming turn since it was dealt the damage, and fires not a bullet, but a ray of light that sears flesh and melts armor.
    Lightweaver deals combined fire and electric damage, resistance to one or the other does not apply unless they are resistant to both.
    Lightweaver adds a zero to any damage dealt to objects or constructs, 10 damage becoming 100 damage. It ignores armor, natural armor, and shield bonuses to AC.
    Lightweaver's shots fire perfectly straight until they wink out of existence at their maximum range, halving any penalties for attacks at range or shooting into melee.
    Lightweaver holds six shots at any one time, and recharges one shot per round unless you do not fire that round, in which case it recharges two shots.
    Lightweaver is considered a +4 advanced firearm.


    Ryukaijin
    The scaly shot
    Ryukaijin is a long double barreled shot gun of black metal with delicate gold workings entwined about it. It has mental ability scores equal to it's bearer and can assume the form of a golden lizard, dragon like in appearance but without wings. When transformed it has an 18 in dexterity, a 8 in strength, and a 14 in constitution. It gains all benefits of the familiar class feature of a sorcerer, and the animal companion class feature of a druid (Taking whichever bonus or feature is better, not stacking), as if the bearer was a sorcerer and druid of it's HD. It is a diminutive creature in this form, with a speed of 20ft (quick despite it's size).
    Ryukaijin is able to speak common in it's creature form, or communicate telepathically with whoever holds it. Ryukaijin rejects new bearers if it's old bearer still lives or has not dismissed Ryu.
    When in it's weapon form, Ryukaijin deals it's listed effects on the table and deals an extra 1d4 electric damage and an extra 1d10 electric damage on a critical hit. It has a range increment of 20ft and deals damage in a cone that extends to a maximum 15ft (three square) emanation. It loses -2 damage each range increment after the first. Creatures hit with Ryukaijin within the first two range increments are knocked back five feet on a failed reflex save DC 15. If they fail by five or more, they are also knocked prone. On a critical hit the DC is instead 25 and they are knocked back 1d4x5 feet and knocked prone.
    Ryukaijin communicates with it's bearer, giving them hints and tactics to use. The bearer of Ryukaijin can gain one feat related to ranged attacks, such as point blank shot. Ryukaijin can't benefit from feats allowing you to shoot into melee, as it's damage is in an area effect.
    Ryukaijin in it's creature form can deliver a bite attack dealing 1d3 damage + str + 1d4 electric damage. It can teleport up to three times it's speed as a full round action, or half it's speed in place of a 5ft step.
    Transforming between gun and creature is a move equivalent action, using it's own action pool which is always immediately after it's bearer in initiative. It automatically transforms into it's gun form when it would be reduced to 0 HP and teleport's to the bearer if it is within four time's it's speed.
    Ryukaijin is intelligent, and can have class levels of half it's bearer's HD.
    Ryukaijin is a shot gun* with an effective enhancement bonus equal to 1/4th it's own HD, minimum +1. It is used two handed, but can be used in one hand at a -4 penalty to attack rolls.
    *Ryukaijin can learn to manifest new weapon forms, using that weapons statistics +1 die size and +1 to the multiplier (x2 becoming x3). Ryukaijin can learn one new weapon form every 1/2 HD of it's bearer.
    Last edited by Cipher Stars; 2013-01-08 at 03:46 PM.

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